John 1c19365325 [csharp][monogame][unity][xna] Updated to 3.3.x (#623)
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp

* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp

* [spine-csharp] Ported 3.3 changes of Bone

* [spine-csharp] Ported 3.3 changes of BoneData

* [spine-csharp] Ported 3.3 changes of Event

* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D

* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto

* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes

* [spine-csharp] fixed compilation errors initially not reported by Mono CS

* Minor clean up.

Every space has its place.™

* Match csharp 3.3 refactorings.

* [Unity] Minor cleanup in SkeletonBaker.

* Better exception messages.

* Removed extra usings. Matched whitespace style.

* Fixed Bone.cs method PascalCase and xml documentation.

* Fixed Exception ctor arguments.

* Fixed single bone IK mixing.

Matched libgdx commit:
e0ee18a088

* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete

* [Unity] Ragdoll: account for shear and new constraints.

* [spine-csharp] Ported 3.3 changes to SkeletonJson

* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging

* [spine-csharp] Fixed up XNA runtime

* Added simple example data in new exports/ folder

* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging

* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong

* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.

* [spine-xna] Added binary exports, modified XNA game

* [spine-xna] Added tank example

* Some cleanup. Relabeled generic todos.

* Prevent SpineEditorUtilities from orphaning failed instantiations.

* Ignore PathAttachment when checking for required atlas regions.

* [spine-csharp] the great spaces to tabs battle

* [spine-csharp] Fixed inherit deform.

* [spine-csharp] Match Skeleton.java properties and stuff.

* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode

* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks

* [csharp] Updated README.md

* [xna] [monogame] [unity] Updated README.md

* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"

This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.

* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix

* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.

* [csharp] Fix deformed weighted vertices condition + match libgdx closer.

* [csharp] Use internal ExposedList array for critical methods.

* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.

* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.

* [unity] Updated sample scenes and files.

* [csharp] Some formatting got left behind.

* [unity] New readme links + Removed redundant info.

* [exports] Remove dummy project.
2016-06-30 04:29:33 +08:00

214 lines
7.3 KiB
C#

/*****************************************************************************
* Spine Extensions by Mitch Thompson and John Dy
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using Spine;
namespace Spine.Unity {
public static class SkeletonExtensions {
const float ByteToFloat = 1f / 255f;
#region Colors
public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static void SetColor (this Skeleton skeleton, Color color) {
skeleton.A = color.a;
skeleton.R = color.r;
skeleton.G = color.g;
skeleton.B = color.b;
}
public static void SetColor (this Skeleton skeleton, Color32 color) {
skeleton.A = color.a * ByteToFloat;
skeleton.R = color.r * ByteToFloat;
skeleton.G = color.g * ByteToFloat;
skeleton.B = color.b * ByteToFloat;
}
public static void SetColor (this Slot slot, Color color) {
slot.A = color.a;
slot.R = color.r;
slot.G = color.g;
slot.B = color.b;
}
public static void SetColor (this Slot slot, Color32 color) {
slot.A = color.a * ByteToFloat;
slot.R = color.r * ByteToFloat;
slot.G = color.g * ByteToFloat;
slot.B = color.b * ByteToFloat;
}
public static void SetColor (this RegionAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor (this RegionAttachment attachment, Color32 color) {
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
public static void SetColor (this MeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor (this MeshAttachment attachment, Color32 color) {
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
#endregion
#region Bone
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static void SetPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
return new Vector2(bone.worldX, bone.worldY);
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
}
public static Matrix4x4 GetMatrix4x4 (this Bone bone) {
return new Matrix4x4 {
m00 = bone.a, m01 = bone.b, m03 = bone.worldX,
m10 = bone.c, m11 = bone.d, m13 = bone.worldY,
m33 = 1
};
}
#endregion
}
}
namespace Spine {
public static class SkeletonExtensions {
#region Posing
/// <summary>
/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
/// <param name = "skeleton">The skeleton to pose.</param>
/// <param name="animationName">The name of the animation to use.</param>
/// <param name = "time">The time of the pose within the animation.</param>
/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
// Fail loud when skeleton.data is null.
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
if (animation == null) return;
animation.Apply(skeleton, 0, time, loop, null);
}
/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
var slotsItems = skeleton.slots.Items;
int n = skeleton.slots.Count;
var drawOrder = skeleton.drawOrder;
drawOrder.Clear(false);
drawOrder.GrowIfNeeded(n);
System.Array.Copy(slotsItems, drawOrder.Items, n);
}
/// <summary>Resets the color of a slot to Setup Pose value.</summary>
public static void SetColorToSetupPose (this Slot slot) {
slot.r = slot.data.r;
slot.g = slot.data.g;
slot.b = slot.data.b;
slot.a = slot.data.a;
}
/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
public static void SetAttachmentToSetupPose (this Slot slot) {
var slotData = slot.data;
slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
}
/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
var slot = skeleton.slots.Items[slotIndex];
var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
slot.Attachment = attachment;
}
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
var timelinesItems = animation.timelines.Items;
for (int i = 0, n = timelinesItems.Length; i < n; i++)
timelinesItems[i].SetToSetupPose(skeleton);
}
public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
if (timeline != null) {
// sorted according to assumed likelihood here
// Bone
if (timeline is RotateTimeline) {
var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
bone.rotation = bone.data.rotation;
} else if (timeline is TranslateTimeline) {
var bone = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex];
bone.x = bone.data.x;
bone.y = bone.data.y;
} else if (timeline is ScaleTimeline) {
var bone = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex];
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
// Attachment
} else if (timeline is DeformTimeline) {
var slot = skeleton.slots.Items[((DeformTimeline)timeline).slotIndex];
slot.attachmentVertices.Clear(false);
// Slot
} else if (timeline is AttachmentTimeline) {
skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
} else if (timeline is ColorTimeline) {
skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
// Constraint
} else if (timeline is IkConstraintTimeline) {
var ikTimeline = (IkConstraintTimeline)timeline;
var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
var data = ik.data;
ik.bendDirection = data.bendDirection;
ik.mix = data.mix;
// Skeleton
} else if (timeline is DrawOrderTimeline) {
skeleton.SetDrawOrderToSetupPose();
}
}
}
#endregion
}
}