/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
using Spine.Unity.AnimationTools;
using System;
namespace Spine.Unity {
///
/// Base class for skeleton root motion components.
///
abstract public class SkeletonRootMotionBase : MonoBehaviour {
#region Inspector
[SpineBone]
[SerializeField]
protected string rootMotionBoneName = "root";
public bool transformPositionX = true;
public bool transformPositionY = true;
public float rootMotionScaleX = 1;
public float rootMotionScaleY = 1;
/// Skeleton space X translation per skeleton space Y translation root motion.
public float rootMotionTranslateXPerY = 0;
/// Skeleton space Y translation per skeleton space X translation root motion.
public float rootMotionTranslateYPerX = 0;
[Header("Optional")]
public Rigidbody2D rigidBody2D;
public Rigidbody rigidBody;
public bool UsesRigidbody {
get { return rigidBody != null || rigidBody2D != null; }
}
#endregion
protected ISkeletonComponent skeletonComponent;
protected Bone rootMotionBone;
protected int rootMotionBoneIndex;
protected List topLevelBones = new List();
protected Vector2 initialOffset = Vector2.zero;
protected Vector2 tempSkeletonDisplacement;
protected Vector2 rigidbodyDisplacement;
protected virtual void Reset () {
FindRigidbodyComponent();
}
protected virtual void Start () {
skeletonComponent = GetComponent();
GatherTopLevelBones();
SetRootMotionBone(rootMotionBoneName);
if (rootMotionBone != null)
initialOffset = new Vector2(rootMotionBone.x, rootMotionBone.y);
var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= HandleUpdateLocal;
skeletonAnimation.UpdateLocal += HandleUpdateLocal;
}
}
protected virtual void FixedUpdate () {
if (!this.isActiveAndEnabled)
return; // Root motion is only applied when component is enabled.
if (rigidBody2D != null) {
rigidBody2D.MovePosition(new Vector2(transform.position.x, transform.position.y)
+ rigidbodyDisplacement);
}
if (rigidBody != null) {
rigidBody.MovePosition(transform.position
+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
}
Vector2 parentBoneScale;
GetScaleAffectingRootMotion(out parentBoneScale);
ClearEffectiveBoneOffsets(parentBoneScale);
rigidbodyDisplacement = Vector2.zero;
tempSkeletonDisplacement = Vector2.zero;
}
protected virtual void OnDisable () {
rigidbodyDisplacement = Vector2.zero;
tempSkeletonDisplacement = Vector2.zero;
}
protected void FindRigidbodyComponent () {
rigidBody2D = this.GetComponent();
if (!rigidBody2D)
rigidBody = this.GetComponent();
if (!rigidBody2D && !rigidBody) {
rigidBody2D = this.GetComponentInParent();
if (!rigidBody2D)
rigidBody = this.GetComponentInParent();
}
}
protected virtual float AdditionalScale { get { return 1.0f; } }
abstract protected Vector2 CalculateAnimationsMovementDelta ();
abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
public struct RootMotionInfo {
public Vector2 start;
public Vector2 current;
public Vector2 mid;
public Vector2 end;
public bool timeIsPastMid;
};
abstract public RootMotionInfo GetRootMotionInfo (int trackIndex = 0);
public void SetRootMotionBone (string name) {
var skeleton = skeletonComponent.Skeleton;
int index = skeleton.FindBoneIndex(name);
if (index >= 0) {
this.rootMotionBoneIndex = index;
this.rootMotionBone = skeleton.bones.Items[index];
}
else {
Debug.Log("Bone named \"" + name + "\" could not be found.");
this.rootMotionBoneIndex = 0;
this.rootMotionBone = skeleton.RootBone;
}
}
public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0, bool adjustX = true, bool adjustY = true,
float minX = 0, float maxX = float.MaxValue, float minY = 0, float maxY = float.MaxValue,
bool allowXTranslation = false, bool allowYTranslation = false) {
Vector2 distanceToTargetSkeletonSpace = (Vector2)transform.InverseTransformVector(distanceToTarget);
Vector2 scaleAffectingRootMotion = GetScaleAffectingRootMotion();
if (UsesRigidbody)
distanceToTargetSkeletonSpace -= tempSkeletonDisplacement;
Vector2 remainingRootMotionSkeletonSpace = GetRemainingRootMotion(trackIndex);
remainingRootMotionSkeletonSpace.Scale(scaleAffectingRootMotion);
if (remainingRootMotionSkeletonSpace.x == 0)
remainingRootMotionSkeletonSpace.x = 0.0001f;
if (remainingRootMotionSkeletonSpace.y == 0)
remainingRootMotionSkeletonSpace.y = 0.0001f;
if (adjustX)
rootMotionScaleX = Math.Min(maxX, Math.Max(minX, distanceToTargetSkeletonSpace.x / remainingRootMotionSkeletonSpace.x));
if (adjustY)
rootMotionScaleY = Math.Min(maxY, Math.Max(minY, distanceToTargetSkeletonSpace.y / remainingRootMotionSkeletonSpace.y));
if (allowXTranslation)
rootMotionTranslateXPerY = (distanceToTargetSkeletonSpace.x - remainingRootMotionSkeletonSpace.x * rootMotionScaleX) / remainingRootMotionSkeletonSpace.y;
if (allowYTranslation)
rootMotionTranslateYPerX = (distanceToTargetSkeletonSpace.y - remainingRootMotionSkeletonSpace.y * rootMotionScaleY) / remainingRootMotionSkeletonSpace.x;
}
public Vector2 GetAnimationRootMotion (Animation animation) {
return GetAnimationRootMotion(0, animation.duration, animation);
}
public Vector2 GetAnimationRootMotion (float startTime, float endTime,
Animation animation) {
var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
if (timeline != null) {
return GetTimelineMovementDelta(startTime, endTime, timeline, animation);
}
return Vector2.zero;
}
public RootMotionInfo GetAnimationRootMotionInfo (Animation animation, float currentTime) {
RootMotionInfo rootMotion = new RootMotionInfo();
var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
if (timeline != null) {
float duration = animation.duration;
float mid = duration * 0.5f;
rootMotion.start = timeline.Evaluate(0);
rootMotion.current = timeline.Evaluate(currentTime);
rootMotion.mid = timeline.Evaluate(mid);
rootMotion.end = timeline.Evaluate(duration);
rootMotion.timeIsPastMid = currentTime > mid;
}
return rootMotion;
}
Vector2 GetTimelineMovementDelta (float startTime, float endTime,
TranslateTimeline timeline, Animation animation) {
Vector2 currentDelta;
if (startTime > endTime) // Looped
currentDelta = (timeline.Evaluate(animation.duration) - timeline.Evaluate(startTime))
+ (timeline.Evaluate(endTime) - timeline.Evaluate(0));
else if (startTime != endTime) // Non-looped
currentDelta = timeline.Evaluate(endTime) - timeline.Evaluate(startTime);
else
currentDelta = Vector2.zero;
return currentDelta;
}
void GatherTopLevelBones () {
topLevelBones.Clear();
var skeleton = skeletonComponent.Skeleton;
foreach (var bone in skeleton.Bones) {
if (bone.Parent == null)
topLevelBones.Add(bone);
}
}
void HandleUpdateLocal (ISkeletonAnimation animatedSkeletonComponent) {
if (!this.isActiveAndEnabled)
return; // Root motion is only applied when component is enabled.
var boneLocalDelta = CalculateAnimationsMovementDelta();
Vector2 parentBoneScale;
Vector2 skeletonDelta = GetSkeletonSpaceMovementDelta(boneLocalDelta, out parentBoneScale);
ApplyRootMotion(skeletonDelta, parentBoneScale);
}
void ApplyRootMotion (Vector2 skeletonDelta, Vector2 parentBoneScale) {
// Apply root motion to Transform or RigidBody;
if (UsesRigidbody) {
rigidbodyDisplacement += (Vector2)transform.TransformVector(skeletonDelta);
// Accumulated displacement is applied on the next Physics update in FixedUpdate.
// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
// to prevent stutter which would otherwise occur if we don't move every Update.
tempSkeletonDisplacement += skeletonDelta;
SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, parentBoneScale);
}
else {
transform.position += transform.TransformVector(skeletonDelta);
ClearEffectiveBoneOffsets(parentBoneScale);
}
}
Vector2 GetScaleAffectingRootMotion () {
Vector2 parentBoneScale;
return GetScaleAffectingRootMotion(out parentBoneScale);
}
Vector2 GetScaleAffectingRootMotion (out Vector2 parentBoneScale) {
var skeleton = skeletonComponent.Skeleton;
Vector2 totalScale = Vector2.one;
totalScale.x *= skeleton.ScaleX;
totalScale.y *= skeleton.ScaleY;
parentBoneScale = Vector2.one;
Bone scaleBone = rootMotionBone;
while ((scaleBone = scaleBone.parent) != null) {
parentBoneScale.x *= scaleBone.ScaleX;
parentBoneScale.y *= scaleBone.ScaleY;
}
totalScale = Vector2.Scale(totalScale, parentBoneScale);
totalScale *= AdditionalScale;
return totalScale;
}
Vector2 GetSkeletonSpaceMovementDelta (Vector2 boneLocalDelta, out Vector2 parentBoneScale) {
Vector2 skeletonDelta = boneLocalDelta;
Vector2 totalScale = GetScaleAffectingRootMotion(out parentBoneScale);
skeletonDelta.Scale(totalScale);
Vector2 rootMotionTranslation = new Vector2(
rootMotionTranslateXPerY * skeletonDelta.y,
rootMotionTranslateYPerX * skeletonDelta.x);
skeletonDelta.x *= rootMotionScaleX;
skeletonDelta.y *= rootMotionScaleY;
skeletonDelta.x += rootMotionTranslation.x;
skeletonDelta.y += rootMotionTranslation.y;
if (!transformPositionX) skeletonDelta.x = 0f;
if (!transformPositionY) skeletonDelta.y = 0f;
return skeletonDelta;
}
void SetEffectiveBoneOffsetsTo (Vector2 displacementSkeletonSpace, Vector2 parentBoneScale) {
// Move top level bones in opposite direction of the root motion bone
var skeleton = skeletonComponent.Skeleton;
foreach (var topLevelBone in topLevelBones) {
if (topLevelBone == rootMotionBone) {
if (transformPositionX) topLevelBone.x = displacementSkeletonSpace.x / skeleton.ScaleX;
if (transformPositionY) topLevelBone.y = displacementSkeletonSpace.y / skeleton.ScaleY;
}
else {
float offsetX = (initialOffset.x - rootMotionBone.x) * parentBoneScale.x;
float offsetY = (initialOffset.y - rootMotionBone.y) * parentBoneScale.y;
if (transformPositionX) topLevelBone.x = (displacementSkeletonSpace.x / skeleton.ScaleX) + offsetX;
if (transformPositionY) topLevelBone.y = (displacementSkeletonSpace.y / skeleton.ScaleY) + offsetY;
}
}
}
void ClearEffectiveBoneOffsets (Vector2 parentBoneScale) {
SetEffectiveBoneOffsetsTo(Vector2.zero, parentBoneScale);
}
}
}