/******************************************************************************
* 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;
namespace Spine.Unity {
public static class SkeletonExtensions {
#region Colors
const float ByteToFloat = 1f / 255f;
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 Color GetColor (this Slot s) { return new Color(s.r, s.g, s.b, s.a); }
public static Color GetColorTintBlack (this Slot s) { return new Color(s.r2, s.g2, s.b2, 1f); }
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 Skeleton
/// Sets the Skeleton's local scale using a UnityEngine.Vector2. If only individual components need to be set, set Skeleton.ScaleX or Skeleton.ScaleY.
public static void SetLocalScale (this Skeleton skeleton, Vector2 scale) {
skeleton.ScaleX = scale.x;
skeleton.ScaleY = scale.y;
}
/// Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.
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
#region Bone
/// Sets the bone's (local) X and Y according to a Vector2
public static void SetLocalPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
/// Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.
public static void SetLocalPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
/// Gets the bone's local X and Y as a Vector2.
public static Vector2 GetLocalPosition (this Bone bone) {
return new Vector2(bone.x, bone.y);
}
/// Gets the position of the bone in Skeleton-space.
public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
return new Vector2(bone.worldX, bone.worldY);
}
/// Gets a local offset from the bone and converts it into Skeleton-space.
public static Vector2 GetSkeletonSpacePosition (this Bone bone, Vector2 boneLocal) {
Vector2 o;
bone.LocalToWorld(boneLocal.x, boneLocal.y, out o.x, out o.y);
return o;
}
/// Gets the bone's Unity World position using its Spine GameObject Transform. UpdateWorldTransform needs to have been called for this to return the correct, updated value.
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform) {
return spineGameObjectTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform, float positionScale) {
return spineGameObjectTransform.TransformPoint(new Vector3(bone.worldX * positionScale, bone.worldY * positionScale));
}
/// Gets a skeleton space UnityEngine.Quaternion representation of bone.WorldRotationX.
public static Quaternion GetQuaternion (this Bone bone) {
var halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
}
/// Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.
public static Quaternion GetLocalQuaternion (this Bone bone) {
var halfRotation = bone.rotation * Mathf.Deg2Rad * 0.5f;
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
}
/// Returns the Skeleton's local scale as a UnityEngine.Vector2. If only individual components are needed, use Skeleton.ScaleX or Skeleton.ScaleY.
public static Vector2 GetLocalScale (this Skeleton skeleton) {
return new Vector2(skeleton.ScaleX, skeleton.ScaleY);
}
/// Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.
public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float invDet = 1 / (a * d - b * c);
ia = invDet * d;
ib = invDet * -b;
ic = invDet * -c;
id = invDet * a;
}
/// UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position.
public static Vector2 WorldToLocal (this Bone bone, Vector2 worldPosition) {
Vector2 o;
bone.WorldToLocal(worldPosition.x, worldPosition.y, out o.x, out o.y);
return o;
}
/// Sets the skeleton-space position of a bone.
/// The local position in its parent bone space, or in skeleton space if it is the root bone.
public static Vector2 SetPositionSkeletonSpace (this Bone bone, Vector2 skeletonSpacePosition) {
if (bone.parent == null) { // root bone
bone.SetLocalPosition(skeletonSpacePosition);
return skeletonSpacePosition;
} else {
var parent = bone.parent;
Vector2 parentLocal = parent.WorldToLocal(skeletonSpacePosition);
bone.SetLocalPosition(parentLocal);
return parentLocal;
}
}
#endregion
#region Attachments
public static Material GetMaterial (this Attachment a) {
object rendererObject = null;
var renderableAttachment = a as IHasRendererObject;
if (renderableAttachment != null)
rendererObject = renderableAttachment.RendererObject;
if (rendererObject == null)
return null;
#if SPINE_TK2D
return (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
#else
return (Material)((AtlasRegion)rendererObject).page.rendererObject;
#endif
}
/// Fills a Vector2 buffer with local vertices.
/// The VertexAttachment
/// Slot where the attachment belongs.
/// Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated.
public static Vector2[] GetLocalVertices (this VertexAttachment va, Slot slot, Vector2[] buffer) {
int floatsCount = va.worldVerticesLength;
int bufferTargetSize = floatsCount >> 1;
buffer = buffer ?? new Vector2[bufferTargetSize];
if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", va.Name, floatsCount), "buffer");
if (va.bones == null) {
var localVerts = va.vertices;
for (int i = 0; i < bufferTargetSize; i++) {
int j = i * 2;
buffer[i] = new Vector2(localVerts[j], localVerts[j+1]);
}
} else {
var floats = new float[floatsCount];
va.ComputeWorldVertices(slot, floats);
Bone sb = slot.bone;
float ia, ib, ic, id, bwx = sb.worldX, bwy = sb.worldY;
sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id);
for (int i = 0; i < bufferTargetSize; i++) {
int j = i * 2;
float x = floats[j] - bwx, y = floats[j+1] - bwy;
buffer[i] = new Vector2(x * ia + y * ib, x * ic + y * id);
}
}
return buffer;
}
/// Calculates world vertices and fills a Vector2 buffer.
/// The VertexAttachment
/// Slot where the attachment belongs.
/// Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated.
public static Vector2[] GetWorldVertices (this VertexAttachment a, Slot slot, Vector2[] buffer) {
int worldVertsLength = a.worldVerticesLength;
int bufferTargetSize = worldVertsLength >> 1;
buffer = buffer ?? new Vector2[bufferTargetSize];
if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", a.Name, worldVertsLength), "buffer");
var floats = new float[worldVertsLength];
a.ComputeWorldVertices(slot, floats);
for (int i = 0, n = worldVertsLength >> 1; i < n; i++) {
int j = i * 2;
buffer[i] = new Vector2(floats[j], floats[j + 1]);
}
return buffer;
}
/// Gets the PointAttachment's Unity World position using its Spine GameObject Transform.
public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
Vector3 skeletonSpacePosition;
skeletonSpacePosition.z = 0;
attachment.ComputeWorldPosition(slot.bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
}
/// Gets the PointAttachment's Unity World position using its Spine GameObject Transform.
public static Vector3 GetWorldPosition (this PointAttachment attachment, Bone bone, Transform spineGameObjectTransform) {
Vector3 skeletonSpacePosition;
skeletonSpacePosition.z = 0;
attachment.ComputeWorldPosition(bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
}
#endregion
}
}
namespace Spine {
using System;
using System.Collections.Generic;
public struct BoneMatrix {
public float a, b, c, d, x, y;
/// Recursively calculates a worldspace bone matrix based on BoneData.
public static BoneMatrix CalculateSetupWorld (BoneData boneData) {
if (boneData == null)
return default(BoneMatrix);
// End condition: isRootBone
if (boneData.parent == null)
return GetInheritedInternal(boneData, default(BoneMatrix));
BoneMatrix result = CalculateSetupWorld(boneData.parent);
return GetInheritedInternal(boneData, result);
}
static BoneMatrix GetInheritedInternal (BoneData boneData, BoneMatrix parentMatrix) {
var parent = boneData.parent;
if (parent == null) return new BoneMatrix(boneData); // isRootBone
float pa = parentMatrix.a, pb = parentMatrix.b, pc = parentMatrix.c, pd = parentMatrix.d;
BoneMatrix result = default(BoneMatrix);
result.x = pa * boneData.x + pb * boneData.y + parentMatrix.x;
result.y = pc * boneData.x + pd * boneData.y + parentMatrix.y;
switch (boneData.transformMode) {
case TransformMode.Normal: {
float rotationY = boneData.rotation + 90 + boneData.shearY;
float la = MathUtils.CosDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
float lb = MathUtils.CosDeg(rotationY) * boneData.scaleY;
float lc = MathUtils.SinDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
float ld = MathUtils.SinDeg(rotationY) * boneData.scaleY;
result.a = pa * la + pb * lc;
result.b = pa * lb + pb * ld;
result.c = pc * la + pd * lc;
result.d = pc * lb + pd * ld;
break;
}
case TransformMode.OnlyTranslation: {
float rotationY = boneData.rotation + 90 + boneData.shearY;
result.a = MathUtils.CosDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
result.b = MathUtils.CosDeg(rotationY) * boneData.scaleY;
result.c = MathUtils.SinDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
result.d = MathUtils.SinDeg(rotationY) * boneData.scaleY;
break;
}
case TransformMode.NoRotationOrReflection: {
float s = pa * pa + pc * pc, prx;
if (s > 0.0001f) {
s = Math.Abs(pa * pd - pb * pc) / s;
pb = pc * s;
pd = pa * s;
prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
} else {
pa = 0;
pc = 0;
prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg;
}
float rx = boneData.rotation + boneData.shearX - prx;
float ry = boneData.rotation + boneData.shearY - prx + 90;
float la = MathUtils.CosDeg(rx) * boneData.scaleX;
float lb = MathUtils.CosDeg(ry) * boneData.scaleY;
float lc = MathUtils.SinDeg(rx) * boneData.scaleX;
float ld = MathUtils.SinDeg(ry) * boneData.scaleY;
result.a = pa * la - pb * lc;
result.b = pa * lb - pb * ld;
result.c = pc * la + pd * lc;
result.d = pc * lb + pd * ld;
break;
}
case TransformMode.NoScale:
case TransformMode.NoScaleOrReflection: {
float cos = MathUtils.CosDeg(boneData.rotation), sin = MathUtils.SinDeg(boneData.rotation);
float za = pa * cos + pb * sin;
float zc = pc * cos + pd * sin;
float s = (float)Math.Sqrt(za * za + zc * zc);
if (s > 0.00001f)
s = 1 / s;
za *= s;
zc *= s;
s = (float)Math.Sqrt(za * za + zc * zc);
float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
float zb = MathUtils.Cos(r) * s;
float zd = MathUtils.Sin(r) * s;
float la = MathUtils.CosDeg(boneData.shearX) * boneData.scaleX;
float lb = MathUtils.CosDeg(90 + boneData.shearY) * boneData.scaleY;
float lc = MathUtils.SinDeg(boneData.shearX) * boneData.scaleX;
float ld = MathUtils.SinDeg(90 + boneData.shearY) * boneData.scaleY;
if (boneData.transformMode != TransformMode.NoScaleOrReflection ? pa * pd - pb * pc < 0 : false) {
zb = -zb;
zd = -zd;
}
result.a = za * la + zb * lc;
result.b = za * lb + zb * ld;
result.c = zc * la + zd * lc;
result.d = zc * lb + zd * ld;
break;
}
}
return result;
}
/// Constructor for a local bone matrix based on Setup Pose BoneData.
public BoneMatrix (BoneData boneData) {
float rotationY = boneData.rotation + 90 + boneData.shearY;
float rotationX = boneData.rotation + boneData.shearX;
a = MathUtils.CosDeg(rotationX) * boneData.scaleX;
c = MathUtils.SinDeg(rotationX) * boneData.scaleX;
b = MathUtils.CosDeg(rotationY) * boneData.scaleY;
d = MathUtils.SinDeg(rotationY) * boneData.scaleY;
x = boneData.x;
y = boneData.y;
}
/// Constructor for a local bone matrix based on a bone instance's current pose.
public BoneMatrix (Bone bone) {
float rotationY = bone.rotation + 90 + bone.shearY;
float rotationX = bone.rotation + bone.shearX;
a = MathUtils.CosDeg(rotationX) * bone.scaleX;
c = MathUtils.SinDeg(rotationX) * bone.scaleX;
b = MathUtils.CosDeg(rotationY) * bone.scaleY;
d = MathUtils.SinDeg(rotationY) * bone.scaleY;
x = bone.x;
y = bone.y;
}
public BoneMatrix TransformMatrix (BoneMatrix local) {
return new BoneMatrix {
a = this.a * local.a + this.b * local.c,
b = this.a * local.b + this.b * local.d,
c = this.c * local.a + this.d * local.c,
d = this.c * local.b + this.d * local.d,
x = this.a * local.x + this.b * local.y + this.x,
y = this.c * local.x + this.d * local.y + this.y
};
}
}
public static class SpineSkeletonExtensions {
public static bool IsWeighted (this VertexAttachment va) {
return va.bones != null && va.bones.Length > 0;
}
public static bool IsRenderable (this Attachment a) {
return a is IHasRendererObject;
}
#region Transform Modes
public static bool InheritsRotation (this TransformMode mode) {
const int RotationBit = 0;
return ((int)mode & (1U << RotationBit)) == 0;
}
public static bool InheritsScale (this TransformMode mode) {
const int ScaleBit = 1;
return ((int)mode & (1U << ScaleBit)) == 0;
}
#endregion
#region Posing
internal static void SetPropertyToSetupPose (this Skeleton skeleton, int propertyID) {
int tt = propertyID >> 24;
var timelineType = (TimelineType)tt;
int i = propertyID - (tt << 24);
Bone bone;
IkConstraint ikc;
PathConstraint pc;
switch (timelineType) {
// Bone
case TimelineType.Rotate:
bone = skeleton.bones.Items[i];
bone.rotation = bone.data.rotation;
break;
case TimelineType.Translate:
bone = skeleton.bones.Items[i];
bone.x = bone.data.x;
bone.y = bone.data.y;
break;
case TimelineType.Scale:
bone = skeleton.bones.Items[i];
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
break;
case TimelineType.Shear:
bone = skeleton.bones.Items[i];
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
break;
// Slot
case TimelineType.Attachment:
skeleton.SetSlotAttachmentToSetupPose(i);
break;
case TimelineType.Color:
skeleton.slots.Items[i].SetColorToSetupPose();
break;
case TimelineType.TwoColor:
skeleton.slots.Items[i].SetColorToSetupPose();
break;
case TimelineType.Deform:
skeleton.slots.Items[i].Deform.Clear();
break;
// Skeleton
case TimelineType.DrawOrder:
skeleton.SetDrawOrderToSetupPose();
break;
// IK Constraint
case TimelineType.IkConstraint:
ikc = skeleton.ikConstraints.Items[i];
ikc.mix = ikc.data.mix;
ikc.softness = ikc.data.softness;
ikc.bendDirection = ikc.data.bendDirection;
ikc.stretch = ikc.data.stretch;
break;
// TransformConstraint
case TimelineType.TransformConstraint:
var tc = skeleton.transformConstraints.Items[i];
var tcData = tc.data;
tc.rotateMix = tcData.rotateMix;
tc.translateMix = tcData.translateMix;
tc.scaleMix = tcData.scaleMix;
tc.shearMix = tcData.shearMix;
break;
// Path Constraint
case TimelineType.PathConstraintPosition:
pc = skeleton.pathConstraints.Items[i];
pc.position = pc.data.position;
break;
case TimelineType.PathConstraintSpacing:
pc = skeleton.pathConstraints.Items[i];
pc.spacing = pc.data.spacing;
break;
case TimelineType.PathConstraintMix:
pc = skeleton.pathConstraints.Items[i];
pc.rotateMix = pc.data.rotateMix;
pc.translateMix = pc.data.translateMix;
break;
}
}
/// Resets the DrawOrder to the Setup Pose's draw order
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.EnsureCapacity(n);
drawOrder.Count = n;
System.Array.Copy(slotsItems, drawOrder.Items, n);
}
/// Resets all the slots on the skeleton to their Setup Pose attachments but does not reset slot colors.
public static void SetSlotAttachmentsToSetupPose (this Skeleton skeleton) {
var slotsItems = skeleton.slots.Items;
for (int i = 0; i < skeleton.slots.Count; i++) {
Slot slot = slotsItems[i];
string attachmentName = slot.data.attachmentName;
slot.Attachment = string.IsNullOrEmpty(attachmentName) ? null : skeleton.GetAttachment(i, attachmentName);
}
}
/// Resets the color of a slot to Setup Pose value.
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;
slot.r2 = slot.data.r2;
slot.g2 = slot.data.g2;
slot.b2 = slot.data.b2;
}
/// Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.
public static void SetAttachmentToSetupPose (this Slot slot) {
var slotData = slot.data;
slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
}
/// Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.
public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
var slot = skeleton.slots.Items[slotIndex];
string attachmentName = slot.data.attachmentName;
if (string.IsNullOrEmpty(attachmentName)) {
slot.Attachment = null;
} else {
var attachment = skeleton.GetAttachment(slotIndex, attachmentName);
slot.Attachment = attachment;
}
}
/// Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
animation.Apply(skeleton, 0, 0, false, null, 0, MixBlend.Setup, MixDirection.Out);
}
public static void AllowImmediateQueue (this TrackEntry trackEntry) {
if (trackEntry.nextTrackLast < 0) trackEntry.nextTrackLast = 0;
}
#endregion
}
}