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- /******************************************************************************
- * 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 {
- /// <summary>
- /// Base class for skeleton root motion components.
- /// </summary>
- 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;
- /// <summary>Skeleton space X translation per skeleton space Y translation root motion.</summary>
- public float rootMotionTranslateXPerY = 0;
- /// <summary>Skeleton space Y translation per skeleton space X translation root motion.</summary>
- 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<Bone> topLevelBones = new List<Bone>();
- protected Vector2 initialOffset = Vector2.zero;
- protected Vector2 tempSkeletonDisplacement;
- protected Vector2 rigidbodyDisplacement;
- protected virtual void Reset () {
- FindRigidbodyComponent();
- }
- protected virtual void Start () {
- skeletonComponent = GetComponent<ISkeletonComponent>();
- 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<Rigidbody2D>();
- if (!rigidBody2D)
- rigidBody = this.GetComponent<Rigidbody>();
- if (!rigidBody2D && !rigidBody) {
- rigidBody2D = this.GetComponentInParent<Rigidbody2D>();
- if (!rigidBody2D)
- rigidBody = this.GetComponentInParent<Rigidbody>();
- }
- }
- 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);
- }
- }
- }
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