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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;
- 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
- /// <summary>Sets the Skeleton's local scale using a UnityEngine.Vector2. If only individual components need to be set, set Skeleton.ScaleX or Skeleton.ScaleY.</summary>
- public static void SetLocalScale (this Skeleton skeleton, Vector2 scale) {
- skeleton.ScaleX = scale.x;
- skeleton.ScaleY = scale.y;
- }
- /// <summary>Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.</summary>
- 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
- /// <summary>Sets the bone's (local) X and Y according to a Vector2</summary>
- public static void SetLocalPosition (this Bone bone, Vector2 position) {
- bone.X = position.x;
- bone.Y = position.y;
- }
- /// <summary>Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.</summary>
- public static void SetLocalPosition (this Bone bone, Vector3 position) {
- bone.X = position.x;
- bone.Y = position.y;
- }
- /// <summary>Gets the bone's local X and Y as a Vector2.</summary>
- public static Vector2 GetLocalPosition (this Bone bone) {
- return new Vector2(bone.x, bone.y);
- }
- /// <summary>Gets the position of the bone in Skeleton-space.</summary>
- public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
- return new Vector2(bone.worldX, bone.worldY);
- }
- /// <summary>Gets a local offset from the bone and converts it into Skeleton-space.</summary>
- 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;
- }
- /// <summary>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.</summary>
- 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));
- }
- /// <summary>Gets a skeleton space UnityEngine.Quaternion representation of bone.WorldRotationX.</summary>
- 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));
- }
- /// <summary>Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.</summary>
- 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));
- }
- /// <summary>Returns the Skeleton's local scale as a UnityEngine.Vector2. If only individual components are needed, use Skeleton.ScaleX or Skeleton.ScaleY.</summary>
- public static Vector2 GetLocalScale (this Skeleton skeleton) {
- return new Vector2(skeleton.ScaleX, skeleton.ScaleY);
- }
- /// <summary>Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
- 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;
- }
- /// <summary>UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position.</summary>
- 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;
- }
- /// <summary>Sets the skeleton-space position of a bone.</summary>
- /// <returns>The local position in its parent bone space, or in skeleton space if it is the root bone.</returns>
- 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
- }
- /// <summary>Fills a Vector2 buffer with local vertices.</summary>
- /// <param name="va">The VertexAttachment</param>
- /// <param name="slot">Slot where the attachment belongs.</param>
- /// <param name="buffer">Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated.</param>
- 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;
- }
- /// <summary>Calculates world vertices and fills a Vector2 buffer.</summary>
- /// <param name="a">The VertexAttachment</param>
- /// <param name="slot">Slot where the attachment belongs.</param>
- /// <param name="buffer">Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated.</param>
- 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;
- }
- /// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
- 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);
- }
- /// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
- 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;
- /// <summary>Recursively calculates a worldspace bone matrix based on BoneData.</summary>
- 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;
- }
- /// <summary>Constructor for a local bone matrix based on Setup Pose BoneData.</summary>
- 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;
- }
- /// <summary>Constructor for a local bone matrix based on a bone instance's current pose.</summary>
- 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;
- }
- }
- /// <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.EnsureCapacity(n);
- drawOrder.Count = n;
- System.Array.Copy(slotsItems, drawOrder.Items, n);
- }
- /// <summary>Resets all the slots on the skeleton to their Setup Pose attachments but does not reset slot colors.</summary>
- 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);
- }
- }
- /// <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;
- slot.r2 = slot.data.r2;
- slot.g2 = slot.data.g2;
- slot.b2 = slot.data.b2;
- }
- /// <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];
- string attachmentName = slot.data.attachmentName;
- if (string.IsNullOrEmpty(attachmentName)) {
- slot.Attachment = null;
- } else {
- var attachment = skeleton.GetAttachment(slotIndex, 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) {
- 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
- }
- }
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