/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson and John Dy
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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public static class SkeletonExtensions {
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#region Colors
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const float ByteToFloat = 1f / 255f;
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public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static void SetColor (this Skeleton skeleton, Color color) {
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skeleton.A = color.a;
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skeleton.R = color.r;
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skeleton.G = color.g;
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skeleton.B = color.b;
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}
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public static void SetColor (this Skeleton skeleton, Color32 color) {
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skeleton.A = color.a * ByteToFloat;
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skeleton.R = color.r * ByteToFloat;
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skeleton.G = color.g * ByteToFloat;
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skeleton.B = color.b * ByteToFloat;
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}
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public static void SetColor (this Slot slot, Color color) {
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slot.A = color.a;
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slot.R = color.r;
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slot.G = color.g;
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slot.B = color.b;
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}
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public static void SetColor (this Slot slot, Color32 color) {
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slot.A = color.a * ByteToFloat;
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slot.R = color.r * ByteToFloat;
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slot.G = color.g * ByteToFloat;
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slot.B = color.b * ByteToFloat;
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}
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public static void SetColor (this RegionAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this RegionAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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public static void SetColor (this MeshAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this MeshAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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#endregion
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#region Bone
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public static void SetPosition (this Bone bone, Vector2 position) {
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bone.X = position.x;
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bone.Y = position.y;
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}
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public static void SetPosition (this Bone bone, Vector3 position) {
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bone.X = position.x;
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bone.Y = position.y;
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}
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public static Vector2 GetLocalPosition (this Bone bone) {
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return new Vector2(bone.x, bone.y);
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}
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/// <summary>Gets the position of the bone in Skeleton-space.</summary>
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public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
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return new Vector2(bone.worldX, bone.worldY);
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}
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/// <summary>Gets a local offset from the bone and converts it into Skeleton-space.</summary>
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public static Vector2 GetSkeletonSpacePosition (this Bone bone, Vector2 boneLocal) {
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Vector2 o;
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bone.LocalToWorld(boneLocal.x, boneLocal.y, out o.x, out o.y);
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return o;
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}
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public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
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return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
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}
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public static Matrix4x4 GetMatrix4x4 (this Bone bone) {
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return new Matrix4x4 {
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m00 = bone.a, m01 = bone.b, m03 = bone.worldX,
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m10 = bone.c, m11 = bone.d, m13 = bone.worldY,
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m33 = 1
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};
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}
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/// <summary>Outputs a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
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public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) {
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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float invDet = 1 / (a * d - b * c);
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ia = invDet * d;
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ib = invDet * -b;
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ic = invDet * -c;
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id = invDet * a;
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}
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/// <summary>UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position.</summary>
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public static Vector2 WorldToLocal (this Bone bone, Vector2 worldPosition) {
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Vector2 o;
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bone.WorldToLocal(worldPosition.x, worldPosition.y, out o.x, out o.y);
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return o;
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}
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#endregion
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#region Attachments
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public static Material GetMaterial (this Attachment a) {
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object rendererObject = null;
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var regionAttachment = a as RegionAttachment;
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if (regionAttachment != null)
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rendererObject = regionAttachment.RendererObject;
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var meshAttachment = a as MeshAttachment;
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if (meshAttachment != null)
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rendererObject = meshAttachment.RendererObject;
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if (rendererObject == null)
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return null;
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#if SPINE_TK2D
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return (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
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#else
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return (Material)((AtlasRegion)rendererObject).page.rendererObject;
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#endif
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}
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/// <summary>Fills a Vector2 buffer with local vertices.</summary>
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/// <param name="va">The VertexAttachment</param>
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/// <param name="slot">Slot where the attachment belongs.</param>
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/// <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>
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public static Vector2[] GetLocalVertices (this VertexAttachment va, Slot slot, Vector2[] buffer) {
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int floatsCount = va.worldVerticesLength;
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int bufferTargetSize = floatsCount >> 1;
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buffer = buffer ?? new Vector2[bufferTargetSize];
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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");
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if (va.bones == null) {
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var localVerts = va.vertices;
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for (int i = 0; i < bufferTargetSize; i++) {
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int j = i * 2;
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buffer[i] = new Vector2(localVerts[j], localVerts[j+1]);
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}
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} else {
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var floats = new float[floatsCount];
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va.ComputeWorldVertices(slot, floats);
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Bone sb = slot.bone;
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float ia, ib, ic, id, bwx = sb.worldX, bwy = sb.worldY;
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sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id);
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for (int i = 0; i < bufferTargetSize; i++) {
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int j = i * 2;
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float x = floats[j] - bwx, y = floats[j+1] - bwy;
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buffer[i] = new Vector2(x * ia + y * ib, x * ic + y * id);
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}
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}
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return buffer;
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}
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/// <summary>Calculates world vertices and fills a Vector2 buffer.</summary>
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/// <param name="a">The VertexAttachment</param>
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/// <param name="slot">Slot where the attachment belongs.</param>
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/// <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>
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public static Vector2[] GetWorldVertices (this VertexAttachment a, Slot slot, Vector2[] buffer) {
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int worldVertsLength = a.worldVerticesLength;
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int bufferTargetSize = worldVertsLength >> 1;
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buffer = buffer ?? new Vector2[bufferTargetSize];
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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");
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var floats = new float[worldVertsLength];
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a.ComputeWorldVertices(slot, floats);
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for (int i = 0, n = worldVertsLength >> 1; i < n; i++) {
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int j = i * 2;
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buffer[i] = new Vector2(floats[j], floats[j + 1]);
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}
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return buffer;
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}
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#endregion
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}
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}
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namespace Spine {
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public static class SkeletonExtensions {
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public static bool IsWeighted (this VertexAttachment va) {
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return va.bones != null && va.bones.Length > 0;
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}
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#region Transform Modes
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public static bool InheritsRotation (this TransformMode mode) {
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const int RotationBit = 0;
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return ((int)mode & (1U << RotationBit)) == 0;
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}
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public static bool InheritsScale (this TransformMode mode) {
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const int ScaleBit = 1;
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return ((int)mode & (1U << ScaleBit)) == 0;
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}
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#endregion
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#region Posing
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[System.Obsolete("Old Animation.Apply method signature. Please use the 8 parameter signature. See summary to learn about the extra arguments.")]
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public static void Apply (this Spine.Animation animation, Skeleton skeleton, float lastTime, float time, bool loop, ExposedList<Event> events) {
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animation.Apply(skeleton, lastTime, time, loop, events, 1f, false, false);
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}
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/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
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public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
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var slotsItems = skeleton.slots.Items;
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int n = skeleton.slots.Count;
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var drawOrder = skeleton.drawOrder;
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drawOrder.Clear(false);
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drawOrder.GrowIfNeeded(n);
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System.Array.Copy(slotsItems, drawOrder.Items, n);
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}
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/// <summary>Resets the color of a slot to Setup Pose value.</summary>
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public static void SetColorToSetupPose (this Slot slot) {
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slot.r = slot.data.r;
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slot.g = slot.data.g;
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slot.b = slot.data.b;
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slot.a = slot.data.a;
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}
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/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
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public static void SetAttachmentToSetupPose (this Slot slot) {
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var slotData = slot.data;
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slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
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}
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/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
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public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
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var slot = skeleton.slots.Items[slotIndex];
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var attachmentName = slot.data.attachmentName;
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if (string.IsNullOrEmpty(attachmentName)) {
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slot.Attachment = null;
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} else {
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var attachment = skeleton.GetAttachment(slotIndex, attachmentName);
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slot.Attachment = attachment;
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}
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}
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/// <summary>
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/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
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/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
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/// <param name = "skeleton">The skeleton to pose.</param>
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/// <param name="animationName">The name of the animation to use.</param>
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/// <param name = "time">The time of the pose within the animation.</param>
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/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
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public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
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// Fail loud when skeleton.data is null.
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Spine.Animation animation = skeleton.data.FindAnimation(animationName);
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if (animation == null) return;
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animation.Apply(skeleton, 0, time, loop, null, 1f, false, false);
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}
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/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
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public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
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animation.Apply(skeleton, 0, 0, false, null, 0, true, true);
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}
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#endregion
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}
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}
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