/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
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* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
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*****************************************************************************/
// Contributed by: Mitch Thompson and John Dy
using UnityEngine;
using Spine;
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 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 Bone
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static void SetPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
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;
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
}
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
};
}
/// Outputs 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;
}
#endregion
#region Attachments
public static Material GetMaterial (this Attachment a) {
object rendererObject = null;
var regionAttachment = a as RegionAttachment;
if (regionAttachment != null)
rendererObject = regionAttachment.RendererObject;
var meshAttachment = a as MeshAttachment;
if (meshAttachment != null)
rendererObject = meshAttachment.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;
}
#endregion
}
}
namespace Spine {
public static class SkeletonExtensions {
public static bool IsWeighted (this VertexAttachment va) {
return va.bones != null && va.bones.Length > 0;
}
#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
[System.Obsolete("Old Animation.Apply method signature. Please use the 8 parameter signature. See summary to learn about the extra arguments.")]
public static void Apply (this Spine.Animation animation, Skeleton skeleton, float lastTime, float time, bool loop, ExposedList events) {
animation.Apply(skeleton, lastTime, time, loop, events, 1f, false, false);
}
/// 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.GrowIfNeeded(n);
System.Array.Copy(slotsItems, drawOrder.Items, n);
}
/// 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;
}
/// 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];
var attachmentName = slot.data.attachmentName;
if (string.IsNullOrEmpty(attachmentName)) {
slot.Attachment = null;
} else {
var attachment = skeleton.GetAttachment(slotIndex, attachmentName);
slot.Attachment = attachment;
}
}
///
/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.
/// The skeleton to pose.
/// The name of the animation to use.
/// The time of the pose within the animation.
/// Wraps the time around if it is longer than the duration of the animation.
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
// Fail loud when skeleton.data is null.
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
if (animation == null) return;
animation.Apply(skeleton, 0, time, loop, null, 1f, false, false);
}
/// 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, true, true);
}
#endregion
}
}