323 lines
12 KiB
Plaintext
323 lines
12 KiB
Plaintext
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity.AnimationTools;
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using System;
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namespace Spine.Unity {
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/// <summary>
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/// Base class for skeleton root motion components.
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/// </summary>
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abstract public class SkeletonRootMotionBase : MonoBehaviour {
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#region Inspector
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[SpineBone]
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[SerializeField]
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protected string rootMotionBoneName = "root";
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public bool transformPositionX = true;
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public bool transformPositionY = true;
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public float rootMotionScaleX = 1;
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public float rootMotionScaleY = 1;
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/// <summary>Skeleton space X translation per skeleton space Y translation root motion.</summary>
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public float rootMotionTranslateXPerY = 0;
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/// <summary>Skeleton space Y translation per skeleton space X translation root motion.</summary>
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public float rootMotionTranslateYPerX = 0;
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[Header("Optional")]
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public Rigidbody2D rigidBody2D;
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public Rigidbody rigidBody;
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public bool UsesRigidbody {
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get { return rigidBody != null || rigidBody2D != null; }
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}
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#endregion
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protected ISkeletonComponent skeletonComponent;
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protected Bone rootMotionBone;
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protected int rootMotionBoneIndex;
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protected List<Bone> topLevelBones = new List<Bone>();
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protected Vector2 initialOffset = Vector2.zero;
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protected Vector2 tempSkeletonDisplacement;
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protected Vector2 rigidbodyDisplacement;
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protected virtual void Reset () {
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FindRigidbodyComponent();
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}
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protected virtual void Start () {
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skeletonComponent = GetComponent<ISkeletonComponent>();
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GatherTopLevelBones();
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SetRootMotionBone(rootMotionBoneName);
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if (rootMotionBone != null)
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initialOffset = new Vector2(rootMotionBone.x, rootMotionBone.y);
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var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
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if (skeletonAnimation != null) {
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skeletonAnimation.UpdateLocal -= HandleUpdateLocal;
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skeletonAnimation.UpdateLocal += HandleUpdateLocal;
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}
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}
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protected virtual void FixedUpdate () {
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if (!this.isActiveAndEnabled)
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return; // Root motion is only applied when component is enabled.
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if (rigidBody2D != null) {
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rigidBody2D.MovePosition(new Vector2(transform.position.x, transform.position.y)
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+ rigidbodyDisplacement);
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}
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if (rigidBody != null) {
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rigidBody.MovePosition(transform.position
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+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
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}
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Vector2 parentBoneScale;
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GetScaleAffectingRootMotion(out parentBoneScale);
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ClearEffectiveBoneOffsets(parentBoneScale);
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rigidbodyDisplacement = Vector2.zero;
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tempSkeletonDisplacement = Vector2.zero;
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}
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protected virtual void OnDisable () {
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rigidbodyDisplacement = Vector2.zero;
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tempSkeletonDisplacement = Vector2.zero;
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}
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protected void FindRigidbodyComponent () {
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rigidBody2D = this.GetComponent<Rigidbody2D>();
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if (!rigidBody2D)
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rigidBody = this.GetComponent<Rigidbody>();
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if (!rigidBody2D && !rigidBody) {
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rigidBody2D = this.GetComponentInParent<Rigidbody2D>();
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if (!rigidBody2D)
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rigidBody = this.GetComponentInParent<Rigidbody>();
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}
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}
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protected virtual float AdditionalScale { get { return 1.0f; } }
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abstract protected Vector2 CalculateAnimationsMovementDelta ();
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abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
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public struct RootMotionInfo {
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public Vector2 start;
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public Vector2 current;
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public Vector2 mid;
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public Vector2 end;
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public bool timeIsPastMid;
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};
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abstract public RootMotionInfo GetRootMotionInfo (int trackIndex = 0);
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public void SetRootMotionBone (string name) {
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var skeleton = skeletonComponent.Skeleton;
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int index = skeleton.FindBoneIndex(name);
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if (index >= 0) {
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this.rootMotionBoneIndex = index;
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this.rootMotionBone = skeleton.bones.Items[index];
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}
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else {
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Debug.Log("Bone named \"" + name + "\" could not be found.");
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this.rootMotionBoneIndex = 0;
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this.rootMotionBone = skeleton.RootBone;
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}
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}
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public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0, bool adjustX = true, bool adjustY = true,
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float minX = 0, float maxX = float.MaxValue, float minY = 0, float maxY = float.MaxValue,
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bool allowXTranslation = false, bool allowYTranslation = false) {
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Vector2 distanceToTargetSkeletonSpace = (Vector2)transform.InverseTransformVector(distanceToTarget);
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Vector2 scaleAffectingRootMotion = GetScaleAffectingRootMotion();
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if (UsesRigidbody)
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distanceToTargetSkeletonSpace -= tempSkeletonDisplacement;
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Vector2 remainingRootMotionSkeletonSpace = GetRemainingRootMotion(trackIndex);
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remainingRootMotionSkeletonSpace.Scale(scaleAffectingRootMotion);
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if (remainingRootMotionSkeletonSpace.x == 0)
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remainingRootMotionSkeletonSpace.x = 0.0001f;
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if (remainingRootMotionSkeletonSpace.y == 0)
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remainingRootMotionSkeletonSpace.y = 0.0001f;
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if (adjustX)
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rootMotionScaleX = Math.Min(maxX, Math.Max(minX, distanceToTargetSkeletonSpace.x / remainingRootMotionSkeletonSpace.x));
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if (adjustY)
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rootMotionScaleY = Math.Min(maxY, Math.Max(minY, distanceToTargetSkeletonSpace.y / remainingRootMotionSkeletonSpace.y));
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if (allowXTranslation)
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rootMotionTranslateXPerY = (distanceToTargetSkeletonSpace.x - remainingRootMotionSkeletonSpace.x * rootMotionScaleX) / remainingRootMotionSkeletonSpace.y;
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if (allowYTranslation)
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rootMotionTranslateYPerX = (distanceToTargetSkeletonSpace.y - remainingRootMotionSkeletonSpace.y * rootMotionScaleY) / remainingRootMotionSkeletonSpace.x;
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}
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public Vector2 GetAnimationRootMotion (Animation animation) {
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return GetAnimationRootMotion(0, animation.duration, animation);
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}
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public Vector2 GetAnimationRootMotion (float startTime, float endTime,
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Animation animation) {
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var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
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if (timeline != null) {
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return GetTimelineMovementDelta(startTime, endTime, timeline, animation);
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}
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return Vector2.zero;
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}
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public RootMotionInfo GetAnimationRootMotionInfo (Animation animation, float currentTime) {
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RootMotionInfo rootMotion = new RootMotionInfo();
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var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
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if (timeline != null) {
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float duration = animation.duration;
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float mid = duration * 0.5f;
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rootMotion.start = timeline.Evaluate(0);
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rootMotion.current = timeline.Evaluate(currentTime);
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rootMotion.mid = timeline.Evaluate(mid);
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rootMotion.end = timeline.Evaluate(duration);
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rootMotion.timeIsPastMid = currentTime > mid;
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}
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return rootMotion;
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}
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Vector2 GetTimelineMovementDelta (float startTime, float endTime,
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TranslateTimeline timeline, Animation animation) {
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Vector2 currentDelta;
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if (startTime > endTime) // Looped
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currentDelta = (timeline.Evaluate(animation.duration) - timeline.Evaluate(startTime))
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+ (timeline.Evaluate(endTime) - timeline.Evaluate(0));
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else if (startTime != endTime) // Non-looped
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currentDelta = timeline.Evaluate(endTime) - timeline.Evaluate(startTime);
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else
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currentDelta = Vector2.zero;
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return currentDelta;
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}
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void GatherTopLevelBones () {
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topLevelBones.Clear();
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var skeleton = skeletonComponent.Skeleton;
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foreach (var bone in skeleton.Bones) {
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if (bone.Parent == null)
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topLevelBones.Add(bone);
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}
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}
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void HandleUpdateLocal (ISkeletonAnimation animatedSkeletonComponent) {
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if (!this.isActiveAndEnabled)
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return; // Root motion is only applied when component is enabled.
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var boneLocalDelta = CalculateAnimationsMovementDelta();
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Vector2 parentBoneScale;
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Vector2 skeletonDelta = GetSkeletonSpaceMovementDelta(boneLocalDelta, out parentBoneScale);
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ApplyRootMotion(skeletonDelta, parentBoneScale);
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}
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void ApplyRootMotion (Vector2 skeletonDelta, Vector2 parentBoneScale) {
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// Apply root motion to Transform or RigidBody;
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if (UsesRigidbody) {
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rigidbodyDisplacement += (Vector2)transform.TransformVector(skeletonDelta);
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// Accumulated displacement is applied on the next Physics update in FixedUpdate.
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// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
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// to prevent stutter which would otherwise occur if we don't move every Update.
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tempSkeletonDisplacement += skeletonDelta;
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SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, parentBoneScale);
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}
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else {
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transform.position += transform.TransformVector(skeletonDelta);
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ClearEffectiveBoneOffsets(parentBoneScale);
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}
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}
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Vector2 GetScaleAffectingRootMotion () {
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Vector2 parentBoneScale;
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return GetScaleAffectingRootMotion(out parentBoneScale);
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}
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Vector2 GetScaleAffectingRootMotion (out Vector2 parentBoneScale) {
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var skeleton = skeletonComponent.Skeleton;
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Vector2 totalScale = Vector2.one;
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totalScale.x *= skeleton.ScaleX;
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totalScale.y *= skeleton.ScaleY;
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parentBoneScale = Vector2.one;
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Bone scaleBone = rootMotionBone;
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while ((scaleBone = scaleBone.parent) != null) {
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parentBoneScale.x *= scaleBone.ScaleX;
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parentBoneScale.y *= scaleBone.ScaleY;
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}
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totalScale = Vector2.Scale(totalScale, parentBoneScale);
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totalScale *= AdditionalScale;
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return totalScale;
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}
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Vector2 GetSkeletonSpaceMovementDelta (Vector2 boneLocalDelta, out Vector2 parentBoneScale) {
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Vector2 skeletonDelta = boneLocalDelta;
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Vector2 totalScale = GetScaleAffectingRootMotion(out parentBoneScale);
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skeletonDelta.Scale(totalScale);
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Vector2 rootMotionTranslation = new Vector2(
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rootMotionTranslateXPerY * skeletonDelta.y,
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rootMotionTranslateYPerX * skeletonDelta.x);
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skeletonDelta.x *= rootMotionScaleX;
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skeletonDelta.y *= rootMotionScaleY;
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skeletonDelta.x += rootMotionTranslation.x;
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skeletonDelta.y += rootMotionTranslation.y;
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if (!transformPositionX) skeletonDelta.x = 0f;
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if (!transformPositionY) skeletonDelta.y = 0f;
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return skeletonDelta;
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}
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void SetEffectiveBoneOffsetsTo (Vector2 displacementSkeletonSpace, Vector2 parentBoneScale) {
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// Move top level bones in opposite direction of the root motion bone
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var skeleton = skeletonComponent.Skeleton;
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foreach (var topLevelBone in topLevelBones) {
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if (topLevelBone == rootMotionBone) {
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if (transformPositionX) topLevelBone.x = displacementSkeletonSpace.x / skeleton.ScaleX;
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if (transformPositionY) topLevelBone.y = displacementSkeletonSpace.y / skeleton.ScaleY;
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}
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else {
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float offsetX = (initialOffset.x - rootMotionBone.x) * parentBoneScale.x;
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float offsetY = (initialOffset.y - rootMotionBone.y) * parentBoneScale.y;
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if (transformPositionX) topLevelBone.x = (displacementSkeletonSpace.x / skeleton.ScaleX) + offsetX;
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if (transformPositionY) topLevelBone.y = (displacementSkeletonSpace.y / skeleton.ScaleY) + offsetY;
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}
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}
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}
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void ClearEffectiveBoneOffsets (Vector2 parentBoneScale) {
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SetEffectiveBoneOffsetsTo(Vector2.zero, parentBoneScale);
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}
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}
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}
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