92 lines
4.0 KiB
Plaintext
92 lines
4.0 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 System.Collections;
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namespace Spine.Unity.AnimationTools {
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public static class TimelineExtensions {
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/// <summary>Evaluates the resulting value of a TranslateTimeline at a given time.
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/// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
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/// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute.</summary>
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public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) {
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const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
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const int X = 1, Y = 2;
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var frames = timeline.frames;
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if (time < frames[0]) return Vector2.zero;
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float x, y;
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if (time >= frames[frames.Length - TranslateTimeline.ENTRIES]) { // Time is after last frame.
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x = frames[frames.Length + PREV_X];
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y = frames[frames.Length + PREV_Y];
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}
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else {
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// Interpolate between the previous frame and the current frame.
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int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES);
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x = frames[frame + PREV_X];
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y = frames[frame + PREV_Y];
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float frameTime = frames[frame];
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float percent = timeline.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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x += (frames[frame + X] - x) * percent;
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y += (frames[frame + Y] - y) * percent;
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}
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Vector2 xy = new Vector2(x, y);
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if (skeletonData == null) {
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return xy;
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}
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else {
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var boneData = skeletonData.bones.Items[timeline.boneIndex];
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return xy + new Vector2(boneData.x, boneData.y);
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}
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}
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/// <summary>Gets the translate timeline for a given boneIndex.
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/// You can get the boneIndex using SkeletonData.FindBoneIndex.
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/// The root bone is always boneIndex 0.
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/// This will return null if a TranslateTimeline is not found.</summary>
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public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) {
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foreach (var timeline in a.timelines) {
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if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline)))
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continue;
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var translateTimeline = timeline as TranslateTimeline;
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if (translateTimeline != null && translateTimeline.boneIndex == boneIndex)
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return translateTimeline;
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}
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return null;
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}
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}
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}
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