_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Utility/SkeletonExtensions.cs

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
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*
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* otherwise create derivative works of the Spine Runtimes (collectively,
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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));
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform, float positionScale, Vector2 positionOffset) {
return spineGameObjectTransform.TransformPoint(new Vector3(bone.WorldX * positionScale + positionOffset.x, bone.WorldY * positionScale + positionOffset.y));
}
/// <summary>Gets a skeleton space UnityEngine.Quaternion representation of bone.WorldRotationX.</summary>
public static Quaternion GetQuaternion (this Bone bone) {
float 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) {
float 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 {
Bone 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;
IHasTextureRegion renderableAttachment = a as IHasTextureRegion;
if (renderableAttachment != null)
rendererObject = renderableAttachment.Region;
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 && slot.Deform.Count == 0) {
float[] localVerts = va.Vertices;
for (int i = 0; i < bufferTargetSize; i++) {
int j = i * 2;
buffer[i] = new Vector2(localVerts[j], localVerts[j + 1]);
}
} else {
float[] 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");
float[] 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;
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) {
BoneData 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.Inherit) {
case Inherit.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 Inherit.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 Inherit.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 Inherit.NoScale:
case Inherit.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.Inherit != Inherit.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;
}
#region Inherit Modes
public static bool InheritsRotation (this Inherit mode) {
return mode == Inherit.Normal || mode == Inherit.NoScale || mode == Inherit.NoScaleOrReflection;
}
public static bool InheritsScale (this Inherit mode) {
return mode == Inherit.Normal || mode == Inherit.NoRotationOrReflection;
}
#endregion
}
}