/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using Spine.Unity.AnimationTools; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity { /// /// Add this component to a SkeletonAnimation or SkeletonGraphic GameObject /// to turn motion of a selected root bone into Transform or RigidBody motion. /// Local bone translation movement is used as motion. /// All top-level bones of the skeleton are moved to compensate the root /// motion bone location, keeping the distance relationship between bones intact. /// /// /// Only compatible with SkeletonAnimation (or other components that implement /// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent). /// For SkeletonMecanim please use /// SkeletonMecanimRootMotion instead. /// [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")] public class SkeletonRootMotion : SkeletonRootMotionBase { #region Inspector const int DefaultAnimationTrackFlags = -1; public int animationTrackFlags = DefaultAnimationTrackFlags; #endregion AnimationState animationState; SkeletonGraphic skeletonGraphic; public override Vector2 GetRemainingRootMotion (int trackIndex) { TrackEntry track = animationState.GetCurrent(trackIndex); if (track == null) return Vector2.zero; Animation animation = track.Animation; float start = track.AnimationTime; float end = animation.Duration; return GetAnimationRootMotion(start, end, animation); } public override RootMotionInfo GetRootMotionInfo (int trackIndex) { TrackEntry track = animationState.GetCurrent(trackIndex); if (track == null) return new RootMotionInfo(); Animation animation = track.Animation; float time = track.AnimationTime; return GetAnimationRootMotionInfo(track.Animation, time); } protected override float AdditionalScale { get { return skeletonGraphic ? skeletonGraphic.MeshScale : 1.0f; } } protected override void Reset () { base.Reset(); animationTrackFlags = DefaultAnimationTrackFlags; } public override void Initialize () { base.Initialize(); IAnimationStateComponent animstateComponent = skeletonComponent as IAnimationStateComponent; this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null; skeletonGraphic = this.GetComponent(); } protected override Vector2 CalculateAnimationsMovementDelta () { Vector2 localDelta = Vector2.zero; int trackCount = animationState.Tracks.Count; for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) { // note: animationTrackFlags != -1 below covers trackIndex >= 32, // with -1 corresponding to entry "everything" of the dropdown list. if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0) continue; TrackEntry track = animationState.GetCurrent(trackIndex); TrackEntry next = null; while (track != null) { Animation animation = track.Animation; float start = track.AnimationLast; float end = track.AnimationTime; Vector2 currentDelta = GetAnimationRootMotion(start, end, animation); if (currentDelta != Vector2.zero) { ApplyMixAlphaToDelta(ref currentDelta, next, track); localDelta += currentDelta; } // Traverse mixingFrom chain. next = track; track = track.MixingFrom; } } return localDelta; } protected override float CalculateAnimationsRotationDelta () { float localDelta = 0; int trackCount = animationState.Tracks.Count; for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) { // note: animationTrackFlags != -1 below covers trackIndex >= 32, // with -1 corresponding to entry "everything" of the dropdown list. if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0) continue; TrackEntry track = animationState.GetCurrent(trackIndex); TrackEntry next = null; while (track != null) { Animation animation = track.Animation; float start = track.AnimationLast; float end = track.AnimationTime; float currentDelta = GetAnimationRootMotionRotation(start, end, animation); if (currentDelta != 0) { ApplyMixAlphaToDelta(ref currentDelta, next, track); localDelta += currentDelta; } // Traverse mixingFrom chain. next = track; track = track.MixingFrom; } } return localDelta; } void ApplyMixAlphaToDelta (ref Vector2 currentDelta, TrackEntry next, TrackEntry track) { float mixAlpha = 1; GetMixAlpha(ref mixAlpha, next, track); currentDelta *= mixAlpha; } void ApplyMixAlphaToDelta (ref float currentDelta, TrackEntry next, TrackEntry track) { float mixAlpha = 1; GetMixAlpha(ref mixAlpha, next, track); currentDelta *= mixAlpha; } void GetMixAlpha (ref float cumulatedMixAlpha, TrackEntry next, TrackEntry track) { // code below based on AnimationState.cs float mix; if (next != null) { if (next.MixDuration == 0) { // Single frame mix to undo mixingFrom changes. mix = 1; } else { mix = next.MixTime / next.MixDuration; if (mix > 1) mix = 1; } float mixAndAlpha = track.Alpha * next.InterruptAlpha * (1 - mix); cumulatedMixAlpha *= mixAndAlpha; } else { if (track.MixDuration == 0) { mix = 1; } else { mix = track.Alpha * (track.MixTime / track.MixDuration); if (mix > 1) mix = 1; } cumulatedMixAlpha *= mix; } } } }