159 lines
7.2 KiB
C#
159 lines
7.2 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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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 provided, values are returned as difference to setup pose
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/// instead of absolute values.</summary>
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public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) {
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if (time < timeline.Frames[0]) return Vector2.zero;
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float x, y;
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timeline.GetCurveValue(out x, out y, time);
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if (skeletonData == null) {
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return new Vector2(x, y);
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} else {
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BoneData boneData = skeletonData.Bones.Items[timeline.BoneIndex];
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return new Vector2(boneData.X + x, boneData.Y + y);
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}
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}
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/// <summary>Evaluates the resulting value of a pair of split translate timelines 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 returned as difference to setup pose
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/// instead of absolute values.</summary>
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public static Vector2 Evaluate (TranslateXTimeline xTimeline, TranslateYTimeline yTimeline,
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float time, SkeletonData skeletonData = null) {
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float x = 0, y = 0;
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if (xTimeline != null && time > xTimeline.Frames[0]) x = xTimeline.GetCurveValue(time);
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if (yTimeline != null && time > yTimeline.Frames[0]) y = yTimeline.GetCurveValue(time);
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if (skeletonData == null) {
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return new Vector2(x, y);
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} else {
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BoneData[] bonesItems = skeletonData.Bones.Items;
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BoneData boneDataX = bonesItems[xTimeline.BoneIndex];
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BoneData boneDataY = bonesItems[yTimeline.BoneIndex];
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return new Vector2(boneDataX.X + x, boneDataY.Y + y);
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}
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}
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/// <summary>Evaluates the resulting value of a RotateTimeline 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 returned as difference to setup pose
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/// instead of absolute values.</summary>
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public static float Evaluate (this RotateTimeline timeline, float time, SkeletonData skeletonData = null) {
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if (time < timeline.Frames[0]) return 0f;
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float rotation = timeline.GetCurveValue(time);
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if (skeletonData == null) {
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return rotation;
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} else {
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BoneData boneData = skeletonData.Bones.Items[timeline.BoneIndex];
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return (boneData.Rotation + rotation);
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}
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}
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/// <summary>Evaluates the resulting X and Y translate mix values of a
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/// TransformConstraintTimeline at a given time.</summary>
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public static Vector2 EvaluateTranslateXYMix (this TransformConstraintTimeline timeline, float time) {
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if (time < timeline.Frames[0]) return Vector2.zero;
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float rotate, mixX, mixY, scaleX, scaleY, shearY;
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timeline.GetCurveValue(out rotate, out mixX, out mixY, out scaleX, out scaleY, out shearY, time);
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return new Vector2(mixX, mixY);
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}
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/// <summary>Evaluates the resulting rotate mix values of a
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/// TransformConstraintTimeline at a given time.</summary>
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public static float EvaluateRotateMix (this TransformConstraintTimeline timeline, float time) {
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if (time < timeline.Frames[0]) return 0;
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float rotate, mixX, mixY, scaleX, scaleY, shearY;
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timeline.GetCurveValue(out rotate, out mixX, out mixY, out scaleX, out scaleY, out shearY, time);
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return rotate;
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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.FindBone().Index.
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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 (Timeline timeline in a.Timelines) {
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if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline)))
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continue;
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TranslateTimeline 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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/// <summary>Gets the IBoneTimeline timeline of a given type 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 timeline of the given type is not found.</summary>
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public static T FindTimelineForBone<T> (this Animation a, int boneIndex) where T : class, IBoneTimeline {
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foreach (Timeline timeline in a.Timelines) {
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T translateTimeline = timeline as T;
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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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/// <summary>Gets the transform constraint timeline for a given boneIndex.
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/// You can get the boneIndex using SkeletonData.FindBone().Index.
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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 TransformConstraintTimeline FindTransformConstraintTimeline (this Animation a, int transformConstraintIndex) {
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foreach (Timeline timeline in a.Timelines) {
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if (timeline.GetType().IsSubclassOf(typeof(TransformConstraintTimeline)))
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continue;
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TransformConstraintTimeline transformConstraintTimeline = timeline as TransformConstraintTimeline;
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if (transformConstraintTimeline != null &&
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transformConstraintTimeline.TransformConstraintIndex == transformConstraintIndex)
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return transformConstraintTimeline;
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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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