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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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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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+
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+using Spine;
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+using Spine.Unity;
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+
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+namespace Spine.Unity.Modules {
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+
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+ //[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
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+ public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
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+
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+ public bool matchAllAnimations = true;
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+
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+ public override void Apply (SkeletonData skeletonData) {
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+ if (matchAllAnimations)
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+ AnimationTools.MatchAnimationTimelines(skeletonData.animations, skeletonData);
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+ }
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+
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+ public static class AnimationTools {
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+
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+ #region Filler Timelines
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+ /// <summary>
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+ /// Matches the animation timelines across the given set of animations.
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+ /// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
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+ /// </summary>
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+ /// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
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+ /// <param name="skeletonData">The SkeletonData where the animations belong.</param>
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+ public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
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+ if (animations == null) return;
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+ if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
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+
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+ // Build a reference collection of timelines to match
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+ // and a collection of dummy timelines that can be used to fill-in missing items.
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+ var timelineDictionary = new Dictionary<int, Spine.Timeline>();
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+ foreach (var animation in animations) {
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+ foreach (var timeline in animation.timelines) {
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+ if (timeline is EventTimeline) continue;
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+
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+ int propertyID = timeline.PropertyId;
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+ if (!timelineDictionary.ContainsKey(propertyID)) {
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+ timelineDictionary.Add(propertyID, GetFillerTimeline(timeline, skeletonData));
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+ }
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+ }
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+ }
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+ var idsToMatch = new List<int>(timelineDictionary.Keys);
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+
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+ // For each animation in the list, check for and add missing timelines.
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+ var currentAnimationIDs = new HashSet<int>();
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+ foreach (var animation in animations) {
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+ currentAnimationIDs.Clear();
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+ foreach (var timeline in animation.timelines) {
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+ if (timeline is EventTimeline) continue;
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+ currentAnimationIDs.Add(timeline.PropertyId);
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+ }
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+
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+ var animationTimelines = animation.timelines;
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+ foreach (int propertyID in idsToMatch) {
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+ if (!currentAnimationIDs.Contains(propertyID))
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+ animationTimelines.Add(timelineDictionary[propertyID]);
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+ }
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+ }
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+
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+ // These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
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+ timelineDictionary.Clear();
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+ timelineDictionary = null;
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+ idsToMatch.Clear();
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+ idsToMatch = null;
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+ currentAnimationIDs.Clear();
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+ currentAnimationIDs = null;
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+ }
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+
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+ static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
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+ int propertyID = timeline.PropertyId;
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+ int tt = propertyID >> 24;
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+ var timelineType = (TimelineType)tt;
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+
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+ switch (timelineType) {
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+ // Bone
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+ case TimelineType.Rotate:
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+ return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
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+ case TimelineType.Translate:
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+ return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
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+ case TimelineType.Scale:
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+ return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
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+ case TimelineType.Shear:
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+ return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
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+
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+ // Slot
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+ case TimelineType.Attachment:
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+ return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
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+ case TimelineType.Color:
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+ return GetFillerTimeline((ColorTimeline)timeline, skeletonData);
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+ case TimelineType.TwoColor:
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+ return GetFillerTimeline((TwoColorTimeline)timeline, skeletonData);
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+ case TimelineType.Deform:
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+ return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
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+
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+ // Skeleton
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+ case TimelineType.DrawOrder:
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+ return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
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+
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+ // IK Constraint
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+ case TimelineType.IkConstraint:
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+ return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
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+
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+ // TransformConstraint
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+ case TimelineType.TransformConstraint:
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+ return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
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+
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+ // Path Constraint
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+ case TimelineType.PathConstraintPosition:
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+ return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
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+ case TimelineType.PathConstraintSpacing:
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+ return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
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+ case TimelineType.PathConstraintMix:
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+ return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
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+ }
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+
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+ return null;
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+ }
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+
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+ static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
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+ var t = new RotateTimeline(1);
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+ t.boneIndex = timeline.boneIndex;
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+ t.SetFrame(0, 0, 0);
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+ return t;
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+ }
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+
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+ static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
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+ var t = new TranslateTimeline(1);
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+ t.boneIndex = timeline.boneIndex;
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+ t.SetFrame(0, 0, 0, 0);
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+ return t;
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+ }
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+
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+ static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
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+ var t = new ScaleTimeline(1);
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+ t.boneIndex = timeline.boneIndex;
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+ t.SetFrame(0, 0, 0, 0);
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+ return t;
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+ }
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+
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+ static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
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+ var t = new ShearTimeline(1);
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+ t.boneIndex = timeline.boneIndex;
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+ t.SetFrame(0, 0, 0, 0);
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+ return t;
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+ }
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+
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+ static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
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+ var t = new AttachmentTimeline(1);
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+ t.slotIndex = timeline.slotIndex;
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+ var slotData = skeletonData.slots.Items[t.slotIndex];
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+ t.SetFrame(0, 0, slotData.attachmentName);
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+ return t;
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+ }
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+
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+ static ColorTimeline GetFillerTimeline (ColorTimeline timeline, SkeletonData skeletonData) {
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+ var t = new ColorTimeline(1);
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+ t.slotIndex = timeline.slotIndex;
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+ var slotData = skeletonData.slots.Items[t.slotIndex];
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+ t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a);
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+ return t;
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+ }
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+
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+ static TwoColorTimeline GetFillerTimeline (TwoColorTimeline timeline, SkeletonData skeletonData) {
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+ var t = new TwoColorTimeline(1);
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+ t.slotIndex = timeline.slotIndex;
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+ var slotData = skeletonData.slots.Items[t.slotIndex];
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+ t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a, slotData.r2, slotData.g2, slotData.b2);
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+ return t;
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+ }
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+
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+ static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
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+ var t = new DeformTimeline(1);
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+ t.slotIndex = timeline.slotIndex;
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+ t.attachment = timeline.attachment;
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+ var slotData = skeletonData.slots.Items[t.slotIndex];
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+
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+ if (t.attachment.IsWeighted()) {
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+ t.SetFrame(0, 0, new float[t.attachment.vertices.Length]);
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+ } else {
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+ t.SetFrame(0, 0, t.attachment.vertices.Clone() as float[]);
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+ }
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+
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+ return t;
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+ }
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+
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+ static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
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+ var t = new DrawOrderTimeline(1);
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+ t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
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+ return t;
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+ }
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+
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+ static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
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+ var t = new IkConstraintTimeline(1);
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+ var ikConstraintData = skeletonData.ikConstraints.Items[timeline.ikConstraintIndex];
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+ t.SetFrame(0, 0, ikConstraintData.mix, ikConstraintData.bendDirection, ikConstraintData.compress, ikConstraintData.stretch);
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+ return t;
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+ }
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+
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+ static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
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+ var t = new TransformConstraintTimeline(1);
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+ var data = skeletonData.transformConstraints.Items[timeline.transformConstraintIndex];
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+ t.SetFrame(0, 0, data.rotateMix, data.translateMix, data.scaleMix, data.shearMix);
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+ return t;
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+ }
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+
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+ static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
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+ var t = new PathConstraintPositionTimeline(1);
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+ var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
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+ t.SetFrame(0, 0, data.position);
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+ return t;
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+ }
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+
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+ static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
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+ var t = new PathConstraintSpacingTimeline(1);
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+ var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
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+ t.SetFrame(0, 0, data.spacing);
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+ return t;
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+ }
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+
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+ static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
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+ var t = new PathConstraintMixTimeline(1);
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+ var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
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+ t.SetFrame(0, 0, data.rotateMix, data.translateMix);
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+ return t;
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+ }
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+ #endregion
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+ }
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+
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+ }
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+
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+}
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