فهرست منبع

Merge branch '3.7-beta' into 3.7-beta-cpp

badlogic 7 سال پیش
والد
کامیت
22c1e32164
100فایلهای تغییر یافته به همراه594 افزوده شده و 148 حذف شده
  1. 84 61
      spine-cocos2dx/src/spine/SkeletonRenderer.cpp
  2. 15 41
      spine-csharp/src/Bone.cs
  3. 9 3
      spine-csharp/src/Skeleton.cs
  4. 32 11
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java
  5. 33 12
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/IkConstraint.java
  6. 11 0
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/IkConstraintData.java
  7. 1 0
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java
  8. 2 1
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonBinary.java
  9. 2 1
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonJson.java
  10. 3 3
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonRenderer.java
  11. 26 2
      spine-sfml/c/src/spine/spine-sfml.cpp
  12. 26 3
      spine-sfml/cpp/src/spine/spine-sfml.cpp
  13. 9 0
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester.meta
  14. BIN
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/Animation Tester.unity
  15. 8 0
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/Animation Tester.unity.meta
  16. 117 0
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs
  17. 12 0
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs.meta
  18. BIN
      spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Equip.unity
  19. 9 0
      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation.meta
  20. BIN
      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/AnimationState with Mecanim.unity
  21. 8 0
      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/AnimationState with Mecanim.unity.meta
  22. BIN
      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Hero.controller
  23. 9 0
      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Hero.controller.meta
  24. 62 0
      spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs
  25. 12 0
      spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs.meta
  26. 82 0
      spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs
  27. 12 0
      spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs.meta
  28. 2 2
      spine-unity/Assets/Spine Examples/Scripts/FootSoldierExample.cs
  29. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/BasicPlatformerController.cs
  30. 2 2
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs
  31. 2 2
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs
  32. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetController.cs
  33. 2 2
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationMulti/SkeletonAnimationMulti.cs
  34. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons.meta
  35. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon.meta
  36. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.atlas.txt
  37. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.atlas.txt.meta
  38. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.json
  39. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.json.meta
  40. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.png
  41. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.png.meta
  42. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon2.png
  43. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon2.png.meta
  44. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_Atlas.asset
  45. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_Atlas.asset.meta
  46. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_SkeletonData.asset
  47. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_SkeletonData.asset.meta
  48. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon.mat
  49. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon.mat.meta
  50. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon2.mat
  51. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon2.mat.meta
  52. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/license.txt
  53. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/license.txt.meta
  54. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes.meta
  55. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.atlas.txt
  56. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.atlas.txt.meta
  57. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.json
  58. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.json.meta
  59. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.png
  60. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.png.meta
  61. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Atlas.asset
  62. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Atlas.asset.meta
  63. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Material.mat
  64. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Material.mat.meta
  65. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_SkeletonData.asset
  66. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_SkeletonData.asset.meta
  67. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier.meta
  68. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment.meta
  69. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.atlas.txt
  70. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.atlas.txt.meta
  71. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.png
  72. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.png.meta
  73. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Atlas.asset
  74. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Atlas.asset.meta
  75. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Material.mat
  76. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Material.mat.meta
  77. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.atlas.txt
  78. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.atlas.txt.meta
  79. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.png
  80. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.png.meta
  81. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Atlas.asset
  82. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Atlas.asset.meta
  83. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Material.mat
  84. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Material.mat.meta
  85. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier.json
  86. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier.json.meta
  87. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier_SkeletonData.asset
  88. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier_SkeletonData.asset.meta
  89. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/license.txt
  90. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/license.txt.meta
  91. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge.meta
  92. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.atlas.txt
  93. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.atlas.txt.meta
  94. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.json
  95. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.json.meta
  96. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.png
  97. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.png.meta
  98. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Atlas.asset
  99. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Atlas.asset.meta
  100. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Material.mat

+ 84 - 61
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -56,7 +56,7 @@ using std::min;
 using std::max;
 
 namespace spine {
-	
+
 static Cocos2dTextureLoader textureLoader;
 
 void SkeletonRenderer::destroyScratchBuffers() {
@@ -72,7 +72,7 @@ SkeletonRenderer* SkeletonRenderer::createWithSkeleton(Skeleton* skeleton, bool
 	node->autorelease();
 	return node;
 }
-	
+
 SkeletonRenderer* SkeletonRenderer::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
 	SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
 	node->autorelease();
@@ -96,24 +96,24 @@ void SkeletonRenderer::initialize () {
 		worldVertices = new float[INITIAL_WORLD_VERTICES_LENGTH];
 		worldVerticesLength = INITIAL_WORLD_VERTICES_LENGTH;
 	}
-	
+
 	_clipper = new (__FILE__, __LINE__) SkeletonClipping();
 
 	_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
 	setOpacityModifyRGB(true);
 
 	setupGLProgramState(false);
-	
+
 	_skeleton->setToSetupPose();
 	_skeleton->updateWorldTransform();
 }
-	
+
 void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
 	if (twoColorTintEnabled) {
 		setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
 		return;
 	}
-	
+
 	Texture2D *texture = nullptr;
 	for (int i = 0, n = _skeleton->getSlots().size(); i < n; i++) {
 		Slot* slot = _skeleton->getDrawOrder()[i];
@@ -127,7 +127,7 @@ void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
 		} else {
 			continue;
 		}
-		
+
 		if (texture != nullptr) {
 			break;
 		}
@@ -143,7 +143,7 @@ void SkeletonRenderer::setSkeletonData (SkeletonData *skeletonData, bool ownsSke
 SkeletonRenderer::SkeletonRenderer ()
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 }
-	
+
 SkeletonRenderer::SkeletonRenderer(Skeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData, bool ownsAtlas)
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 	initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData, ownsAtlas);
@@ -177,10 +177,10 @@ void SkeletonRenderer::initWithSkeleton(Skeleton* skeleton, bool ownsSkeleton, b
 	_ownsSkeleton = ownsSkeleton;
 	_ownsSkeletonData = ownsSkeletonData;
 	_ownsAtlas = ownsAtlas;
-	
+
 	initialize();
 }
-	
+
 void SkeletonRenderer::initWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
 	_ownsSkeleton = true;
 	setSkeletonData(skeletonData, ownsSkeletonData);
@@ -221,11 +221,11 @@ void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, co
 
 	initialize();
 }
-    
+
 void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, Atlas* atlas, float scale) {
     _atlas = atlas;
     _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
-    
+
 	SkeletonBinary* binary = new (__FILE__, __LINE__) SkeletonBinary(_attachmentLoader);
 	binary->setScale(scale);
 	SkeletonData* skeletonData = binary->readSkeletonDataFile(skeletonDataFile.c_str());
@@ -233,16 +233,16 @@ void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile,
 	delete binary;
     _ownsSkeleton = true;
     setSkeletonData(skeletonData, true);
-    
+
     initialize();
 }
 
 void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
     _atlas = new (__FILE__, __LINE__) Atlas(atlasFile.c_str(), &textureLoader);
     CCASSERT(_atlas, "Error reading atlas file.");
-    
+
 	_attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
-	
+
 	SkeletonBinary* binary = new (__FILE__, __LINE__) SkeletonBinary(_attachmentLoader);
 	binary->setScale(scale);
 	SkeletonData* skeletonData = binary->readSkeletonDataFile(skeletonDataFile.c_str());
@@ -251,7 +251,7 @@ void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile,
 	_ownsSkeleton = true;
     _ownsAtlas = true;
     setSkeletonData(skeletonData, true);
-    
+
     initialize();
 }
 
@@ -259,20 +259,25 @@ void SkeletonRenderer::update (float deltaTime) {
 	Node::update(deltaTime);
 	if (_ownsSkeleton) _skeleton->update(deltaTime * _timeScale);
 }
-	
+
 void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
 	SkeletonBatch* batch = SkeletonBatch::getInstance();
 	SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
 	bool isTwoColorTint = this->isTwoColorTint();
-	
-	if (_effect) _effect->begin(*_skeleton);
+
+	// Early exit if the skeleton is invisible
+	if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
+		return;
+	}
+
+	if (_effect) _effect->begin(_effect, _skeleton);
 
 	Color4F nodeColor;
 	nodeColor.r = getDisplayedColor().r / (float)255;
 	nodeColor.g = getDisplayedColor().g / (float)255;
 	nodeColor.b = getDisplayedColor().b / (float)255;
 	nodeColor.a = getDisplayedOpacity() / (float)255;
-	
+
     Color4F color;
 	Color4F darkColor;
 	float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
@@ -281,32 +286,44 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 	bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
 	for (int i = 0, n = _skeleton->getSlots().size(); i < n; ++i) {
 		Slot* slot = _skeleton->getDrawOrder()[i];
-		
+
 		if (_startSlotIndex >= 0 && _startSlotIndex == slot->getData().getIndex()) {
 			inRange = true;
 		}
-		
+
 		if (!inRange) {
 			_clipper->clipEnd(*slot);
 			continue;
 		}
-		
+
 		if (_endSlotIndex >= 0 && _endSlotIndex == slot->getData().getIndex()) {
 			inRange = false;
 		}
-		
+
 		if (!slot->getAttachment()) {
 			_clipper->clipEnd(*slot);
 			continue;
 		}
-		
+
+		// Early exit if slot is invisible
+		if (slot->color.a == 0) {
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+
 		cocos2d::TrianglesCommand::Triangles triangles;
 		TwoColorTriangles trianglesTwoColor;
-		
+
 		if (slot->getAttachment()->getRTTI().isExactly(RegionAttachment::rtti)) {
 			RegionAttachment* attachment = (RegionAttachment*)slot->getAttachment();
 			attachmentVertices = (AttachmentVertices*)attachment->getRendererObject();
-			
+
+			// Early exit if attachment is invisible
+			if (attachment->color.a == 0) {
+				spSkeletonClipping_clipEnd(_clipper, slot);
+				continue;
+			}
+
 			if (!isTwoColorTint) {
 				triangles.indices = attachmentVertices->_triangles->indices;
 				triangles.indexCount = attachmentVertices->_triangles->indexCount;
@@ -324,16 +341,22 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				}
 				attachment->computeWorldVertices(slot->getBone(), (float*)trianglesTwoColor.verts, 0, 7);
 			}
-			
+
             color.r = attachment->getColor().r;
 			color.g = attachment->getColor().g;
 			color.b = attachment->getColor().b;
 			color.a = attachment->getColor().a;
 		}
 		else if (slot->getAttachment()->getRTTI().isExactly(MeshAttachment::rtti)) {
-			MeshAttachment* attachment = (MeshAttachment*)slot->getAttachment();			
+			MeshAttachment* attachment = (MeshAttachment*)slot->getAttachment();
 			attachmentVertices = (AttachmentVertices*)attachment->getRendererObject();
-			
+
+			// Early exit if attachment is invisible
+			if (attachment->color.a == 0) {
+				spSkeletonClipping_clipEnd(_clipper, slot);
+				continue;
+			}
+
 			if (!isTwoColorTint) {
 				triangles.indices = attachmentVertices->_triangles->indices;
 				triangles.indexCount = attachmentVertices->_triangles->indexCount;
@@ -351,7 +374,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				}
 				attachment->computeWorldVertices(*slot, 0,  attachment->getWorldVerticesLength(), (float*)trianglesTwoColor.verts, 0, 7);
 			}
-			
+
 			color.r = attachment->getColor().r;
 			color.g = attachment->getColor().g;
 			color.b = attachment->getColor().b;
@@ -365,7 +388,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 			_clipper->clipEnd(*slot);
 			continue;
 		}
-		
+
 		if (slot->hasDarkColor()) {
 			darkColor.r = slot->getDarkColor().r * 255;
 			darkColor.g = slot->getDarkColor().g * 255;
@@ -376,7 +399,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 			darkColor.b = 0;
 		}
 		darkColor.a = darkPremultipliedAlpha;
-		
+
 		color.a *= nodeColor.a * _skeleton->getColor().a * slot->getColor().a * 255;
 		// skip rendering if the color of this attachment is 0
 		if (color.a == 0){
@@ -387,7 +410,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 		color.r *= nodeColor.r * _skeleton->getColor().r * slot->getColor().r * multiplier;
 		color.g *= nodeColor.g * _skeleton->getColor().g * slot->getColor().g * multiplier;
 		color.b *= nodeColor.b * _skeleton->getColor().b * slot->getColor().b * multiplier;
-		
+
 		BlendFunc blendFunc;
 		switch (slot->getData().getBlendMode()) {
 			case BlendMode_Additive:
@@ -406,25 +429,25 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
 				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
 		}
-		
+
 		if (!isTwoColorTint) {
 			if (_clipper->isClipping()) {
 				_clipper->clipTriangles((float*)&triangles.verts[0].vertices, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, sizeof(cocos2d::V3F_C4B_T2F) / 4);
 				batch->deallocateVertices(triangles.vertCount);
-				
+
 				if (_clipper->getClippedTriangles().size() == 0){
 					_clipper->clipEnd(*slot);
 					continue;
 				}
-				
+
 				triangles.vertCount = _clipper->getClippedVertices().size() >> 1;
 				triangles.verts = batch->allocateVertices(triangles.vertCount);
 				triangles.indexCount = _clipper->getClippedTriangles().size();
 				triangles.indices = batch->allocateIndices(triangles.indexCount);
 				memcpy(triangles.indices, _clipper->getClippedTriangles().buffer(), sizeof(unsigned short) * _clipper->getClippedTriangles().size());
-				
+
 				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
-				
+
 				float* verts = _clipper->getClippedVertices().buffer();
 				float* uvs = _clipper->getClippedUVs().buffer();
 				if (_effect) {
@@ -464,7 +487,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				}
 			} else {
 				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
-				
+
 				if (_effect) {
 					Color light;
 					Color dark;
@@ -497,23 +520,23 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 			if (_clipper->isClipping()) {
 				_clipper->clipTriangles((float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, sizeof(V3F_C4B_C4B_T2F) / 4);
 				twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
-				
+
 				if (_clipper->getClippedTriangles().size() == 0){
 					_clipper->clipEnd(*slot);
 					continue;
 				}
-				
+
 				trianglesTwoColor.vertCount = _clipper->getClippedVertices().size() >> 1;
 				trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
 				trianglesTwoColor.indexCount = _clipper->getClippedTriangles().size();
 				trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
 				memcpy(trianglesTwoColor.indices, _clipper->getClippedTriangles().buffer(), sizeof(unsigned short) * _clipper->getClippedTriangles().size());
-				
+
 				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
-				
+
 				float* verts = _clipper->getClippedVertices().buffer();
 				float* uvs = _clipper->getClippedUVs().buffer();
-				
+
 				if (_effect) {
 					Color light;
 					Color dark;
@@ -562,7 +585,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 				}
 			} else {
 				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
-				
+
 				if (_effect) {
 					Color light;
 					Color dark;
@@ -574,7 +597,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 					dark.g = darkColor.g / 255.0f;
 					dark.b = darkColor.b / 255.0f;
 					dark.a = darkColor.a / 255.0f;
-					
+
 					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
 						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
 						Color lightCopy = light;
@@ -607,10 +630,10 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 		_clipper->clipEnd(*slot);
 	}
 	_clipper->clipEnd();
-	
+
 	if (lastTwoColorTrianglesCommand) {
 		Node* parent = this->getParent();
-		
+
 		// We need to decide if we can postpone flushing the current
 		// batch. We can postpone if the next sibling node is a
 		// two color tinted skeleton with the same global-z.
@@ -644,7 +667,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 			}
 		}
 	}
-	
+
 	if (_effect) _effect->end();
 
 	if (_debugSlots || _debugBones || _debugMeshes) {
@@ -657,9 +680,9 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
     Director* director = Director::getInstance();
     director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
     director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
-    
+
     DrawNode* drawNode = DrawNode::create();
-    
+
     if (_debugSlots) {
         // Slots.
         // DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
@@ -695,7 +718,7 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
             if (i == 0) color = Color4F::GREEN;
         }
     }
-	
+
 	if (_debugMeshes) {
 		// Meshes.
 		glLineWidth(1);
@@ -714,13 +737,13 @@ void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uin
 				drawNode->drawLine(v3, v1, Color4F::YELLOW);
 			}
 		}
-		
+
 	}
-    
+
     drawNode->draw(renderer, transform, transformFlags);
     director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
 }
-	
+
 Rect SkeletonRenderer::getBoundingBox () const {
 	float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
 	float scaleX = getScaleX(), scaleY = getScaleY();
@@ -748,7 +771,7 @@ Rect SkeletonRenderer::getBoundingBox () const {
 		}
 	}
 	Vec2 position = getPosition();
-    if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;    
+    if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
 	return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
 }
 
@@ -792,7 +815,7 @@ bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::st
 bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
 	return _skeleton->getAttachment(slotName.c_str(), attachmentName) ? true : false;
 }
-	
+
 void SkeletonRenderer::setTwoColorTint(bool enabled) {
 	setupGLProgramState(enabled);
 }
@@ -800,11 +823,11 @@ void SkeletonRenderer::setTwoColorTint(bool enabled) {
 bool SkeletonRenderer::isTwoColorTint() {
 	return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
 }
-	
+
 void SkeletonRenderer::setVertexEffect(VertexEffect *effect) {
 	this->_effect = effect;
 }
-	
+
 void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
 	this->_startSlotIndex = startSlotIndex;
 	this->_endSlotIndex = endSlotIndex;
@@ -834,7 +857,7 @@ void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
 bool SkeletonRenderer::getDebugBonesEnabled () const {
 	return _debugBones;
 }
-	
+
 void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
 	_debugMeshes = enabled;
 }

+ 15 - 41
spine-csharp/src/Bone.cs

@@ -53,10 +53,6 @@ namespace Spine {
 		internal float a, b, worldX;
 		internal float c, d, worldY;
 
-//		internal float worldSignX, worldSignY;
-//		public float WorldSignX { get { return worldSignX; } }
-//		public float WorldSignY { get { return worldSignY; } }
-
 		internal bool sorted;
 
 		public BoneData Data { get { return data; } }
@@ -152,27 +148,13 @@ namespace Spine {
 
 			Bone parent = this.parent;
 			if (parent == null) { // Root bone.
-				float rotationY = rotation + 90 + shearY;
-				float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
-				float lb = MathUtils.CosDeg(rotationY) * scaleY;
-				float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
-				float ld = MathUtils.SinDeg(rotationY) * scaleY;
-				if (skeleton.flipX) {
-					x = -x;
-					la = -la;
-					lb = -lb;
-				}
-				if (skeleton.flipY != yDown) {
-					y = -y;
-					lc = -lc;
-					ld = -ld;
-				}
-				a = la;
-				b = lb;
-				c = lc;
-				d = ld;
-				worldX = x + skeleton.x;
-				worldY = y + skeleton.y;
+				float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
+				a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
+				b = MathUtils.CosDeg(rotationY) * scaleY * sy;
+				c = MathUtils.SinDeg(rotation + shearX) * scaleX * sx;
+				d = MathUtils.SinDeg(rotationY) * scaleY * sy;
+				worldX = x * sx + skeleton.x;
+				worldY = y * sy + skeleton.y;
 				return;
 			}
 
@@ -228,8 +210,8 @@ namespace Spine {
 			case TransformMode.NoScale:
 			case TransformMode.NoScaleOrReflection: {
 					float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
-					float za = pa * cos + pb * sin;
-					float zc = pc * cos + pd * sin;
+					float za = (pa * cos + pb * sin) / skeleton.scaleX;
+					float zc = (pc * cos + pd * sin) / skeleton.scaleY;
 					float s = (float)Math.Sqrt(za * za + zc * zc);
 					if (s > 0.00001f) s = 1 / s;
 					za *= s;
@@ -242,26 +224,18 @@ namespace Spine {
 					float lb = MathUtils.CosDeg(90 + shearY) * scaleY;
 					float lc = MathUtils.SinDeg(shearX) * scaleX;
 					float ld = MathUtils.SinDeg(90 + shearY) * scaleY;
-					if (data.transformMode != TransformMode.NoScaleOrReflection? pa * pd - pb* pc< 0 : skeleton.flipX != skeleton.flipY) {
-						zb = -zb;
-						zd = -zd;
-					}
 					a = za * la + zb * lc;
 					b = za * lb + zb * ld;
 					c = zc * la + zd * lc;
-					d = zc * lb + zd * ld;					
-					return;
+					d = zc * lb + zd * ld;
+					break;
 				}
 			}
 
-			if (skeleton.flipX) {
-				a = -a;
-				b = -b;
-			}
-			if (skeleton.flipY != Bone.yDown) {
-				c = -c;
-				d = -d;
-			}
+			a *= skeleton.scaleX;
+			b *= skeleton.scaleX;
+			c *= skeleton.scaleY;
+			d *= skeleton.scaleY;
 		}
 
 		public void SetToSetupPose () {

+ 9 - 3
spine-csharp/src/Skeleton.cs

@@ -45,7 +45,7 @@ namespace Spine {
 		internal Skin skin;
 		internal float r = 1, g = 1, b = 1, a = 1;
 		internal float time;
-		internal bool flipX, flipY;
+		internal float scaleX, scaleY;
 		internal float x, y;
 
 		public SkeletonData Data { get { return data; } }
@@ -64,8 +64,14 @@ namespace Spine {
 		public float Time { get { return time; } set { time = value; } }
 		public float X { get { return x; } set { x = value; } }
 		public float Y { get { return y; } set { y = value; } }
-		public bool FlipX { get { return flipX; } set { flipX = value; } }
-		public bool FlipY { get { return flipY; } set { flipY = value; } }
+		public float ScaleX { get { return scaleX; } set { scaleX = value; } }
+		public float ScaleY { get { return scaleY; } set { scaleY = value; } }
+
+		[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
+		public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
+
+		[Obsolete("Use ScaleY instead. FlipY is when ScaleY is negative.")]
+		public bool FlipY { get { return scaleY < 0; } set { scaleY = value ? -1f : 1f; } }
 
 		public Bone RootBone {
 			get { return bones.Count == 0 ? null : bones.Items[0]; }

+ 32 - 11
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java

@@ -37,6 +37,7 @@ import com.badlogic.gdx.graphics.Color;
 import com.badlogic.gdx.math.MathUtils;
 import com.badlogic.gdx.utils.Array;
 import com.badlogic.gdx.utils.FloatArray;
+
 import com.esotericsoftware.spine.attachments.Attachment;
 import com.esotericsoftware.spine.attachments.VertexAttachment;
 
@@ -1294,11 +1295,12 @@ public class Animation {
 		}
 	}
 
-	/** Changes an IK constraint's {@link IkConstraint#getMix()} and {@link IkConstraint#getBendDirection()}. */
+	/** Changes an IK constraint's {@link IkConstraint#getMix()}, {@link IkConstraint#getBendDirection()}, and
+	 * {@link IkConstraint#getStretch()}. */
 	static public class IkConstraintTimeline extends CurveTimeline {
-		static public final int ENTRIES = 3;
-		static private final int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1;
-		static private final int MIX = 1, BEND_DIRECTION = 2;
+		static public final int ENTRIES = 4;
+		static private final int PREV_TIME = -4, PREV_MIX = -3, PREV_BEND_DIRECTION = -2, PREV_STRETCH = -1;
+		static private final int MIX = 1, BEND_DIRECTION = 2, STRETCH = 3;
 
 		int ikConstraintIndex;
 		private final float[] frames; // time, mix, bendDirection, ...
@@ -1328,11 +1330,12 @@ public class Animation {
 		}
 
 		/** Sets the time in seconds, mix, and bend direction for the specified key frame. */
-		public void setFrame (int frameIndex, float time, float mix, int bendDirection) {
+		public void setFrame (int frameIndex, float time, float mix, int bendDirection, boolean stretch) {
 			frameIndex *= ENTRIES;
 			frames[frameIndex] = time;
 			frames[frameIndex + MIX] = mix;
 			frames[frameIndex + BEND_DIRECTION] = bendDirection;
+			frames[frameIndex + STRETCH] = stretch ? 1 : 0;
 		}
 
 		public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixBlend blend,
@@ -1345,10 +1348,12 @@ public class Animation {
 				case setup:
 					constraint.mix = constraint.data.mix;
 					constraint.bendDirection = constraint.data.bendDirection;
+					constraint.stretch = constraint.data.stretch;
 					return;
 				case first:
 					constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
 					constraint.bendDirection = constraint.data.bendDirection;
+					constraint.stretch = constraint.data.stretch;
 				}
 				return;
 			}
@@ -1356,11 +1361,19 @@ public class Animation {
 			if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
 				if (blend == setup) {
 					constraint.mix = constraint.data.mix + (frames[frames.length + PREV_MIX] - constraint.data.mix) * alpha;
-					constraint.bendDirection = direction == out ? constraint.data.bendDirection
-						: (int)frames[frames.length + PREV_BEND_DIRECTION];
+					if (direction == out) {
+						constraint.bendDirection = constraint.data.bendDirection;
+						constraint.stretch = constraint.data.stretch;
+					} else {
+						constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
+						constraint.stretch = frames[frames.length + PREV_STRETCH] != 0;
+					}
 				} else {
 					constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
-					if (direction == in) constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
+					if (direction == in) {
+						constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
+						constraint.stretch = frames[frames.length + PREV_STRETCH] != 0;
+					}
 				}
 				return;
 			}
@@ -1373,11 +1386,19 @@ public class Animation {
 
 			if (blend == setup) {
 				constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
-				constraint.bendDirection = direction == out ? constraint.data.bendDirection
-					: (int)frames[frame + PREV_BEND_DIRECTION];
+				if (direction == out) {
+					constraint.bendDirection = constraint.data.bendDirection;
+					constraint.stretch = constraint.data.stretch;
+				} else {
+					constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
+					constraint.stretch = frames[frame + PREV_STRETCH] != 0;
+				}
 			} else {
 				constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
-				if (direction == in) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
+				if (direction == in) {
+					constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
+					constraint.stretch = frames[frame + PREV_STRETCH] != 0;
+				}
 			}
 		}
 	}

+ 33 - 12
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/IkConstraint.java

@@ -42,8 +42,9 @@ public class IkConstraint implements Constraint {
 	final IkConstraintData data;
 	final Array<Bone> bones;
 	Bone target;
-	float mix = 1;
 	int bendDirection;
+	boolean stretch;
+	float mix = 1;
 
 	public IkConstraint (IkConstraintData data, Skeleton skeleton) {
 		if (data == null) throw new IllegalArgumentException("data cannot be null.");
@@ -51,6 +52,7 @@ public class IkConstraint implements Constraint {
 		this.data = data;
 		mix = data.mix;
 		bendDirection = data.bendDirection;
+		stretch = data.stretch;
 
 		bones = new Array(data.bones.size);
 		for (BoneData boneData : data.bones)
@@ -69,6 +71,7 @@ public class IkConstraint implements Constraint {
 		target = skeleton.bones.get(constraint.target.data.index);
 		mix = constraint.mix;
 		bendDirection = constraint.bendDirection;
+		stretch = constraint.stretch;
 	}
 
 	/** Applies the constraint to the constrained bones. */
@@ -81,10 +84,10 @@ public class IkConstraint implements Constraint {
 		Array<Bone> bones = this.bones;
 		switch (bones.size) {
 		case 1:
-			apply(bones.first(), target.worldX, target.worldY, mix);
+			apply(bones.first(), target.worldX, target.worldY, stretch, mix);
 			break;
 		case 2:
-			apply(bones.first(), bones.get(1), target.worldX, target.worldY, bendDirection, mix);
+			apply(bones.first(), bones.get(1), target.worldX, target.worldY, bendDirection, stretch, mix);
 			break;
 		}
 	}
@@ -125,6 +128,16 @@ public class IkConstraint implements Constraint {
 		this.bendDirection = bendDirection;
 	}
 
+	/** When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. If the parent bone has local
+	 * nonuniform scale, stretching is not applied. */
+	public boolean getStretch () {
+		return stretch;
+	}
+
+	public void setStretch (boolean stretch) {
+		this.stretch = stretch;
+	}
+
 	/** The IK constraint's setup pose data. */
 	public IkConstraintData getData () {
 		return data;
@@ -135,7 +148,7 @@ public class IkConstraint implements Constraint {
 	}
 
 	/** Applies 1 bone IK. The target is specified in the world coordinate system. */
-	static public void apply (Bone bone, float targetX, float targetY, float alpha) {
+	static public void apply (Bone bone, float targetX, float targetY, boolean stretch, float alpha) {
 		if (!bone.appliedValid) bone.updateAppliedTransform();
 		Bone p = bone.parent;
 		float id = 1 / (p.a * p.d - p.b * p.c);
@@ -146,20 +159,25 @@ public class IkConstraint implements Constraint {
 		if (rotationIK > 180)
 			rotationIK -= 360;
 		else if (rotationIK < -180) rotationIK += 360;
-		bone.updateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
+		float sx = bone.ascaleX;
+		if (stretch) {
+			float b = bone.data.length * sx, dd = (float)Math.sqrt(tx * tx + ty * ty);
+			if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha + 1;
+		}
+		bone.updateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, bone.ascaleY, bone.ashearX,
 			bone.ashearY);
 	}
 
 	/** Applies 2 bone IK. The target is specified in the world coordinate system.
 	 * @param child A direct descendant of the parent bone. */
-	static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
+	static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, boolean stretch, float alpha) {
 		if (alpha == 0) {
 			child.updateWorldTransform();
 			return;
 		}
 		if (!parent.appliedValid) parent.updateAppliedTransform();
 		if (!child.appliedValid) child.updateAppliedTransform();
-		float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
+		float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
 		int os1, os2, s2;
 		if (psx < 0) {
 			psx = -psx;
@@ -195,7 +213,7 @@ public class IkConstraint implements Constraint {
 		c = pp.c;
 		d = pp.d;
 		float id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
-		float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
+		float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py, dd = tx * tx + ty * ty;
 		x = cwx - pp.worldX;
 		y = cwy - pp.worldY;
 		float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
@@ -203,10 +221,13 @@ public class IkConstraint implements Constraint {
 		outer:
 		if (u) {
 			l2 *= psx;
-			float cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
+			float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
 			if (cos < -1)
 				cos = -1;
-			else if (cos > 1) cos = 1;
+			else if (cos > 1) {
+				cos = 1;
+				if (stretch && l1 + l2 > 0.0001f) sx *= ((float)Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
+			}
 			a2 = (float)Math.acos(cos) * bendDir;
 			a = l1 + l2 * cos;
 			b = l2 * sin(a2);
@@ -214,7 +235,7 @@ public class IkConstraint implements Constraint {
 		} else {
 			a = psx * l2;
 			b = psy * l2;
-			float aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = atan2(ty, tx);
+			float aa = a * a, bb = b * b, ta = atan2(ty, tx);
 			c = bb * l1 * l1 + aa * dd - aa * bb;
 			float c1 = -2 * bb * l1, c2 = bb - aa;
 			d = c1 * c1 - 4 * c2 * c;
@@ -266,7 +287,7 @@ public class IkConstraint implements Constraint {
 		if (a1 > 180)
 			a1 -= 360;
 		else if (a1 < -180) a1 += 360;
-		parent.updateWorldTransform(px, py, rotation + a1 * alpha, parent.ascaleX, parent.ascaleY, 0, 0);
+		parent.updateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
 		rotation = child.arotation;
 		a2 = ((a2 + os) * radDeg - child.ashearX) * s2 + os2 - rotation;
 		if (a2 > 180)

+ 11 - 0
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/IkConstraintData.java

@@ -41,6 +41,7 @@ public class IkConstraintData {
 	final Array<BoneData> bones = new Array();
 	BoneData target;
 	int bendDirection = 1;
+	boolean stretch;
 	float mix = 1;
 
 	public IkConstraintData (String name) {
@@ -86,6 +87,16 @@ public class IkConstraintData {
 		this.bendDirection = bendDirection;
 	}
 
+	/** When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. If the parent bone has local
+	 * nonuniform scale, stretching is not applied. */
+	public boolean getStretch () {
+		return stretch;
+	}
+
+	public void setStretch (boolean stretch) {
+		this.stretch = stretch;
+	}
+
 	/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
 	public float getMix () {
 		return mix;

+ 1 - 0
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java

@@ -395,6 +395,7 @@ public class Skeleton {
 		for (int i = 0, n = ikConstraints.size; i < n; i++) {
 			IkConstraint constraint = ikConstraints.get(i);
 			constraint.bendDirection = constraint.data.bendDirection;
+			constraint.stretch = constraint.data.stretch;
 			constraint.mix = constraint.data.mix;
 		}
 

+ 2 - 1
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonBinary.java

@@ -232,6 +232,7 @@ public class SkeletonBinary {
 				data.target = skeletonData.bones.get(input.readInt(true));
 				data.mix = input.readFloat();
 				data.bendDirection = input.readByte();
+				data.stretch = input.readBoolean();
 				skeletonData.ikConstraints.add(data);
 			}
 
@@ -660,7 +661,7 @@ public class SkeletonBinary {
 				IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
 				timeline.ikConstraintIndex = index;
 				for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
-					timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte());
+					timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte(), input.readBoolean());
 					if (frameIndex < frameCount - 1) readCurve(input, frameIndex, timeline);
 				}
 				timelines.add(timeline);

+ 2 - 1
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonJson.java

@@ -186,6 +186,7 @@ public class SkeletonJson {
 			if (data.target == null) throw new SerializationException("IK target bone not found: " + targetName);
 
 			data.bendDirection = constraintMap.getBoolean("bendPositive", true) ? 1 : -1;
+			data.stretch = constraintMap.getBoolean("stretch", false);
 			data.mix = constraintMap.getFloat("mix", 1);
 
 			skeletonData.ikConstraints.add(data);
@@ -568,7 +569,7 @@ public class SkeletonJson {
 			int frameIndex = 0;
 			for (JsonValue valueMap = constraintMap.child; valueMap != null; valueMap = valueMap.next) {
 				timeline.setFrame(frameIndex, valueMap.getFloat("time"), valueMap.getFloat("mix", 1),
-					valueMap.getBoolean("bendPositive", true) ? 1 : -1);
+					valueMap.getBoolean("bendPositive", true) ? 1 : -1, valueMap.getBoolean("stretch", false));
 				readCurve(valueMap, timeline, frameIndex);
 				frameIndex++;
 			}

+ 3 - 3
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonRenderer.java

@@ -67,7 +67,7 @@ public class SkeletonRenderer {
 	 * skeleton is rendered without two color tinting and any mesh attachments will throw an exception.
 	 * <p>
 	 * This method may change the batch's {@link Batch#setBlendFunctionSeparate(int, int, int, int) blending function}. The
-	 * previous blend function is not restore, since that could result in unnecessary flushes, depending on what is rendered
+	 * previous blend function is not restored, since that could result in unnecessary flushes, depending on what is rendered
 	 * next. */
 	public void draw (Batch batch, Skeleton skeleton) {
 		if (batch instanceof PolygonSpriteBatch) {
@@ -144,7 +144,7 @@ public class SkeletonRenderer {
 	/** Renders the specified skeleton, including meshes, but without two color tinting.
 	 * <p>
 	 * This method may change the batch's {@link Batch#setBlendFunctionSeparate(int, int, int, int) blending function}. The
-	 * previous blend function is not restore, since that could result in unnecessary flushes, depending on what is rendered
+	 * previous blend function is not restored, since that could result in unnecessary flushes, depending on what is rendered
 	 * next. */
 	@SuppressWarnings("null")
 	public void draw (PolygonSpriteBatch batch, Skeleton skeleton) {
@@ -266,7 +266,7 @@ public class SkeletonRenderer {
 	/** Renders the specified skeleton, including meshes and two color tinting.
 	 * <p>
 	 * This method may change the batch's {@link Batch#setBlendFunctionSeparate(int, int, int, int) blending function}. The
-	 * previous blend function is not restore, since that could result in unnecessary flushes, depending on what is rendered
+	 * previous blend function is not restored, since that could result in unnecessary flushes, depending on what is rendered
 	 * next. */
 	@SuppressWarnings("null")
 	public void draw (TwoColorPolygonBatch batch, Skeleton skeleton) {

+ 26 - 2
spine-sfml/c/src/spine/spine-sfml.cpp

@@ -116,6 +116,9 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
 	states.texture = 0;
 	unsigned short quadIndices[6] = { 0, 1, 2, 2, 3, 0 };
 
+	// Early out if skeleton is invisible
+	if (skeleton->color.a == 0) return;
+
 	if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton);
 
 	sf::Vertex vertex;
@@ -125,6 +128,12 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
 		Attachment* attachment = slot->attachment;
 		if (!attachment) continue;
 
+		// Early out if slot is invisible
+		if (slot->color.a == 0) {
+			spSkeletonClipping_clipEnd(clipper, slot);
+			continue;
+		}
+
 		float* vertices = worldVertices;
 		int verticesCount = 0;
 		float* uvs = 0;
@@ -134,16 +143,31 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
 
 		if (attachment->type == ATTACHMENT_REGION) {
 			RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
+			attachmentColor = &regionAttachment->color;
+
+			// Early out if slot is invisible
+			if (attachmentColor->a == 0) {
+				spSkeletonClipping_clipEnd(clipper, slot);
+				continue;
+			}
+
 			spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, vertices, 0, 2);
 			verticesCount = 4;
 			uvs = regionAttachment->uvs;
 			indices = quadIndices;
 			indicesCount = 6;
 			texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
-			attachmentColor = &regionAttachment->color;
 
 		} else if (attachment->type == ATTACHMENT_MESH) {
 			MeshAttachment* mesh = (MeshAttachment*)attachment;
+			attachmentColor = &mesh->color;
+
+			// Early out if slot is invisible
+			if (attachmentColor->a == 0) {
+				spSkeletonClipping_clipEnd(clipper, slot);
+				continue;
+			}
+
 			if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
 			texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject;
 			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
@@ -151,7 +175,7 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
 			uvs = mesh->uvs;
 			indices = mesh->triangles;
 			indicesCount = mesh->trianglesCount;
-			attachmentColor = &mesh->color;
+
 		} else if (attachment->type == SP_ATTACHMENT_CLIPPING) {
 			spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
 			spSkeletonClipping_clipStart(clipper, slot, clip);

+ 26 - 3
spine-sfml/cpp/src/spine/spine-sfml.cpp

@@ -91,6 +91,9 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
 	vertexArray->clear();
 	states.texture = NULL;
 
+	// Early out if the skeleton alpha is 0
+	if (skeleton->getColor().a == 0) return;
+
 	if (vertexEffect != NULL) vertexEffect->begin(*skeleton);
 
 	sf::Vertex vertex;
@@ -100,6 +103,12 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
 		Attachment *attachment = slot.getAttachment();
 		if (!attachment) continue;
 
+		// Early out if the slot color is 0
+		if (slot.getColor().a == 0) {
+			clipper.clipEnd(slot);
+			continue;
+		}
+
 		Vector<float> *vertices = &worldVertices;
 		int verticesCount = 0;
 		Vector<float> *uvs = NULL;
@@ -109,17 +118,32 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
 
 		if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
 			RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
+			attachmentColor = &regionAttachment->getColor();
+
+			// Early out if the attachment color is 0
+			if (attachmentColor->a == 0) {
+				clipper.clipEnd(slot);
+				continue;
+			}
+
 			worldVertices.setSize(8, 0);
 			regionAttachment->computeWorldVertices(slot.getBone(), worldVertices, 0, 2);
 			verticesCount = 4;
 			uvs = &regionAttachment->getUVs();
 			indices = &quadIndices;
 			indicesCount = 6;
-			texture = (Texture *) ((AtlasRegion *) regionAttachment->getRendererObject())->page->getRendererObject();
-			attachmentColor = &regionAttachment->getColor();
+			texture = (Texture *) ((AtlasRegion *) regionAttachment->getRendererObject())->page->rendererObject;
 
 		} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
 			MeshAttachment *mesh = (MeshAttachment *) attachment;
+			attachmentColor = &mesh->getColor();
+
+			// Early out if the attachment color is 0
+			if (attachmentColor->a == 0) {
+				clipper.clipEnd(slot);
+				continue;
+			}
+
 			worldVertices.setSize(mesh->getWorldVerticesLength(), 0);
 			texture = (Texture *) ((AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
 			mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices, 0, 2);
@@ -127,7 +151,6 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
 			uvs = &mesh->getUVs();
 			indices = &mesh->getTriangles();
 			indicesCount = mesh->getTriangles().size();
-			attachmentColor = &mesh->getColor();
 		} else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
 			ClippingAttachment *clip = (ClippingAttachment *) slot.getAttachment();
 			clipper.clipStart(slot, clip);

+ 9 - 0
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 173cd2c662ebd674f994bff2385cfbf6
+folderAsset: yes
+timeCreated: 1529972040
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

BIN
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/Animation Tester.unity


+ 8 - 0
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/Animation Tester.unity.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b804088948820194cbda76af39c08174
+timeCreated: 1529972058
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 117 - 0
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs

@@ -0,0 +1,117 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using Spine;
+using Spine.Unity;
+
+using System.Text;
+
+namespace Spine.Unity.Examples {
+	public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
+
+		public SkeletonAnimation skeletonAnimation;
+		public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
+		public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
+
+		public bool useOverrideMixDuration;
+		public float overrideMixDuration = 0.2f;
+
+		[System.Serializable]
+		public struct AnimationControl {
+			[SpineAnimation]
+			public string animationName;
+			public bool loop;
+			public KeyCode key;
+
+			[Space]			
+			public bool useCustomMixDuration;
+			public float mixDuration;
+			//public bool useChainToControl;
+			//public int chainToControl;
+		}
+		[System.Serializable]
+		public class ControlledTrack {
+			public List<AnimationControl> controls = new List<AnimationControl>();
+		}
+
+		[Space]
+		public List<ControlledTrack> trackControls = new List<ControlledTrack>();
+
+		[Header("UI")]
+		public UnityEngine.UI.Text boundAnimationsText;
+		public UnityEngine.UI.Text skeletonNameText;
+
+		void OnValidate () {
+			// Fill in the SkeletonData asset name
+			if (skeletonNameText != null) {
+				if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
+					skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
+				}
+			}
+
+			// Fill in the control list.
+			if (boundAnimationsText != null) {
+				var boundAnimationsStringBuilder = new StringBuilder();
+				boundAnimationsStringBuilder.AppendLine("Animation Controls:");
+
+				for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
+
+					if (trackIndex > 0)
+						boundAnimationsStringBuilder.AppendLine();
+
+					boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
+					foreach (var ba in trackControls[trackIndex].controls) {
+						string animationName = ba.animationName;
+						if (string.IsNullOrEmpty(animationName))
+							animationName = "SetEmptyAnimation";
+
+						boundAnimationsStringBuilder.AppendFormat("[{0}]  {1}\n", ba.key.ToString(), animationName);
+					}
+
+				}	
+
+				boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
+
+			}
+				
+		}
+
+		void Start () {
+			if (useOverrideMixDuration) {
+				skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
+			}
+		}
+
+		void Update () {
+			var animationState = skeletonAnimation.AnimationState;
+
+			// For each track
+			for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
+
+				// For each control in the track
+				foreach (var control in trackControls[trackIndex].controls) {
+
+					// Check each control, and play the appropriate animation.
+					if (Input.GetKeyDown(control.key)) {
+						if (!string.IsNullOrEmpty(control.animationName)) {
+							var trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
+							if (control.useCustomMixDuration)
+								trackEntry.MixDuration = control.mixDuration;
+
+						} else {
+							float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
+							animationState.SetEmptyAnimation(trackIndex, mix);
+						}
+
+						// Don't parse more than one animation per track.
+						break; 
+					}
+				}
+			}
+
+		}
+
+	}
+}
+

+ 12 - 0
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs.meta

@@ -0,0 +1,12 @@
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+guid: b99b2d8e59226fa4db070f241259fd98
+timeCreated: 1529972356
+licenseType: Free
+MonoImporter:
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spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Equip.unity


+ 9 - 0
spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation.meta

@@ -0,0 +1,9 @@
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+guid: 4766fcfd6167d2e46aad772ce3bc898c
+folderAsset: yes
+timeCreated: 1531292725
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/AnimationState with Mecanim.unity


+ 8 - 0
spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/AnimationState with Mecanim.unity.meta

@@ -0,0 +1,8 @@
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+guid: afd3c9ec31200bc49b169c22f00b010b
+timeCreated: 1531300871
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Hero.controller


+ 9 - 0
spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Hero.controller.meta

@@ -0,0 +1,9 @@
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+guid: cec34498f2eb26b488452ec274c54439
+timeCreated: 1531292741
+licenseType: Free
+NativeFormatImporter:
+  mainObjectFileID: 9100000
+  userData: 
+  assetBundleName: 
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+ 62 - 0
spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs

@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using Spine;
+using Spine.Unity;
+
+public class AnimationStateMecanimState : StateMachineBehaviour {
+
+	#region Inspector
+	public AnimationReferenceAsset animation;
+
+	[System.Serializable]
+	public struct AnimationTransition {
+		public AnimationReferenceAsset from;
+		public AnimationReferenceAsset transition;
+	}
+
+	[UnityEngine.Serialization.FormerlySerializedAs("transitions")]
+	public List<AnimationTransition> fromTransitions = new List<AnimationTransition>();
+	#endregion
+
+	Spine.AnimationState state;
+
+	public void Initialize (Animator animator) {
+		if (state == null) {
+			var animationStateComponent = (animator.GetComponent(typeof(IAnimationStateComponent))) as IAnimationStateComponent;
+			state = animationStateComponent.AnimationState;
+		}
+	}
+
+	override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
+		if (state == null) {
+			Initialize(animator);
+		}
+		
+		float timeScale = stateInfo.speed;
+		var current = state.GetCurrent(layerIndex);
+
+		bool transitionPlayed = false;
+		if (current != null && fromTransitions.Count > 0) {
+			foreach (var t in fromTransitions) {
+				if (t.from.Animation == current.Animation) {
+					var transitionEntry = state.SetAnimation(layerIndex, t.transition.Animation, false);
+					transitionEntry.TimeScale = timeScale;
+					transitionPlayed = true;
+					break;
+				}
+			}
+		}
+
+		TrackEntry trackEntry;
+		if (transitionPlayed) {
+			trackEntry = state.AddAnimation(layerIndex, animation.Animation, stateInfo.loop, 0);
+		} else {
+			trackEntry = state.SetAnimation(layerIndex, animation.Animation, stateInfo.loop);
+		}
+		trackEntry.TimeScale = timeScale;
+
+	}
+
+}

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 536bdde8dc7bbb641b17da9221d6562f
+timeCreated: 1531293563
+licenseType: Free
+MonoImporter:
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+  defaultReferences: []
+  executionOrder: 0
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+ 82 - 0
spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs

@@ -0,0 +1,82 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using Spine;
+using Spine.Unity;
+
+namespace Spine.Unity.Examples {
+	public class AnimationStateWithMecanimExample : MonoBehaviour {
+
+		SkeletonAnimation skeletonAnimation;
+		Animator logicAnimator;
+		
+		[Header("Controls")]
+		public KeyCode walkButton = KeyCode.LeftShift;
+		public KeyCode jumpButton = KeyCode.Space;
+
+		[Header("Animator Properties")]
+		public string horizontalSpeedProperty = "Speed";
+		public string verticalSpeedProperty = "VerticalSpeed";
+		public string groundedProperty = "Grounded";
+
+		[Header("Fake Physics")]
+		public float jumpDuration = 1.5f;
+		public Vector2 speed;
+		public bool isGrounded;
+
+		void Awake () {
+			skeletonAnimation = GetComponent<SkeletonAnimation>();
+			logicAnimator = GetComponent<Animator>();
+
+			isGrounded = true;
+		}
+
+		void Update () {
+			float x = Input.GetAxisRaw("Horizontal");			
+			if (Input.GetKey(walkButton)) {
+				x *= 0.4f;
+			}
+
+			speed.x = x;
+
+			// Flip skeleton.
+			if (x != 0) {
+				skeletonAnimation.Skeleton.ScaleX = x > 0 ? 1f : -1f;
+			}
+
+			if (Input.GetKeyDown(jumpButton)) {
+				if (isGrounded)
+					StartCoroutine(FakeJump());
+			}
+				
+			logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
+			logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
+			logicAnimator.SetBool(groundedProperty, isGrounded);
+			
+		}
+
+		IEnumerator FakeJump () {
+			// Rise
+			isGrounded = false;
+			speed.y = 10f;
+			float durationLeft = jumpDuration * 0.5f;
+			while (durationLeft > 0) {
+				durationLeft -= Time.deltaTime;
+				if (!Input.GetKey(jumpButton)) break;
+				yield return null;
+			}
+
+			// Fall
+			speed.y = -10f;
+			float fallDuration = (jumpDuration * 0.5f) - durationLeft;
+			yield return new WaitForSeconds(fallDuration);
+
+			// Land
+			speed.y = 0f;
+			isGrounded = true;
+			yield return null;
+		}
+	}
+
+}

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 782062825deffd64ba7e7e9f978788e5
+timeCreated: 1531300740
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
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+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/FootSoldierExample.cs

@@ -80,11 +80,11 @@ namespace Spine.Unity.Examples {
 			} else {
 				if (Input.GetKey(rightKey)) {
 					skeletonAnimation.AnimationName = moveAnimation;
-					skeletonAnimation.Skeleton.FlipX = false;
+					skeletonAnimation.Skeleton.ScaleX = 1;
 					transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
 				} else if(Input.GetKey(leftKey)) {
 					skeletonAnimation.AnimationName = moveAnimation;
-					skeletonAnimation.Skeleton.FlipX = true;
+					skeletonAnimation.Skeleton.ScaleX = -1;
 					transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
 				} else {
 					skeletonAnimation.AnimationName = idleAnimation;

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/BasicPlatformerController.cs

@@ -183,7 +183,7 @@ namespace Spine.Unity.Examples {
 
 			// Face intended direction.
 			if (input.x != 0)
-				skeletonAnimation.Skeleton.FlipX = input.x < 0;
+				skeletonAnimation.Skeleton.ScaleX = Mathf.Sign(input.x);
 
 
 			// Effects

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs

@@ -93,11 +93,11 @@ namespace Spine.Unity.Examples {
 				spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
 				yield return new WaitForSeconds(1f);
 
-				skeleton.FlipX = true;		// skeleton allows you to flip the skeleton.
+				skeleton.ScaleX = -1;		// skeleton allows you to flip the skeleton.
 				spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
 				spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
 				yield return new WaitForSeconds(0.5f);
-				skeleton.FlipX = false;
+				skeleton.ScaleX = 1;
 				spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
 				spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
 				yield return new WaitForSeconds(0.5f);

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs

@@ -69,7 +69,7 @@ namespace Spine.Unity.Examples {
 			if (skeletonAnimation == null) return;
 			if (model == null) return;
 
-			if (skeletonAnimation.skeleton.FlipX != model.facingLeft) {	// Detect changes in model.facingLeft
+			if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) {	// Detect changes in model.facingLeft
 				Turn(model.facingLeft);
 			}
 
@@ -134,7 +134,7 @@ namespace Spine.Unity.Examples {
 		}
 
 		public void Turn (bool facingLeft) {
-			skeletonAnimation.Skeleton.FlipX = facingLeft;
+			skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
 			// Maybe play a transient turning animation too, then call ChangeStableAnimation.
 		}
 		#endregion

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetController.cs

@@ -23,7 +23,7 @@ namespace Spine.Unity.Examples {
 			var mousePosition = Input.mousePosition;
 			var worldMousePosition = camera.ScreenToWorldPoint(mousePosition);
 			var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
-			if (skeletonAnimation.Skeleton.FlipX) skeletonSpacePoint.x *= -1;
+			//if (skeletonAnimation.Skeleton.FlipX) skeletonSpacePoint.x *= -1;
 			bone.SetPosition(skeletonSpacePoint);
 		}
 	}

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationMulti/SkeletonAnimationMulti.cs

@@ -69,8 +69,8 @@ namespace Spine.Unity {
 				sa.initialFlipX = this.initialFlipX;
 				sa.initialFlipY = this.initialFlipY;
 				var skeleton = sa.skeleton;
-				skeleton.FlipX = this.initialFlipX;
-				skeleton.FlipY = this.initialFlipY;
+				skeleton.ScaleX = this.initialFlipX ? 1 : -1;
+				skeleton.ScaleY = this.initialFlipY ? 1 : -1;
 
 				sa.Initialize(false);
 				skeletonAnimations.Add(sa);

+ 0 - 0
spine-unity/Assets/Spine Examples/Spine.meta → spine-unity/Assets/Spine Examples/Spine Skeletons.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon.atlas.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.atlas.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon.atlas.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.atlas.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon.json → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.json


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon.json.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.json.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon.png → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon.png.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon2.png → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon2.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon2.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon2.png.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_Atlas.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_Atlas.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_Atlas.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_Atlas.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_SkeletonData.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_SkeletonData.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_SkeletonData.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_SkeletonData.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_dragon.mat → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon.mat


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_dragon.mat.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon.mat.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_dragon2.mat → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon2.mat


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/dragon_dragon2.mat.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon2.mat.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/license.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/license.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Dragon/license.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/license.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes.atlas.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.atlas.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes.atlas.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.atlas.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes.json → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.json


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes.json.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.json.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes.png → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes.png.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes_Atlas.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Atlas.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes_Atlas.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Atlas.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes_Material.mat → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Material.mat


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes_Material.mat.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Material.mat.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes_SkeletonData.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_SkeletonData.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Eyes/eyes_SkeletonData.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_SkeletonData.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment.atlas.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.atlas.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment.atlas.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.atlas.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment.png → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment.png.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment_Atlas.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Atlas.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment_Atlas.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Atlas.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment_Material.mat → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Material.mat


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/Equipment/Equipment_Material.mat.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Material.mat.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White.atlas.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.atlas.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White.atlas.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.atlas.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White.png → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White.png.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White_Atlas.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Atlas.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White_Atlas.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Atlas.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White_Material.mat → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Material.mat


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FS_White_Material.mat.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Material.mat.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FootSoldier.json → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier.json


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FootSoldier.json.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier.json.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FootSoldier_SkeletonData.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier_SkeletonData.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/FootSoldier_SkeletonData.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FootSoldier_SkeletonData.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/license.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/license.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/FootSoldier/license.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/license.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge.atlas.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.atlas.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge.atlas.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.atlas.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge.json → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.json


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge.json.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.json.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge.png → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge.png.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge_Atlas.asset → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Atlas.asset


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge_Atlas.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Atlas.asset.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/Gauge_Material.mat → spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Material.mat


برخی فایل ها در این مقایسه diff نمایش داده نمی شوند زیرا تعداد فایل ها بسیار زیاد است