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Merge remote-tracking branch 'origin/3.6' into 3.6

NathanSweet 8 years ago
parent
commit
3c01f212d6

+ 31 - 15
spine-csharp/src/Animation.cs

@@ -797,6 +797,8 @@ namespace Spine {
 	}
 
 	public class DeformTimeline : CurveTimeline {
+		static float[] zeros = new float[64];
+
 		internal int slotIndex;
 		internal float[] frames;
 		internal float[][] frameVertices;
@@ -825,35 +827,51 @@ namespace Spine {
 
 		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
 			Slot slot = skeleton.slots.Items[slotIndex];
-			VertexAttachment slotAttachment = slot.attachment as VertexAttachment;
-			if (slotAttachment == null || !slotAttachment.ApplyDeform(attachment)) return;
+			VertexAttachment vertexAttachment = slot.attachment as VertexAttachment;
+			if (vertexAttachment == null || !vertexAttachment.ApplyDeform(attachment)) return;
 
 			var verticesArray = slot.attachmentVertices;
 			float[][] frameVertices = this.frameVertices;
 			int vertexCount = frameVertices[0].Length;
-			if (verticesArray.Count != vertexCount && pose != MixPose.Setup) alpha = 1; // Don't mix from uninitialized slot vertices.
-			// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
-			if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
+			if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;	// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
 			verticesArray.Count = vertexCount;
 			float[] vertices = verticesArray.Items;
 
 			float[] frames = this.frames;
 			if (time < frames[0]) {
+				
 				switch (pose) {
 				case MixPose.Setup:
-					verticesArray.Clear();
+					float[] zeroVertices;
+					if (vertexAttachment.bones == null) {
+						// Unweighted vertex positions (setup pose).
+						zeroVertices = vertexAttachment.vertices;
+					} else {
+						// Weighted deform offsets (zeros).
+						zeroVertices = DeformTimeline.zeros;
+						if (zeroVertices.Length < vertexCount) DeformTimeline.zeros = zeroVertices = new float[vertexCount];
+					}
+					Array.Copy(zeroVertices, 0, vertices, 0, vertexCount);
 					return;
 				case MixPose.Current:
-					alpha = 1 - alpha;
-					for (int i = 0; i < vertexCount; i++)
-						vertices[i] *= alpha;
-
+					if (alpha == 1) return;
+					if (vertexAttachment.bones == null) {
+						// Unweighted vertex positions.
+						float[] setupVertices = vertexAttachment.vertices;
+						for (int i = 0; i < vertexCount; i++)
+							vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
+					} else {
+						// Weighted deform offsets.
+						alpha = 1 - alpha;
+						for (int i = 0; i < vertexCount; i++)
+							vertices[i] *= alpha;
+					}
+					return;
+				default:
 					return;
 				}
-				return;
-			}
-
 
+			}
 
 			if (time >= frames[frames.Length - 1]) { // Time is after last frame.
 				float[] lastVertices = frameVertices[frames.Length - 1];
@@ -861,7 +879,6 @@ namespace Spine {
 					// Vertex positions or deform offsets, no alpha.
 					Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
 				} else if (pose == MixPose.Setup) {
-					VertexAttachment vertexAttachment = slotAttachment;
 					if (vertexAttachment.bones == null) {
 						// Unweighted vertex positions, with alpha.
 						float[] setupVertices = vertexAttachment.vertices;
@@ -896,7 +913,6 @@ namespace Spine {
 					vertices[i] = prev + (nextVertices[i] - prev) * percent;
 				}
 			} else if (pose == MixPose.Setup) {
-				VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
 				if (vertexAttachment.bones == null) {
 					// Unweighted vertex positions, with alpha.
 					var setupVertices = vertexAttachment.vertices;

+ 312 - 0
spine-unity/Assets/Examples/Other Examples/VertexEffect.unity

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+ 8 - 0
spine-unity/Assets/Examples/Other Examples/VertexEffect.unity.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d2cf975fd2ba8ae4ba3eebbd9b5f6df4
+timeCreated: 1498101478
+licenseType: Free
+DefaultImporter:
+  userData: 
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+  assetBundleVariant: 

+ 9 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/Sample VertexEffects.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a1a4a1f889c97e84db5e1ef512f77f3e
+folderAsset: yes
+timeCreated: 1498053541
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 85 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/Sample VertexEffects/JitterEffectExample.cs

@@ -0,0 +1,85 @@
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Spine.Unity.Examples {
+
+	// This is a sample component for C# vertex effects for Spine rendering components.
+	// Using shaders and materials to control vertex properties is still more performant
+	// than using this API, but in cases where your vertex effect logic cannot be
+	// expressed as shader code, these vertex effects can be useful.
+	public class JitterEffectExample : MonoBehaviour {
+
+		[Range(0f, 0.8f)]
+		public float jitterMagnitude = 0.2f;
+
+		SkeletonRenderer skeletonRenderer;
+
+		void OnEnable () {
+			skeletonRenderer = GetComponent<SkeletonRenderer>();
+			if (skeletonRenderer == null) return;
+
+			// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
+			skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
+			skeletonRenderer.OnPostProcessVertices += ProcessVertices;
+
+			Debug.Log("Jitter Effect Enabled.");
+		}
+
+		void ProcessVertices (MeshGeneratorBuffers buffers) {
+			if (!this.enabled) return;
+
+			// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
+			int vertexCount = buffers.vertexCount;
+
+			// Modify vertex positions by accessing Vector3[] vertexBuffer
+			var vertices = buffers.vertexBuffer;
+			for (int i = 0; i < vertexCount; i++)
+				vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
+
+			// You can also modify uvs and colors.
+			//var uvs = buffers.uvBuffer;
+			//var colors = buffers.colorBuffer;
+
+			// 
+		}
+
+		void OnDisable () {
+			if (skeletonRenderer == null) return;
+			skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
+
+			Debug.Log("Jitter Effect Disabled.");
+		}
+	}
+
+}

+ 12 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/Sample VertexEffects/JitterEffectExample.cs.meta

@@ -0,0 +1,12 @@
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+guid: 8b9ca76eac8062f42b99bbf78e777ee1
+timeCreated: 1498053868
+licenseType: Free
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+ 18 - 6
spine-unity/Assets/spine-unity/BoneFollower.cs

@@ -47,9 +47,9 @@ namespace Spine.Unity {
 			}
 		}
 
-		/// <summary>If a bone isn't set in code, boneName is used to find the bone.</summary>
+		/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
 		[SpineBone(dataField: "skeletonRenderer")]
-		public String boneName;
+		[SerializeField] public string boneName;
 
 		public bool followZPosition = true;
 		public bool followBoneRotation = true;
@@ -65,10 +65,25 @@ namespace Spine.Unity {
 		#endregion
 
 		[NonSerialized] public bool valid;
+		/// <summary>
+		/// The bone.
+		/// </summary>
 		[NonSerialized] public Bone bone;
 		Transform skeletonTransform;
 		bool skeletonTransformIsParent;
 
+		/// <summary>
+		/// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
+		public bool SetBoneByName (string name) {
+			bone = skeletonRenderer.skeleton.FindBone(name);
+			if (bone == null) {
+				Debug.LogError("Bone not found: " + name, this);
+				return false;
+			}
+			boneName = name;
+			return true;
+		}
+
 		public void Awake () {
 			if (initializeOnAwake) Initialize();
 		}
@@ -115,10 +130,7 @@ namespace Spine.Unity {
 			if (bone == null) {
 				if (string.IsNullOrEmpty(boneName)) return;
 				bone = skeletonRenderer.skeleton.FindBone(boneName);
-				if (bone == null) {
-					Debug.LogError("Bone not found: " + boneName, this);
-					return;
-				}
+				if (!SetBoneByName(boneName)) return;
 			}
 
 			Transform thisTransform = this.transform;

+ 1 - 1
spine-unity/Assets/spine-unity/Editor/BoneFollowerInspector.cs

@@ -95,7 +95,7 @@ namespace Spine.Unity.Editor {
 			var transform = skeletonRendererComponent.transform;
 			var skeleton = skeletonRendererComponent.skeleton;
 
-			if (string.IsNullOrEmpty(tbf.boneName)) {
+			if (string.IsNullOrEmpty(boneName.stringValue)) {
 				SpineHandles.DrawBones(transform, skeleton);
 				SpineHandles.DrawBoneNames(transform, skeleton);
 				Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox);

+ 30 - 5
spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs

@@ -73,7 +73,24 @@ namespace Spine.Unity {
 		public int SlotCount { get { return endSlot - startSlot; } }
 	}
 
-	public delegate void MeshGeneratorDelegate (MeshGenerator meshGenerator);
+	public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
+
+	public struct MeshGeneratorBuffers {
+		/// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
+		public int vertexCount;
+
+		/// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
+		public Vector3[] vertexBuffer;
+
+		/// <summary> Vertex UVs. To be used for UnityEngine.Mesh.uvs.</summary>
+		public Vector2[] uvBuffer;
+
+		/// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
+		public Color32[] colorBuffer;
+
+		/// <summary> The Spine rendering component's MeshGenerator. </summary>
+		public MeshGenerator meshGenerator;
+	}
 
 	[System.Serializable]
 	public class MeshGenerator {
@@ -117,10 +134,6 @@ namespace Spine.Unity {
 		[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
 		[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
 
-		public Vector3[] VertexBuffer { get { return this.vertexBuffer.Items; } }
-		public Vector2[] UVBuffer { get { return this.uvBuffer.Items; } }
-		public Color32[] ColorBuffer { get { return this.colorBuffer.Items; } }
-
 		[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
 		[NonSerialized] float meshBoundsThickness;
 		[NonSerialized] int submeshIndex = 0;
@@ -139,6 +152,18 @@ namespace Spine.Unity {
 
 		public int VertexCount { get { return vertexBuffer.Count; } }
 
+		public MeshGeneratorBuffers Buffers {
+			get {
+				return new MeshGeneratorBuffers {
+					vertexCount = this.VertexCount,
+					vertexBuffer = this.vertexBuffer.Items,
+					uvBuffer = this.uvBuffer.Items,
+					colorBuffer = this.colorBuffer.Items,
+					meshGenerator = this
+				};
+			}
+		}
+
 		#region Step 1 : Generate Instructions
 		public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
 			ExposedList<Slot> drawOrder = skeleton.drawOrder;

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs

@@ -156,7 +156,7 @@ namespace Spine.Unity.Editor {
 			if (Event.current.type == EventType.Repaint) {
 				if (addBoneFollower) {
 					var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
-					boneFollower.boneName = follower.Slot.Data.BoneData.Name;
+					boneFollower.SetBoneByName(follower.Slot.Data.BoneData.Name);
 					addBoneFollower = false;
 				}
 

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs

@@ -272,7 +272,7 @@ namespace Spine.Unity {
 			}
 
 			if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
-			if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator);
+			if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
 
 			var mesh = smartMesh.mesh;
 			meshGenerator.FillVertexData(mesh);

+ 9 - 1
spine-unity/Assets/spine-unity/Modules/TK2D/SpriteCollectionAttachmentLoader.cs

@@ -33,7 +33,7 @@ using System;
 using UnityEngine;
 using Spine;
 
-// TODO: handle TPackerCW flip mode (probably not swap uv horizontaly)
+// MITCH: handle TPackerCW flip mode (probably not swap uv horizontaly)
 namespace Spine.Unity.TK2D {
 	public class SpriteCollectionAttachmentLoader : AttachmentLoader {
 		private tk2dSpriteCollectionData sprites;
@@ -144,6 +144,14 @@ namespace Spine.Unity.TK2D {
 		public PathAttachment NewPathAttachment (Skin skin, string name) {
 			return new PathAttachment(name);
 		}
+
+		public PointAttachment NewPointAttachment (Skin skin, string name) {
+			return new PointAttachment(name);
+		}
+
+		public ClippingAttachment NewClippingAttachment (Skin skin, string name) {
+			return new ClippingAttachment(name);
+		}
 	}
 }
 #endif

+ 1 - 1
spine-unity/Assets/spine-unity/SkeletonRenderer.cs

@@ -283,7 +283,7 @@ namespace Spine.Unity {
 					meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
 			}
 
-			if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator);
+			if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
 
 			// STEP 3. Move the mesh data into a UnityEngine.Mesh ===========================================================================
 			var currentMesh = currentSmartMesh.mesh;