Browse Source

Minor clean up.

NathanSweet 9 years ago
parent
commit
7823833bb4

+ 1 - 0
spine-csharp/spine-csharp.csproj

@@ -70,6 +70,7 @@
     <Compile Include="src\Attachments\AttachmentLoader.cs" />
     <Compile Include="src\Attachments\AttachmentLoader.cs" />
     <Compile Include="src\Attachments\AttachmentType.cs" />
     <Compile Include="src\Attachments\AttachmentType.cs" />
     <Compile Include="src\Attachments\BoundingBoxAttachment.cs" />
     <Compile Include="src\Attachments\BoundingBoxAttachment.cs" />
+    <Compile Include="src\Attachments\IFfdAttachment.cs" />
     <Compile Include="src\Attachments\MeshAttachment.cs" />
     <Compile Include="src\Attachments\MeshAttachment.cs" />
     <Compile Include="src\Attachments\RegionAttachment.cs" />
     <Compile Include="src\Attachments\RegionAttachment.cs" />
     <Compile Include="src\Attachments\WeightedMeshAttachment.cs" />
     <Compile Include="src\Attachments\WeightedMeshAttachment.cs" />

+ 3 - 3
spine-csharp/src/Animation.cs

@@ -548,7 +548,7 @@ namespace Spine {
 		}
 		}
 	}
 	}
 
 
-	public class FFDTimeline : CurveTimeline {
+	public class FfdTimeline : CurveTimeline {
 		internal int slotIndex;
 		internal int slotIndex;
 		internal float[] frames;
 		internal float[] frames;
 		private float[][] frameVertices;
 		private float[][] frameVertices;
@@ -559,7 +559,7 @@ namespace Spine {
 		public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
 		public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
 		public Attachment Attachment { get { return attachment; } set { attachment = value; } }
 		public Attachment Attachment { get { return attachment; } set { attachment = value; } }
 
 
-		public FFDTimeline (int frameCount)
+		public FfdTimeline (int frameCount)
 			: base(frameCount) {
 			: base(frameCount) {
 			frames = new float[frameCount];
 			frames = new float[frameCount];
 			frameVertices = new float[frameCount][];
 			frameVertices = new float[frameCount][];
@@ -573,7 +573,7 @@ namespace Spine {
 
 
 		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
 		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
 			Slot slot = skeleton.slots.Items[slotIndex];
 			Slot slot = skeleton.slots.Items[slotIndex];
-			IFfdAttachment ffdAttachment = slot.attachment as IFfdAttachment; // == null if not FfdAttachment.
+			IFfdAttachment ffdAttachment = slot.attachment as IFfdAttachment;
 			if (ffdAttachment == null || !ffdAttachment.ApplyFFD(attachment)) return;
 			if (ffdAttachment == null || !ffdAttachment.ApplyFFD(attachment)) return;
 
 
 			float[] frames = this.frames;
 			float[] frames = this.frames;

+ 32 - 1
spine-csharp/src/Attachments/IFfdAttachment.cs

@@ -1,4 +1,35 @@
-namespace Spine {
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.3
+ * 
+ * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
+ * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
+ * OR BUSINESS INTERRUPTION) 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.
+ *****************************************************************************/
+
+namespace Spine {
 	public interface IFfdAttachment {
 	public interface IFfdAttachment {
 		bool ApplyFFD (Attachment sourceAttachment);
 		bool ApplyFFD (Attachment sourceAttachment);
 	}
 	}

+ 11 - 11
spine-csharp/src/IkConstraint.cs

@@ -99,18 +99,18 @@ namespace Spine {
 		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, float alpha) {
 			if (alpha == 0) return;
 			if (alpha == 0) return;
 			float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
 			float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
-			int offset1, offset2, sign2;
+			int os1, os2, s2;
 			if (psx < 0) {
 			if (psx < 0) {
 				psx = -psx;
 				psx = -psx;
-				offset1 = 180;
-				sign2 = -1;
+				os1 = 180;
+				s2 = -1;
 			} else {
 			} else {
-				offset1 = 0;
-				sign2 = 1;
+				os1 = 0;
+				s2 = 1;
 			}
 			}
 			if (psy < 0) {
 			if (psy < 0) {
 				psy = -psy;
 				psy = -psy;
-				sign2 = -sign2;
+				s2 = -s2;
 			}
 			}
 			float cx = child.x, cy = child.y, csx = child.scaleX;
 			float cx = child.x, cy = child.y, csx = child.scaleX;
 			bool u = Math.Abs(psx - psy) <= 0.0001f;
 			bool u = Math.Abs(psx - psy) <= 0.0001f;
@@ -121,9 +121,9 @@ namespace Spine {
 			}
 			}
 			if (csx < 0) {
 			if (csx < 0) {
 				csx = -csx;
 				csx = -csx;
-				offset2 = 180;
+				os2 = 180;
 			} else
 			} else
-				offset2 = 0;
+				os2 = 0;
 			Bone pp = parent.parent;
 			Bone pp = parent.parent;
 			float tx, ty, dx, dy;
 			float tx, ty, dx, dy;
 			if (pp == null) {
 			if (pp == null) {
@@ -208,9 +208,9 @@ namespace Spine {
 				}
 				}
 			}
 			}
 		outer:
 		outer:
-			float oo = MathUtils.Atan2(cy, cx) * sign2;
-			a1 = (a1 - oo) * MathUtils.radDeg + offset1;
-			a2 = (a2 + oo) * MathUtils.radDeg * sign2 + offset2;
+			float os = MathUtils.Atan2(cy, cx) * s2;
+			a1 = (a1 - os) * MathUtils.radDeg + os1;
+			a2 = (a2 + os) * MathUtils.radDeg * s2 + os2;
 			if (a1 > 180) a1 -= 360;
 			if (a1 > 180) a1 -= 360;
 			else if (a1 < -180) a1 += 360;
 			else if (a1 < -180) a1 += 360;
 			if (a2 > 180) a2 -= 360;
 			if (a2 > 180) a2 -= 360;

+ 15 - 20
spine-csharp/src/SkeletonBinary.cs

@@ -50,11 +50,10 @@ namespace Spine {
 		public const int CURVE_STEPPED = 1;
 		public const int CURVE_STEPPED = 1;
 		public const int CURVE_BEZIER = 2;
 		public const int CURVE_BEZIER = 2;
 
 
-		private AttachmentLoader attachmentLoader;
 		public float Scale { get; set; }
 		public float Scale { get; set; }
-		private byte[] bytes = new byte[32];
-		private byte[] buffer = new byte[4];
 
 
+		private AttachmentLoader attachmentLoader;
+		private byte[] buffer = new byte[32];
 		private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
 		private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
 
 
 		public SkeletonBinary (params Atlas[] atlasArray)
 		public SkeletonBinary (params Atlas[] atlasArray)
@@ -358,7 +357,7 @@ namespace Spine {
 					for (int i = 0; i < vertexCount; i++) {
 					for (int i = 0; i < vertexCount; i++) {
 						int boneCount = (int)ReadFloat(input);
 						int boneCount = (int)ReadFloat(input);
 						bones.Add(boneCount);
 						bones.Add(boneCount);
-						for (int ii = 0; i < boneCount; ii++) {
+						for (int ii = 0; ii < boneCount; ii++) {
 							bones.Add((int)ReadFloat(input));
 							bones.Add((int)ReadFloat(input));
 							weights.Add(ReadFloat(input) * scale);
 							weights.Add(ReadFloat(input) * scale);
 							weights.Add(ReadFloat(input) * scale);
 							weights.Add(ReadFloat(input) * scale);
@@ -554,7 +553,7 @@ namespace Spine {
 					for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
 					for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
 						Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
 						Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
 						int frameCount = ReadVarint(input, true);
 						int frameCount = ReadVarint(input, true);
-						FFDTimeline timeline = new FFDTimeline(frameCount);
+						FfdTimeline timeline = new FfdTimeline(frameCount);
 						timeline.slotIndex = slotIndex;
 						timeline.slotIndex = slotIndex;
 						timeline.attachment = attachment;
 						timeline.attachment = attachment;
 						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
 						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
@@ -698,9 +697,7 @@ namespace Spine {
 					if ((b & 0x80) != 0) {
 					if ((b & 0x80) != 0) {
 						b = input.ReadByte();
 						b = input.ReadByte();
 						result |= (b & 0x7F) << 21;
 						result |= (b & 0x7F) << 21;
-						if ((b & 0x80) != 0) {
-							result |= (input.ReadByte() & 0x7F) << 28;
-						}
+						if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
 					}
 					}
 				}
 				}
 			}
 			}
@@ -716,20 +713,18 @@ namespace Spine {
 				return "";
 				return "";
 			}
 			}
 			byteCount--;
 			byteCount--;
-			byte[] bytes = this.bytes;
-			if (bytes.Length < byteCount) bytes = new byte[byteCount];
-			ReadFully(input, bytes, 0, byteCount);
-			return System.Text.Encoding.UTF8.GetString(bytes, 0, byteCount);
+			byte[] buffer = this.buffer;
+			if (buffer.Length < byteCount) buffer = new byte[byteCount];
+			ReadFully(input, buffer, 0, byteCount);
+			return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
 		}
 		}
 
 
-		private static void ReadFully (Stream input, byte[] b, int off, int len) {
-			while (len > 0) {
-				int count = input.Read(b, off, len);
-				if (count <= 0) {
-					throw new EndOfStreamException();
-				}
-				off += count;
-				len -= count;
+		private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
+			while (length > 0) {
+				int count = input.Read(buffer, offset, length);
+				if (count <= 0) throw new EndOfStreamException();
+				offset += count;
+				length -= count;
 			}
 			}
 		}
 		}
 	}
 	}

+ 4 - 4
spine-csharp/src/SkeletonJson.cs

@@ -44,8 +44,9 @@ using Windows.Storage;
 
 
 namespace Spine {
 namespace Spine {
 	public class SkeletonJson {
 	public class SkeletonJson {
-		private AttachmentLoader attachmentLoader;
 		public float Scale { get; set; }
 		public float Scale { get; set; }
+
+		private AttachmentLoader attachmentLoader;
 		private List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
 		private List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
 
 
 		public SkeletonJson (params Atlas[] atlasArray)
 		public SkeletonJson (params Atlas[] atlasArray)
@@ -365,12 +366,11 @@ namespace Spine {
 						for (int i = 0, n = vertices.Length; i < n;) {
 						for (int i = 0, n = vertices.Length; i < n;) {
 							int boneCount = (int)vertices[i++];
 							int boneCount = (int)vertices[i++];
 							bones.Add(boneCount);
 							bones.Add(boneCount);
-							for (int nn = i + boneCount * 4; i < nn;) {
+							for (int nn = i + boneCount * 4; i < nn; i += 4) {
 								bones.Add((int)vertices[i]);
 								bones.Add((int)vertices[i]);
 								weights.Add(vertices[i + 1] * scale);
 								weights.Add(vertices[i + 1] * scale);
 								weights.Add(vertices[i + 2] * scale);
 								weights.Add(vertices[i + 2] * scale);
 								weights.Add(vertices[i + 3]);
 								weights.Add(vertices[i + 3]);
-								i += 4;
 							}
 							}
 						}
 						}
 						mesh.bones = bones.ToArray();
 						mesh.bones = bones.ToArray();
@@ -576,7 +576,7 @@ namespace Spine {
 						int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
 						int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
 						foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
 						foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
 							var values = (List<Object>)meshMap.Value;
 							var values = (List<Object>)meshMap.Value;
-							var timeline = new FFDTimeline(values.Count);
+							var timeline = new FfdTimeline(values.Count);
 							Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
 							Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
 							if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
 							if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
 							timeline.slotIndex = slotIndex;
 							timeline.slotIndex = slotIndex;

+ 11 - 11
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/IkConstraint.java

@@ -138,18 +138,18 @@ public class IkConstraint implements Updatable {
 	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, float alpha) {
 		if (alpha == 0) return;
 		if (alpha == 0) return;
 		float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
 		float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
-		int offset1, offset2, sign2;
+		int os1, os2, s2;
 		if (psx < 0) {
 		if (psx < 0) {
 			psx = -psx;
 			psx = -psx;
-			offset1 = 180;
-			sign2 = -1;
+			os1 = 180;
+			s2 = -1;
 		} else {
 		} else {
-			offset1 = 0;
-			sign2 = 1;
+			os1 = 0;
+			s2 = 1;
 		}
 		}
 		if (psy < 0) {
 		if (psy < 0) {
 			psy = -psy;
 			psy = -psy;
-			sign2 = -sign2;
+			s2 = -s2;
 		}
 		}
 		float cx = child.x, cy = child.y, csx = child.appliedScaleX;
 		float cx = child.x, cy = child.y, csx = child.appliedScaleX;
 		boolean u = Math.abs(psx - psy) <= 0.0001f;
 		boolean u = Math.abs(psx - psy) <= 0.0001f;
@@ -160,9 +160,9 @@ public class IkConstraint implements Updatable {
 		}
 		}
 		if (csx < 0) {
 		if (csx < 0) {
 			csx = -csx;
 			csx = -csx;
-			offset2 = 180;
+			os2 = 180;
 		} else
 		} else
-			offset2 = 0;
+			os2 = 0;
 		Bone pp = parent.parent;
 		Bone pp = parent.parent;
 		float tx, ty, dx, dy;
 		float tx, ty, dx, dy;
 		if (pp == null) {
 		if (pp == null) {
@@ -248,9 +248,9 @@ public class IkConstraint implements Updatable {
 				a2 = maxAngle * bendDir;
 				a2 = maxAngle * bendDir;
 			}
 			}
 		}
 		}
-		float o = atan2(cy, cx) * sign2;
-		a1 = (a1 - o) * radDeg + offset1;
-		a2 = (a2 + o) * radDeg * sign2 + offset2;
+		float o = atan2(cy, cx) * s2;
+		a1 = (a1 - o) * radDeg + os1;
+		a2 = (a2 + o) * radDeg * s2 + os2;
 		if (a1 > 180)
 		if (a1 > 180)
 			a1 -= 360;
 			a1 -= 360;
 		else if (a1 < -180) a1 += 360;
 		else if (a1 < -180) a1 += 360;

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

@@ -376,7 +376,7 @@ public class SkeletonBinary {
 			for (int i = 0; i < vertexCount; i++) {
 			for (int i = 0; i < vertexCount; i++) {
 				int boneCount = (int)input.readFloat();
 				int boneCount = (int)input.readFloat();
 				bones.add(boneCount);
 				bones.add(boneCount);
-				for (int ii = 0, nn = boneCount; ii < nn; ii++) {
+				for (int ii = 0; ii < boneCount; ii++) {
 					bones.add((int)input.readFloat());
 					bones.add((int)input.readFloat());
 					weights.add(input.readFloat() * scale);
 					weights.add(input.readFloat() * scale);
 					weights.add(input.readFloat() * scale);
 					weights.add(input.readFloat() * scale);

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

@@ -328,12 +328,11 @@ public class SkeletonJson {
 				for (int i = 0, n = vertices.length; i < n;) {
 				for (int i = 0, n = vertices.length; i < n;) {
 					int boneCount = (int)vertices[i++];
 					int boneCount = (int)vertices[i++];
 					bones.add(boneCount);
 					bones.add(boneCount);
-					for (int nn = i + boneCount * 4; i < nn;) {
+					for (int nn = i + boneCount * 4; i < nn; i += 4) {
 						bones.add((int)vertices[i]);
 						bones.add((int)vertices[i]);
 						weights.add(vertices[i + 1] * scale);
 						weights.add(vertices[i + 1] * scale);
 						weights.add(vertices[i + 2] * scale);
 						weights.add(vertices[i + 2] * scale);
 						weights.add(vertices[i + 3]);
 						weights.add(vertices[i + 3]);
-						i += 4;
 					}
 					}
 				}
 				}
 				mesh.setBones(bones.toArray());
 				mesh.setBones(bones.toArray());

BIN
spine-xna/example/data/raptor.skel


+ 1 - 1
spine-xna/example/src/ExampleGame.cs

@@ -125,7 +125,7 @@ namespace Spine {
 			}
 			}
 
 
 			skeleton.X = 400;
 			skeleton.X = 400;
-			skeleton.Y = 690;
+			skeleton.Y = 580;
 			skeleton.UpdateWorldTransform();
 			skeleton.UpdateWorldTransform();
 
 
 			headSlot = skeleton.FindSlot("head");
 			headSlot = skeleton.FindSlot("head");