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IK constraints for spine-csharp.

NathanSweet 11 ani în urmă
părinte
comite
e6e7f0bd5d

+ 2 - 0
spine-csharp/spine-csharp_xna.csproj

@@ -105,6 +105,8 @@
     <Compile Include="src\Attachments\RegionAttachment.cs" />
     <Compile Include="src\Bone.cs" />
     <Compile Include="src\BoneData.cs" />
+    <Compile Include="src\IkConstraint.cs" />
+    <Compile Include="src\IkConstraintData.cs" />
     <Compile Include="src\Event.cs" />
     <Compile Include="src\EventData.cs" />
     <Compile Include="src\Json.cs" />

+ 136 - 68
spine-csharp/src/Animation.cs

@@ -98,6 +98,22 @@ namespace Spine {
 			}
 		}
 
+		/// <param name="target">After the first and before the last entry.</param>
+		internal static int binarySearch (float[] values, float target) {
+			int low = 0;
+			int high = values.Length - 2;
+			if (high == 0) return 1;
+			int current = (int)((uint)high >> 1);
+			while (true) {
+				if (values[(current + 1)] <= target)
+					low = current + 1;
+				else
+					high = current;
+				if (low == high) return (low + 1);
+				current = (int)((uint)(low + high) >> 1);
+			}
+		}
+
 		internal static int linearSearch (float[] values, float target, int step) {
 			for (int i = 0, last = values.Length - step; i <= last; i += step)
 				if (values[i] > target) return i;
@@ -107,78 +123,51 @@ namespace Spine {
 
 	public interface Timeline {
 		/// <summary>Sets the value(s) for the specified time.</summary>
-		void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
+		/// <param name="events">May be null to not collect fired events.</param>
+		void Apply (Skeleton skeleton, float lastTime, float time, List<Event> events, float alpha);
 	}
 
 	/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
 	abstract public class CurveTimeline : Timeline {
-		static protected float LINEAR = 0;
-		static protected float STEPPED = -1;
-		static protected int BEZIER_SEGMENTS = 10;
+		protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
+		protected const int BEZIER_SEGMENTS = 10, BEZIER_SIZE = BEZIER_SEGMENTS * 2 - 1;
 
-		private float[] curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
-		public int FrameCount { get { return curves.Length / 6 + 1; } }
+		private float[] curves; // type, x, y, ...
+		public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } }
 
 		public CurveTimeline (int frameCount) {
-			curves = new float[(frameCount - 1) * 6];
+			curves = new float[(frameCount - 1) * BEZIER_SIZE];
 		}
 
 		abstract public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
 
 		public void SetLinear (int frameIndex) {
-			curves[frameIndex * 6] = LINEAR;
+			curves[frameIndex * BEZIER_SIZE] = LINEAR;
 		}
 
 		public void SetStepped (int frameIndex) {
-			curves[frameIndex * 6] = STEPPED;
+			curves[frameIndex * BEZIER_SIZE] = STEPPED;
 		}
 
 		/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
 		/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
 		/// the difference between the keyframe's values.</summary>
 		public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
-			float subdiv_step = 1f / BEZIER_SEGMENTS;
-			float subdiv_step2 = subdiv_step * subdiv_step;
-			float subdiv_step3 = subdiv_step2 * subdiv_step;
-			float pre1 = 3 * subdiv_step;
-			float pre2 = 3 * subdiv_step2;
-			float pre4 = 6 * subdiv_step2;
-			float pre5 = 6 * subdiv_step3;
-			float tmp1x = -cx1 * 2 + cx2;
-			float tmp1y = -cy1 * 2 + cy2;
-			float tmp2x = (cx1 - cx2) * 3 + 1;
-			float tmp2y = (cy1 - cy2) * 3 + 1;
-			int i = frameIndex * 6;
+			float subdiv1 = 1f / BEZIER_SEGMENTS, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
+			float pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
+			float tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
+			float dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
+			float ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
+			float dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;
+
+			int i = frameIndex * BEZIER_SIZE;
 			float[] curves = this.curves;
-			curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
-			curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
-			curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
-			curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
-			curves[i + 4] = tmp2x * pre5;
-			curves[i + 5] = tmp2y * pre5;
-		}
+			curves[i++] = BEZIER;
 
-		public float GetCurvePercent (int frameIndex, float percent) {
-			int curveIndex = frameIndex * 6;
-			float[] curves = this.curves;
-			float dfx = curves[curveIndex];
-			if (dfx == LINEAR) return percent;
-			if (dfx == STEPPED) return 0;
-			float dfy = curves[curveIndex + 1];
-			float ddfx = curves[curveIndex + 2];
-			float ddfy = curves[curveIndex + 3];
-			float dddfx = curves[curveIndex + 4];
-			float dddfy = curves[curveIndex + 5];
 			float x = dfx, y = dfy;
-			int i = BEZIER_SEGMENTS - 2;
-			while (true) {
-				if (x >= percent) {
-					float lastX = x - dfx;
-					float lastY = y - dfy;
-					return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
-				}
-				if (i == 0) break;
-				i--;
+			for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) {
+				curves[i] = x;
+				curves[i + 1] = y;
 				dfx += ddfx;
 				dfy += ddfy;
 				ddfx += dddfx;
@@ -186,13 +175,38 @@ namespace Spine {
 				x += dfx;
 				y += dfy;
 			}
+		}
+
+		public float GetCurvePercent (int frameIndex, float percent) {
+			float[] curves = this.curves;
+			int i = frameIndex * BEZIER_SIZE;
+			float type = curves[i];
+			if (type == LINEAR) return percent;
+			if (type == STEPPED) return 0;
+			i++;
+			float x = 0;
+			for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) {
+				x = curves[i];
+				if (x >= percent) {
+					float prevX, prevY;
+					if (i == start) {
+						prevX = 0;
+						prevY = 0;
+					} else {
+						prevX = curves[i - 2];
+						prevY = curves[i - 1];
+					}
+					return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
+				}
+			}
+			float y = curves[i - 1];
 			return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
 		}
 	}
 
 	public class RotateTimeline : CurveTimeline {
-		static protected int LAST_FRAME_TIME = -2;
-		static protected int FRAME_VALUE = 1;
+		protected const int LAST_FRAME_TIME = -2;
+		protected const int FRAME_VALUE = 1;
 
 		internal int boneIndex;
 		internal float[] frames;
@@ -235,7 +249,7 @@ namespace Spine {
 			float lastFrameValue = frames[frameIndex - 1];
 			float frameTime = frames[frameIndex];
 			float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
-			percent = GetCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
+			percent = GetCurvePercent((frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
 
 			amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
 			while (amount > 180)
@@ -252,9 +266,9 @@ namespace Spine {
 	}
 
 	public class TranslateTimeline : CurveTimeline {
-		static protected int LAST_FRAME_TIME = -3;
-		static protected int FRAME_X = 1;
-		static protected int FRAME_Y = 2;
+		protected const int LAST_FRAME_TIME = -3;
+		protected const int FRAME_X = 1;
+		protected const int FRAME_Y = 2;
 
 		internal int boneIndex;
 		internal float[] frames;
@@ -330,11 +344,11 @@ namespace Spine {
 	}
 
 	public class ColorTimeline : CurveTimeline {
-		static protected int LAST_FRAME_TIME = -5;
-		static protected int FRAME_R = 1;
-		static protected int FRAME_G = 2;
-		static protected int FRAME_B = 3;
-		static protected int FRAME_A = 4;
+		protected const int LAST_FRAME_TIME = -5;
+		protected const int FRAME_R = 1;
+		protected const int FRAME_G = 2;
+		protected const int FRAME_B = 3;
+		protected const int FRAME_A = 4;
 
 		internal int slotIndex;
 		internal float[] frames;
@@ -423,13 +437,14 @@ namespace Spine {
 
 		public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
 			float[] frames = this.frames;
-			if (time < frames[0]) return; // Time is before first frame.
+			if (time < frames[0]) {
+				if (lastTime > time) Apply(skeleton, lastTime, int.MaxValue, null, 0);
+				return;
+			} else if (lastTime > time) //
+				lastTime = -1;
 
-			int frameIndex;
-			if (time >= frames[frames.Length - 1]) // Time is after last frame.
-				frameIndex = frames.Length - 1;
-			else
-				frameIndex = Animation.binarySearch(frames, time, 1) - 1;
+			int frameIndex = time >= frames[frames.Length - 1] ? frames.Length - 1 : Animation.binarySearch(frames, time) - 1;
+			if (frames[frameIndex] <= lastTime) return;
 
 			String attachmentName = attachmentNames[frameIndex];
 			skeleton.slots[slotIndex].Attachment =
@@ -473,7 +488,7 @@ namespace Spine {
 			if (lastTime < frames[0])
 				frameIndex = 0;
 			else {
-				frameIndex = Animation.binarySearch(frames, lastTime, 1);
+				frameIndex = Animation.binarySearch(frames, lastTime);
 				float frame = frames[frameIndex];
 				while (frameIndex > 0) { // Fire multiple events with the same frame.
 					if (frames[frameIndex - 1] != frame) break;
@@ -513,7 +528,7 @@ namespace Spine {
 			if (time >= frames[frames.Length - 1]) // Time is after last frame.
 				frameIndex = frames.Length - 1;
 			else
-				frameIndex = Animation.binarySearch(frames, time, 1) - 1;
+				frameIndex = Animation.binarySearch(frames, time) - 1;
 
 			List<Slot> drawOrder = skeleton.drawOrder;
 			List<Slot> slots = skeleton.slots;
@@ -583,7 +598,7 @@ namespace Spine {
 			}
 
 			// Interpolate between the previous frame and the current frame.
-			int frameIndex = Animation.binarySearch(frames, time, 1);
+			int frameIndex = Animation.binarySearch(frames, time);
 			float frameTime = frames[frameIndex];
 			float percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
 			percent = GetCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
@@ -604,4 +619,57 @@ namespace Spine {
 			}
 		}
 	}
+
+	public class IkConstraintTimeline : CurveTimeline {
+		private const int PREV_FRAME_TIME = -3;
+		private const int FRAME_MIX = 1;
+		private const int FRAME_BEND_DIRECTION = 2;
+
+		internal int ikConstraintIndex;
+		internal float[] frames;
+
+		public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } }
+		public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ...
+
+		public IkConstraintTimeline (int frameCount)
+			: base(frameCount) {
+			frames = new float[frameCount * 3];
+		}
+
+		public float[] getFrames () {
+			return frames;
+		}
+
+		/** Sets the time, mix and bend direction of the specified keyframe. */
+		public void setFrame (int frameIndex, float time, float mix, int bendDirection) {
+			frameIndex *= 3;
+			frames[frameIndex] = time;
+			frames[frameIndex + 1] = mix;
+			frames[frameIndex + 2] = bendDirection;
+		}
+
+		override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
+			float[] frames = this.frames;
+			if (time < frames[0]) return; // Time is before first frame.
+
+			IkConstraint ikConstraint = skeleton.ikConstraints[ikConstraintIndex];
+
+			if (time >= frames[frames.Length - 3]) { // Time is after last frame.
+				ikConstraint.mix += (frames[frames.Length - 2] - ikConstraint.mix) * alpha;
+				ikConstraint.bendDirection = (int)frames[frames.Length - 1];
+				return;
+			}
+
+			// Interpolate between the previous frame and the current frame.
+			int frameIndex = Animation.binarySearch(frames, time, 3);
+			float prevFrameMix = frames[frameIndex - 2];
+			float frameTime = frames[frameIndex];
+			float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
+			percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
+
+			float mix = prevFrameMix + (frames[frameIndex + FRAME_MIX] - prevFrameMix) * percent;
+			ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
+			ikConstraint.bendDirection = (int)frames[frameIndex + FRAME_BEND_DIRECTION];
+		}
+	}
 }

+ 37 - 12
spine-csharp/src/Bone.cs

@@ -36,15 +36,19 @@ namespace Spine {
 
 		internal BoneData data;
 		internal Bone parent;
-		internal float x, y, rotation, scaleX, scaleY;
+		internal float x, y, rotation, rotationIK, scaleX, scaleY;
 		internal float m00, m01, m10, m11;
 		internal float worldX, worldY, worldRotation, worldScaleX, worldScaleY;
+		internal bool flipX, flipY;
 
 		public BoneData Data { get { return data; } }
 		public Bone Parent { get { return parent; } }
 		public float X { get { return x; } set { x = value; } }
 		public float Y { get { return y; } set { y = value; } }
+		/// <summary>The forward kinetics rotation.</summary>
 		public float Rotation { get { return rotation; } set { rotation = value; } }
+		/// <summary>The inverse kinetics rotation, as calculated by any IK constraints.</summary>
+		public float RotationIK { get { return rotationIK; } set { rotationIK = value; } }
 		public float ScaleX { get { return scaleX; } set { scaleX = value; } }
 		public float ScaleY { get { return scaleY; } set { scaleY = value; } }
 
@@ -67,8 +71,9 @@ namespace Spine {
 		}
 
 		/// <summary>Computes the world SRT using the parent bone and the local SRT.</summary>
-		public void UpdateWorldTransform (bool flipX, bool flipY) {
+		public void UpdateWorldTransform () {
 			Bone parent = this.parent;
+			float x = this.x, y = this.y;
 			if (parent != null) {
 				worldX = x * parent.m00 + y * parent.m01 + parent.worldX;
 				worldY = x * parent.m10 + y * parent.m11 + parent.worldY;
@@ -79,28 +84,30 @@ namespace Spine {
 					worldScaleX = scaleX;
 					worldScaleY = scaleY;
 				}
-				worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
+				worldRotation = data.inheritRotation ? parent.worldRotation + rotationIK : rotationIK;
 			} else {
 				worldX = flipX ? -x : x;
 				worldY = flipY != yDown ? -y : y;
 				worldScaleX = scaleX;
 				worldScaleY = scaleY;
-				worldRotation = rotation;
+				worldRotation = rotationIK;
 			}
 			float radians = worldRotation * (float)Math.PI / 180;
 			float cos = (float)Math.Cos(radians);
 			float sin = (float)Math.Sin(radians);
-			m00 = cos * worldScaleX;
-			m10 = sin * worldScaleX;
-			m01 = -sin * worldScaleY;
-			m11 = cos * worldScaleY;
 			if (flipX) {
-				m00 = -m00;
-				m01 = -m01;
+				m00 = -cos * worldScaleX;
+				m01 = sin * worldScaleY;
+			} else {
+				m00 = cos * worldScaleX;
+				m01 = -sin * worldScaleY;
 			}
 			if (flipY != yDown) {
-				m10 = -m10;
-				m11 = -m11;
+				m10 = -sin * worldScaleX;
+				m11 = -cos * worldScaleY;
+			} else {
+				m10 = sin * worldScaleX;
+				m11 = cos * worldScaleY;
 			}
 		}
 
@@ -109,10 +116,28 @@ namespace Spine {
 			x = data.x;
 			y = data.y;
 			rotation = data.rotation;
+			rotationIK = rotation;
 			scaleX = data.scaleX;
 			scaleY = data.scaleY;
 		}
 
+		public void worldToLocal (float worldX, float worldY, out float localX, out float localY) {
+			float dx = worldX - this.worldX, dy = worldY - this.worldY;
+			float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
+			if (flipX != (flipY != yDown)) {
+				m00 *= -1;
+				m11 *= -1;
+			}
+			float invDet = 1 / (m00 * m11 - m01 * m10);
+			localX = (dx * m00 * invDet - dy * m01 * invDet);
+			localY = (dy * m11 * invDet - dx * m10 * invDet);
+		}
+
+		public void localToWorld (float localX, float localY, out float worldX, out float worldY) {
+			worldX = localX * m00 + localY * m01 + this.worldX;
+			worldY = localX * m10 + localY * m11 + this.worldY;
+		}
+
 		override public String ToString () {
 			return data.name;
 		}

+ 4 - 2
spine-csharp/src/EventData.cs

@@ -32,14 +32,16 @@ using System;
 
 namespace Spine {
 	public class EventData {
-		public String Name { get; private set; }
+		internal String name;
+
+		public String Name { get { return name; } }
 		public int Int { get; set; }
 		public float Float { get; set; }
 		public String String { get; set; }
 
 		public EventData (String name) {
 			if (name == null) throw new ArgumentNullException("name cannot be null.");
-			Name = name;
+			this.name = name;
 		}
 
 		override public String ToString () {

+ 148 - 0
spine-csharp/src/IkConstraint.cs

@@ -0,0 +1,148 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+using System;
+using System.Collections.Generic;
+
+namespace Spine {
+	public class IkConstraint {
+		private const float radDeg = 180 / (float)Math.PI;
+
+		internal IkConstraintData data;
+		internal List<Bone> bones = new List<Bone>();
+		internal Bone target;
+		internal int bendDirection = 1;
+		internal float mix = 1;
+
+		public IkConstraintData Data { get { return data; } }
+		public List<Bone> Bones { get { return bones; } }
+		public Bone Target { get { return target; } set { target = value; } }
+		public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
+		public float Mix { get { return mix; } set { mix = value; } }
+
+		public IkConstraint (IkConstraintData data, Skeleton skeleton) {
+			this.data = data;
+			mix = data.mix;
+			bendDirection = data.bendDirection;
+
+			bones = new List<Bone>(data.bones.Count);
+			if (skeleton != null) {
+				foreach (BoneData boneData in data.bones)
+					bones.Add(skeleton.FindBone(boneData.name));
+				target = skeleton.FindBone(data.target.name);
+			}
+		}
+
+		public void apply () {
+			Bone target = this.target;
+			List<Bone> bones = this.bones;
+			switch (bones.Count) {
+			case 1:
+				apply(bones[0], target.worldX, target.worldY, mix);
+				break;
+			case 2:
+				apply(bones[0], bones[1], target.worldX, target.worldY, bendDirection, mix);
+				break;
+			}
+		}
+
+		override public String ToString () {
+			return data.name;
+		}
+
+		/// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
+		/// in the world coordinate system.</summary>
+		static public void apply (Bone bone, float targetX, float targetY, float alpha) {
+			float parentRotation = (!bone.data.inheritRotation || bone.parent == null) ? 0 : bone.parent.worldRotation;
+			float rotation = bone.rotation;
+			float rotationIK = (float)Math.Atan2(targetY - bone.worldY, targetX - bone.worldX) * radDeg - parentRotation;
+			bone.rotationIK = rotation + (rotationIK - rotation) * alpha;
+		}
+
+		/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
+		/// possible. The target is specified in the world coordinate system.</summary>
+		/// <param name="child">Any descendant bone of the parent.</param>
+		static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha) {
+			float childRotation = child.rotation, parentRotation = parent.rotation;
+			if (alpha == 0) {
+				child.rotationIK = childRotation;
+				parent.rotationIK = parentRotation;
+				return;
+			}
+			float positionX, positionY;
+			Bone parentParent = parent.parent;
+			if (parentParent != null) {
+				parentParent.worldToLocal(targetX, targetY, out positionX, out positionY);
+				targetX = (positionX - parent.x) * parentParent.worldScaleX;
+				targetY = (positionY - parent.y) * parentParent.worldScaleY;
+			} else {
+				targetX -= parent.x;
+				targetY -= parent.y;
+			}
+			if (child.parent == parent) {
+				positionX = child.x;
+				positionY = child.y;
+			} else {
+				child.parent.localToWorld(child.x, child.y, out positionX, out positionY);
+				parent.worldToLocal(positionX, positionY, out positionX, out positionY);
+			}
+			float childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY;
+			float offset = (float)Math.Atan2(childY, childX);
+			float len1 = (float)Math.Sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX;
+			// Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
+			float cosDenom = 2 * len1 * len2;
+			if (cosDenom < 0.0001f) {
+				child.rotationIK = childRotation + ((float)Math.Atan2(targetY, targetX) * radDeg - parentRotation - childRotation)
+					* alpha;
+				return;
+			}
+			float cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
+			if (cos < -1)
+				cos = -1;
+			else if (cos > 1)
+				cos = 1;
+			float childAngle = (float)Math.Acos(cos) * bendDirection;
+			float adjacent = len1 + len2 * cos, opposite = len2 * (float)Math.Sin(childAngle);
+			float parentAngle = (float)Math.Atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
+			float rotation = (parentAngle - offset) * radDeg - parentRotation;
+			if (rotation > 180)
+				rotation -= 360;
+			else if (rotation < -180) //
+				rotation += 360;
+			parent.rotationIK = parentRotation + rotation * alpha;
+			rotation = (childAngle + offset) * radDeg - childRotation;
+			if (rotation > 180)
+				rotation -= 360;
+			else if (rotation < -180) //
+				rotation += 360;
+			child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha;
+		}
+	}
+}

+ 57 - 0
spine-csharp/src/IkConstraintData.cs

@@ -0,0 +1,57 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+using System;
+using System.Collections.Generic;
+
+namespace Spine {
+	public class IkConstraintData {
+		internal String name;
+		internal List<BoneData> bones = new List<BoneData>();
+		internal BoneData target;
+		internal int bendDirection = 1;
+		internal float mix = 1;
+
+		public String Name { get { return name; } }
+		public List<BoneData> Bones { get { return bones; } }
+		public BoneData Target { get { return target; } set { target = value; } }
+		public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
+		public float Mix { get { return mix; } set { mix = value; } }
+
+		public IkConstraintData (String name) {
+			if (name == null) throw new ArgumentNullException("name cannot be null.");
+			this.name = name;
+		}
+
+		override public String ToString () {
+			return name;
+		}
+	}
+}

+ 106 - 7
spine-csharp/src/Skeleton.cs

@@ -37,6 +37,8 @@ namespace Spine {
 		internal List<Bone> bones;
 		internal List<Slot> slots;
 		internal List<Slot> drawOrder;
+		internal List<IkConstraint> ikConstraints = new List<IkConstraint>();
+		private List<List<Bone>> updateBonesCache = new List<List<Bone>>();
 		internal Skin skin;
 		internal float r = 1, g = 1, b = 1, a = 1;
 		internal float time;
@@ -47,17 +49,38 @@ namespace Spine {
 		public List<Bone> Bones { get { return bones; } }
 		public List<Slot> Slots { get { return slots; } }
 		public List<Slot> DrawOrder { get { return drawOrder; } }
+		public List<IkConstraint> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
 		public Skin Skin { get { return skin; } set { skin = value; } }
 		public float R { get { return r; } set { r = value; } }
 		public float G { get { return g; } set { g = value; } }
 		public float B { get { return b; } set { b = value; } }
 		public float A { get { return a; } set { a = value; } }
 		public float Time { get { return time; } set { time = value; } }
-		public bool FlipX { get { return flipX; } set { flipX = value; } }
-		public bool FlipY { get { return flipY; } set { flipY = 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 {
+				if (flipX == value) return;
+				flipX = value;
+				List<Bone> bones = this.bones;
+				for (int i = 0, n = bones.Count; i < n; i++)
+					bones[i].flipX = value;
+			}
+		}
+
+		public bool FlipY {
+			get { return flipY; }
+			set {
+				if (flipY == value) return;
+				flipY = value;
+				List<Bone> bones = this.bones;
+				for (int i = 0, n = bones.Count; i < n; i++)
+					bones[i].flipY = value;
+			}
+		}
+
 		public Bone RootBone {
 			get {
 				return bones.Count == 0 ? null : bones[0];
@@ -82,15 +105,73 @@ namespace Spine {
 				slots.Add(slot);
 				drawOrder.Add(slot);
 			}
+
+			ikConstraints = new List<IkConstraint>(data.ikConstraints.Count);
+			foreach (IkConstraintData ikConstraintData in data.ikConstraints)
+				ikConstraints.Add(new IkConstraint(ikConstraintData, this));
+
+			UpdateCache();
 		}
 
-		/// <summary>Updates the world transform for each bone.</summary>
+		/// <summary>Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or
+		/// removed.</summary>
+		public void UpdateCache () {
+			List<List<Bone>> updateBonesCache = this.updateBonesCache;
+			List<IkConstraint> ikConstraints = this.ikConstraints;
+			int ikConstraintsCount = ikConstraints.Count;
+
+			int arrayCount = ikConstraintsCount + 1;
+			if (updateBonesCache.Count > arrayCount) updateBonesCache.RemoveRange(arrayCount, updateBonesCache.Count - arrayCount);
+			for (int i = 0, n = updateBonesCache.Count; i < n; i++)
+				updateBonesCache[i].Clear();
+			while (updateBonesCache.Count < arrayCount)
+				updateBonesCache.Add(new List<Bone>());
+
+			List<Bone> nonIkBones = updateBonesCache[0];
+
+			for (int i = 0, n = bones.Count; i < n; i++) {
+				Bone bone = bones[i];
+				Bone current = bone;
+				do {
+					for (int ii = 0; ii < ikConstraintsCount; ii++) {
+						IkConstraint ikConstraint = ikConstraints[ii];
+						Bone parent = ikConstraint.bones[0];
+						Bone child = ikConstraint.bones[ikConstraint.bones.Count - 1];
+						while (true) {
+							if (current == child) {
+								updateBonesCache[ii].Add(bone);
+								updateBonesCache[ii + 1].Add(bone);
+								goto outer;
+							}
+							if (child == parent) break;
+							child = child.parent;
+						}
+					}
+					current = current.parent;
+				} while (current != null);
+				nonIkBones.Add(bone);
+				outer: {}
+			}
+		}
+
+		/// <summary>Updates the world transform for each bone and applies IK constraints.</summary>
 		public void UpdateWorldTransform () {
-			bool flipX = this.flipX;
-			bool flipY = this.flipY;
 			List<Bone> bones = this.bones;
-			for (int i = 0, n = bones.Count; i < n; i++)
-				bones[i].UpdateWorldTransform(flipX, flipY);
+			for (int ii = 0, nn = bones.Count; ii < nn; ii++) {
+				Bone bone = bones[ii];
+				bone.rotationIK = bone.rotation;
+			}
+			List<List<Bone>> updateBonesCache = this.updateBonesCache;
+			List<IkConstraint> ikConstraints = this.ikConstraints;
+			int i = 0, last = updateBonesCache.Count - 1;
+			while (true) {
+				List<Bone> updateBones = updateBonesCache[i];
+				for (int ii = 0, nn = updateBones.Count; ii < nn; ii++)
+					updateBones[ii].UpdateWorldTransform();
+				if (i == last) break;
+				ikConstraints[i].apply();
+				i++;
+			}
 		}
 
 		/// <summary>Sets the bones and slots to their setup pose values.</summary>
@@ -103,6 +184,13 @@ namespace Spine {
 			List<Bone> bones = this.bones;
 			for (int i = 0, n = bones.Count; i < n; i++)
 				bones[i].SetToSetupPose();
+
+			List<IkConstraint> ikConstraints = this.ikConstraints;
+			for (int i = 0, n = ikConstraints.Count; i < n; i++) {
+				IkConstraint ikConstraint = ikConstraints[i];
+				ikConstraint.bendDirection = ikConstraint.data.bendDirection;
+				ikConstraint.mix = ikConstraint.data.mix;
+			}
 		}
 
 		public void SetSlotsToSetupPose () {
@@ -218,6 +306,17 @@ namespace Spine {
 			throw new Exception("Slot not found: " + slotName);
 		}
 
+		/** @return May be null. */
+		public IkConstraint FindIkConstraint (String ikConstraintName) {
+			if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null.");
+			List<IkConstraint> ikConstraints = this.ikConstraints;
+			for (int i = 0, n = ikConstraints.Count; i < n; i++) {
+				IkConstraint ikConstraint = ikConstraints[i];
+				if (ikConstraint.data.name == ikConstraintName) return ikConstraint;
+			}
+			return null;
+		}
+
 		public void Update (float delta) {
 			time += delta;
 		}

+ 26 - 30
spine-csharp/src/SkeletonData.cs

@@ -40,6 +40,9 @@ namespace Spine {
 		internal Skin defaultSkin;
 		internal List<EventData> events = new List<EventData>();
 		internal List<Animation> animations = new List<Animation>();
+		internal List<IkConstraintData> ikConstraints = new List<IkConstraintData>();
+		internal float width, height;
+		internal String version, hash;
 
 		public String Name { get { return name; } set { name = value; } }
 		public List<BoneData> Bones { get { return bones; } } // Ordered parents first.
@@ -49,15 +52,15 @@ namespace Spine {
 		public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
 		public List<EventData> Events { get { return events; } set { events = value; } }
 		public List<Animation> Animations { get { return animations; } set { animations = value; } }
+		public List<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
+		public float Width { get { return width; } set { width = value; } }
+		public float Height { get { return height; } set { height = value; } }
+		/// <summary>The Spine version used to export this data.</summary>
+		public String Version { get { return version; } set { version = value; } }
+		public String Hash { get { return hash; } set { hash = value; } }
 
 		// --- Bones.
 
-		public void AddBone (BoneData bone) {
-			if (bone == null) throw new ArgumentNullException("bone cannot be null.");
-			bones.Add(bone);
-		}
-
-
 		/// <returns>May be null.</returns>
 		public BoneData FindBone (String boneName) {
 			if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
@@ -80,11 +83,6 @@ namespace Spine {
 
 		// --- Slots.
 
-		public void AddSlot (SlotData slot) {
-			if (slot == null) throw new ArgumentNullException("slot cannot be null.");
-			slots.Add(slot);
-		}
-
 		/// <returns>May be null.</returns>
 		public SlotData FindSlot (String slotName) {
 			if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
@@ -106,12 +104,7 @@ namespace Spine {
 		}
 
 		// --- Skins.
-
-		public void AddSkin (Skin skin) {
-			if (skin == null) throw new ArgumentNullException("skin cannot be null.");
-			skins.Add(skin);
-		}
-
+		
 		/// <returns>May be null.</returns>
 		public Skin FindSkin (String skinName) {
 			if (skinName == null) throw new ArgumentNullException("skinName cannot be null.");
@@ -122,33 +115,36 @@ namespace Spine {
 
 		// --- Events.
 
-		public void AddEvent (EventData eventData) {
-			if (eventData == null) throw new ArgumentNullException("eventData cannot be null.");
-			events.Add(eventData);
-		}
-
 		/// <returns>May be null.</returns>
 		public EventData FindEvent (String eventDataName) {
 			if (eventDataName == null) throw new ArgumentNullException("eventDataName cannot be null.");
 			foreach (EventData eventData in events)
-				if (eventData.Name == eventDataName) return eventData;
+				if (eventData.name == eventDataName) return eventData;
 			return null;
 		}
 
 		// --- Animations.
-
-		public void AddAnimation (Animation animation) {
-			if (animation == null) throw new ArgumentNullException("animation cannot be null.");
-			animations.Add(animation);
-		}
-
+		
 		/// <returns>May be null.</returns>
 		public Animation FindAnimation (String animationName) {
 			if (animationName == null) throw new ArgumentNullException("animationName cannot be null.");
 			List<Animation> animations = this.animations;
 			for (int i = 0, n = animations.Count; i < n; i++) {
 				Animation animation = animations[i];
-				if (animation.Name == animationName) return animation;
+				if (animation.name == animationName) return animation;
+			}
+			return null;
+		}
+
+		// --- IK
+
+		/// <returns>May be null.</returns>
+		public IkConstraintData FindIkConstraint (String ikConstraintName) {
+			if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null.");
+			List<IkConstraintData> ikConstraints = this.ikConstraints;
+			for (int i = 0, n = ikConstraints.Count; i < n; i++) {
+				IkConstraintData ikConstraint = ikConstraints[i];
+				if (ikConstraint.name == ikConstraintName) return ikConstraint;
 			}
 			return null;
 		}

+ 54 - 5
spine-csharp/src/SkeletonJson.cs

@@ -90,6 +90,15 @@ namespace Spine {
 			var root = Json.Deserialize(reader) as Dictionary<String, Object>;
 			if (root == null) throw new Exception("Invalid JSON.");
 
+			// Skeleton.
+			var skeletonMap = (Dictionary<String, Object>)root["skeleton"];
+			if (skeletonMap != null) {
+				skeletonData.version = (String)skeletonMap["spine"];
+				skeletonData.hash = (String)skeletonMap["hash"];
+				skeletonData.width = GetFloat(skeletonMap, "width", 0);
+				skeletonData.height = GetFloat(skeletonMap, "width", 1);
+			}
+
 			// Bones.
 			foreach (Dictionary<String, Object> boneMap in (List<Object>)root["bones"]) {
 				BoneData parent = null;
@@ -107,7 +116,27 @@ namespace Spine {
 				boneData.scaleY = GetFloat(boneMap, "scaleY", 1);
 				boneData.inheritScale = GetBoolean(boneMap, "inheritScale", true);
 				boneData.inheritRotation = GetBoolean(boneMap, "inheritRotation", true);
-				skeletonData.AddBone(boneData);
+				skeletonData.bones.Add(boneData);
+			}
+
+			// IK constraints.
+			foreach (Dictionary<String, Object> ikMap in (List<Object>)root["ik"]) {
+				IkConstraintData ikConstraintData = new IkConstraintData((String)ikMap["name"]);
+
+				foreach (String boneName in (List<Object>)ikMap["bones"]) {
+					BoneData bone = skeletonData.FindBone(boneName);
+					if (bone == null) throw new Exception("IK bone not found: " + boneName);
+					ikConstraintData.bones.Add(bone);
+				}
+
+				String targetName = (String)ikMap["target"];
+				ikConstraintData.target = skeletonData.FindBone(targetName);
+				if (ikConstraintData.target == null) throw new Exception("Target bone not found: " + targetName);
+
+				ikConstraintData.bendDirection = GetBoolean(ikMap, "bendPositive", true) ? 1 : -1;
+				ikConstraintData.mix = GetFloat(ikMap, "mix", 1);
+
+				skeletonData.ikConstraints.Add(ikConstraintData);
 			}
 
 			// Slots.
@@ -134,7 +163,7 @@ namespace Spine {
 					if (slotMap.ContainsKey("additive"))
 						slotData.additiveBlending = (bool)slotMap["additive"];
 
-					skeletonData.AddSlot(slotData);
+					skeletonData.slots.Add(slotData);
 				}
 			}
 
@@ -149,7 +178,7 @@ namespace Spine {
 							if (attachment != null) skin.AddAttachment(slotIndex, attachmentEntry.Key, attachment);
 						}
 					}
-					skeletonData.AddSkin(skin);
+					skeletonData.skins.Add(skin);
 					if (skin.name == "default")
 						skeletonData.defaultSkin = skin;
 				}
@@ -163,7 +192,7 @@ namespace Spine {
 					eventData.Int = GetInt(entryMap, "int", 0);
 					eventData.Float = GetFloat(entryMap, "float", 0);
 					eventData.String = GetString(entryMap, "string", null);
-					skeletonData.AddEvent(eventData);
+					skeletonData.events.Add(eventData);
 				}
 			}
 
@@ -443,6 +472,26 @@ namespace Spine {
 				}
 			}
 
+			if (map.ContainsKey("ik")) {
+				foreach (KeyValuePair<String, Object> ikMap in (Dictionary<String, Object>)map["ik"]) {
+					IkConstraintData ikConstraint = skeletonData.FindIkConstraint(ikMap.Key);
+					var values = (List<Object>)ikMap.Value;
+					var timeline = new IkConstraintTimeline(values.Count);
+					timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint);
+					int frameIndex = 0;
+					foreach (Dictionary<String, Object> valueMap in values) {
+						float time = (float)valueMap["time"];
+						float mix = valueMap.ContainsKey("mix") ? (float)valueMap["mix"] : 1;
+						bool bendPositive = valueMap.ContainsKey("bendPositive") ? (bool)valueMap["bendPositive"] : true;
+						timeline.setFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
+						ReadCurve(timeline, frameIndex, valueMap);
+						frameIndex++;
+					}
+					timelines.Add(timeline);
+					duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
+				}
+			}
+
 			if (map.ContainsKey("ffd")) {
 				foreach (KeyValuePair<String, Object> ffdMap in (Dictionary<String, Object>)map["ffd"]) {
 					Skin skin = skeletonData.FindSkin(ffdMap.Key);
@@ -553,7 +602,7 @@ namespace Spine {
 			}
 
 			timelines.TrimExcess();
-			skeletonData.AddAnimation(new Animation(name, timelines, duration));
+			skeletonData.animations.Add(new Animation(name, timelines, duration));
 		}
 
 		private void ReadCurve (CurveTimeline timeline, int frameIndex, Dictionary<String, Object> valueMap) {

+ 104 - 0
spine-xna/example/data/raptor.atlas

@@ -0,0 +1,104 @@
+
+raptor.png
+size: 1014,480
+format: RGBA8888
+filter: Linear,Linear
+repeat: none
+stirrup
+  rotate: false
+  xy: 657, 57
+  size: 50, 45
+  orig: 50, 45
+  offset: 0, 0
+  index: -1
+velo_arm_back
+  rotate: false
+  xy: 881, 204
+  size: 82, 86
+  orig: 82, 86
+  offset: 0, 0
+  index: -1
+velo_body
+  rotate: false
+  xy: 2, 195
+  size: 610, 285
+  orig: 610, 285
+  offset: 0, 0
+  index: -1
+velo_front_arm
+  rotate: false
+  xy: 798, 188
+  size: 81, 102
+  orig: 81, 102
+  offset: 0, 0
+  index: -1
+velo_front_leg
+  rotate: true
+  xy: 2, 2
+  size: 191, 257
+  orig: 191, 257
+  offset: 0, 0
+  index: -1
+velo_hindleg_back
+  rotate: false
+  xy: 614, 265
+  size: 169, 215
+  orig: 169, 215
+  offset: 0, 0
+  index: -1
+velo_horn
+  rotate: false
+  xy: 614, 183
+  size: 182, 80
+  orig: 182, 80
+  offset: 0, 0
+  index: -1
+velo_horn_back
+  rotate: false
+  xy: 581, 104
+  size: 176, 77
+  orig: 176, 77
+  offset: 0, 0
+  index: -1
+velo_jaw
+  rotate: false
+  xy: 426, 50
+  size: 153, 143
+  orig: 153, 143
+  offset: 0, 0
+  index: -1
+velo_saddle_noshadow
+  rotate: false
+  xy: 261, 5
+  size: 163, 188
+  orig: 163, 188
+  offset: 0, 0
+  index: -1
+velo_saddle_strap_front
+  rotate: false
+  xy: 950, 385
+  size: 57, 95
+  orig: 57, 95
+  offset: 0, 0
+  index: -1
+velo_saddle_strap_rear
+  rotate: true
+  xy: 581, 48
+  size: 54, 74
+  orig: 54, 74
+  offset: 0, 0
+  index: -1
+velo_saddle_w_shadow
+  rotate: false
+  xy: 785, 292
+  size: 163, 188
+  orig: 163, 188
+  offset: 0, 0
+  index: -1
+velo_tongue
+  rotate: true
+  xy: 950, 297
+  size: 86, 64
+  orig: 86, 64
+  offset: 0, 0
+  index: -1

Fișier diff suprimat deoarece este prea mare
+ 0 - 0
spine-xna/example/data/raptor.json


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


+ 3 - 0
spine-xna/example/spine-xna-example.csproj

@@ -117,6 +117,7 @@
   </ItemGroup>
   <ItemGroup>
     <Content Include="data\goblins-ffd.png" />
+    <Content Include="data\raptor.png" />
     <Content Include="data\spineboy.png">
       <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
     </Content>
@@ -163,6 +164,8 @@
   <ItemGroup>
     <None Include="data\goblins-ffd.atlas" />
     <None Include="data\goblins-ffd.json" />
+    <None Include="data\raptor.atlas" />
+    <None Include="data\raptor.json" />
     <None Include="data\spineboy.atlas">
       <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
     </None>

+ 19 - 15
spine-xna/example/src/ExampleGame.cs

@@ -50,9 +50,9 @@ namespace Spine {
 		SkeletonBounds bounds = new SkeletonBounds();
 
 #if WINDOWS_STOREAPP
-	    private string assetsFolder = @"Assets\";
+		private string assetsFolder = @"Assets\";
 #else
-	    private string assetsFolder = "data/";
+		private string assetsFolder = "data/";
 #endif
 
 		public Example () {
@@ -75,11 +75,13 @@ namespace Spine {
 			skeletonRenderer.PremultipliedAlpha = true;
 
 			// String name = "spineboy";
-			String name = "goblins-ffd";
+			// String name = "goblins-ffd";
+			String name = "raptor";
 
-            Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
+			Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
 			SkeletonJson json = new SkeletonJson(atlas);
 			if (name == "spineboy") json.Scale = 0.6f;
+			if (name == "raptor") json.Scale = 0.5f;
 			skeleton = new Skeleton(json.ReadSkeletonData(assetsFolder + name + ".json"));
 			if (name == "goblins-ffd") skeleton.SetSkin("goblin");
 
@@ -138,13 +140,15 @@ namespace Spine {
 
 			bounds.Update(skeleton, true);
 			MouseState mouse = Mouse.GetState();
-			headSlot.G = 1;
-			headSlot.B = 1;
-			if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
-				BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
-				if (hit != null) {
-					headSlot.G = 0;
-					headSlot.B = 0;
+			if (headSlot != null) {
+				headSlot.G = 1;
+				headSlot.B = 1;
+				if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
+					BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
+					if (hit != null) {
+						headSlot.G = 0;
+						headSlot.B = 0;
+					}
 				}
 			}
 
@@ -152,25 +156,25 @@ namespace Spine {
 		}
 
 		public void Start (AnimationState state, int trackIndex) {
-#if !WINDOWS_STOREAPP		    
+#if !WINDOWS_STOREAPP
 			Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": start");
 #endif
 		}
 
 		public void End (AnimationState state, int trackIndex) {
-#if !WINDOWS_STOREAPP		    
+#if !WINDOWS_STOREAPP	
 			Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": end");
 #endif
 		}
 
 		public void Complete (AnimationState state, int trackIndex, int loopCount) {
-#if !WINDOWS_STOREAPP		    
+#if !WINDOWS_STOREAPP	
 			Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": complete " + loopCount);
 #endif
 		}
 
 		public void Event (AnimationState state, int trackIndex, Event e) {
-#if !WINDOWS_STOREAPP		    
+#if !WINDOWS_STOREAPP	
 			Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e);
 #endif
 		}

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff