Ejemplo n.º 1
0
        private void ParseBones(Dictionary <String, Object> root)
        {
            int index = 0;

            foreach (Dictionary <String, Object> boneMap in (List <Object>)root["bones"])
            {
                string boneName = GetString(boneMap, "name", "");

                Transform bone = GetBone(_skeleton, boneName);

                Transform parent = FindChildRecursive(_skeleton.transform, GetString(boneMap, "parent", ""));

                if (!parent)
                {
                    parent = _skeleton.transform;
                }

                bone.parent = parent;

                bone.localPosition    = new Vector3(GetFloat(boneMap, "x", 0), GetFloat(boneMap, "y", 0), 0);
                bone.localScale       = new Vector3(GetFloat(boneMap, "scaleX", 1), GetFloat(boneMap, "scaleY", 1), 1);
                bone.localEulerAngles = new Vector3(0, 0, GetFloat(boneMap, "rotation", 0));

                SpineBone spineBone = bone.GetComponent <SpineBone>();
                if (!spineBone)
                {
                    spineBone = bone.gameObject.AddComponent <SpineBone>();
                }
                spineBone.Index  = index;
                spineBone.Length = GetFloat(boneMap, "length", 0);

                index++;
            }
        }
Ejemplo n.º 2
0
        private void ParseAttachment(string skinName, string slotName, string attachmentName, Dictionary <String, Object> root)
        {
            switch (GetString(root, "type", "region"))
            {
            case "region":
            {
                SpineAttachment attachment = GetOrCreateAttachment(skinName, slotName, attachmentName, SpineAttachment.AttachmentType.Region);
                attachment.Sprite         = GetSprite(GetString(root, "name", attachmentName));
                attachment.PositionOffset = new Vector2(GetFloat(root, "x", 0f), GetFloat(root, "y", 0f));
                attachment.ScaleOffset    = new Vector2(GetFloat(root, "scaleX", 1f), GetFloat(root, "scaleY", 1f));
                attachment.RotationOffset = GetFloat(root, "rotation", 0f);
                attachment.Refresh();
                break;
            }

            case "mesh":
            {
                Mesh mesh = new Mesh();
                mesh.vertices  = GetVector3Array(root, "vertices", 2);
                mesh.uv        = GetVector2Array(root, "uvs");
                mesh.triangles = GetIntArray(root, "triangles");

                SpineMesh spineMesh = new SpineMesh();
                spineMesh.Mesh    = mesh;
                spineMesh.Color   = ToColor(GetString(root, "color", "ffffffff"));
                spineMesh.Texture = GetTexture(GetString(root, "name", attachmentName));

                SpineAttachment attachment = GetOrCreateAttachment(skinName, slotName, attachmentName, SpineAttachment.AttachmentType.Mesh);
                attachment.Mesh = spineMesh;

                break;
            }

            case "skinnedmesh":
            {
                SpineAttachment attachment = GetOrCreateAttachment(skinName, slotName, attachmentName, SpineAttachment.AttachmentType.SkinnedMesh);

                Vector2[]      uvs       = GetVector2Array(root, "uvs");
                int[]          triangles = GetIntArray(root, "triangles");
                List <Vector3> vertices  = new List <Vector3>(uvs.Length);
                float[]        meshData  = GetFloatArray(root, "vertices", 1);

                List <BoneWeight> weights = new List <BoneWeight>();

                List <Transform> bones = new List <Transform>();

                for (int i = 0, n = meshData.Length; i < n;)
                {
                    int boneCount = (int)meshData[i++];

                    BoneWeight boneWeight = new BoneWeight();

                    for (int j = 0; j < boneCount; j++)
                    {
                        int globalBoneIndex = (int)meshData[i];

                        SpineBone bone = FindBoneByIndex(globalBoneIndex);

                        float x      = meshData[i + 1];
                        float y      = meshData[i + 2];
                        float weight = meshData[i + 3];

                        int boneIndex;
                        if (bones.Contains(bone.transform))
                        {
                            boneIndex = bones.IndexOf(bone.transform);
                        }
                        else
                        {
                            boneIndex = bones.Count;
                            bones.Add(bone.transform);
                        }

                        if (j == 0)
                        {
                            Vector3 position = bone.transform.TransformPoint(x, y, attachment.Slot.DrawOrder);
                            vertices.Add(position);
                        }

                        switch (j)
                        {
                        case 0:
                        {
                            boneWeight.boneIndex0 = boneIndex;
                            boneWeight.weight0    = weight;
                            break;
                        }

                        case 1:
                        {
                            boneWeight.boneIndex1 = boneIndex;
                            boneWeight.weight1    = weight;
                            break;
                        }

                        case 2:
                        {
                            boneWeight.boneIndex2 = boneIndex;
                            boneWeight.weight2    = weight;
                            break;
                        }

                        case 3:
                        {
                            boneWeight.boneIndex3 = boneIndex;
                            boneWeight.weight3    = weight;
                            break;
                        }
                        }

                        i += 4;
                    }

                    weights.Add(boneWeight);
                }

                Mesh mesh = new Mesh();
                mesh.vertices    = vertices.ToArray();
                mesh.uv          = uvs;
                mesh.triangles   = triangles;
                mesh.boneWeights = weights.ToArray();
                Matrix4x4[] bindPoses = new Matrix4x4[bones.Count];
                for (int i = 0; i < bones.Count; i++)
                {
                    bindPoses[i] = bones[i].worldToLocalMatrix;
                }
                mesh.bindposes = bindPoses;

                SpineMesh spineMesh = new SpineMesh();
                spineMesh.Mesh    = mesh;
                spineMesh.Color   = ToColor(GetString(root, "color", "ffffffff"));
                spineMesh.Texture = GetTexture(GetString(root, "name", attachmentName));
                spineMesh.Bones   = bones.ToArray();

                attachment.Mesh = spineMesh;

                break;
            }
            }
        }