コード例 #1
0
ファイル: SkeletonRootMotion.cs プロジェクト: TimonYoon/Dev
    Vector2 GetXYAtTime(TranslateTimeline timeline, float time)
    {
        const int ENTRIES = 3;
        const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
        const int X = 1, Y = 2;

        float x, y;

        float[] frames = timeline.Frames;
        if (time < frames[0])
        {
            return(new Vector2(0, 0));
        }

        if (time >= frames[frames.Length - ENTRIES])
        {
            x = frames[frames.Length + PREV_X];
            y = frames[frames.Length + PREV_Y];
            return(new Vector2(x, y));
        }

        //보간
        int   frame     = Spine.Animation.BinarySearch(frames, time, ENTRIES);
        float prevX     = frames[frame + PREV_X];
        float prevY     = frames[frame + PREV_Y];
        float frameTime = frames[frame];
        float percent   = timeline.GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

        x = prevX + (frames[frame + X] - prevX) * percent;
        y = prevY + (frames[frame + Y] - prevY) * percent;
        return(new Vector2(x, y));
    }
コード例 #2
0
        /// <summary>Evaluates the resulting value of a TranslateTimeline at a given time.
        /// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
        /// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute.</summary>
        public static Vector2 Evaluate(this TranslateTimeline timeline, float time, SkeletonData skeletonData = null)
        {
            const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
            const int X = 1, Y = 2;

            var frames = timeline.frames;

            if (time < frames[0])
            {
                return(Vector2.zero);
            }

            float x, y;

            if (time >= frames[frames.Length - TranslateTimeline.ENTRIES])               // Time is after last frame.
            {
                x = frames[frames.Length + PREV_X];
                y = frames[frames.Length + PREV_Y];
            }
            else
            {
                // Interpolate between the previous frame and the current frame.
                int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES);
                x = frames[frame + PREV_X];
                y = frames[frame + PREV_Y];
                float frameTime = frames[frame];
                float percent   = timeline.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1,
                                                           1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

                x += (frames[frame + X] - x) * percent;
                y += (frames[frame + Y] - y) * percent;
            }

            Vector2 xy = new Vector2(x, y);

            if (skeletonData == null)
            {
                return(xy);
            }
            else
            {
                var boneData = skeletonData.bones.Items[timeline.boneIndex];
                return(xy + new Vector2(boneData.x, boneData.y));
            }
        }
コード例 #3
0
                /// <summary>Evaluates the resulting value of a TranslateTimeline at a given time.
                /// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
                /// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute.</summary>
                public static Vector2 Evaluate(this TranslateTimeline tt, float time, SkeletonData skeletonData = null)
                {
                    const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
                    const int X = 1, Y = 2;

                    var frames = tt.Frames;

                    if (time < frames[0])
                    {
                        return(Vector2.zero);
                    }

                    float x, y;

                    if (time >= frames[frames.Length - TranslateTimeline.ENTRIES])
                    {                     // Time is after last frame.
                        x = frames[frames.Length + PREV_X];
                        y = frames[frames.Length + PREV_Y];
                    }
                    else
                    {
                        int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES);
                        x = frames[frame + PREV_X];
                        y = frames[frame + PREV_Y];
                        float frameTime = frames[frame];
                        float percent   = tt.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

                        x += (frames[frame + X] - x) * percent;
                        y += (frames[frame + Y] - y) * percent;
                    }

                    Vector2 o = new Vector2(x, y);

                    if (skeletonData == null)
                    {
                        return(o);
                    }
                    else
                    {
                        var boneData = skeletonData.Bones.Items[tt.BoneIndex];
                        return(o + new Vector2(boneData.X, boneData.Y));
                    }
                }