/// <summary>Sets the bones and constraints to their setup pose values.</summary> public void SetBonesToSetupPose() { var bones = this.bones.Items; for (int i = 0, n = this.bones.Count; i < n; i++) { bones[i].SetToSetupPose(); } var ikConstraints = this.ikConstraints.Items; for (int i = 0, n = this.ikConstraints.Count; i < n; i++) { IkConstraint constraint = ikConstraints[i]; IkConstraintData data = constraint.data; constraint.mix = data.mix; constraint.softness = data.softness; constraint.bendDirection = data.bendDirection; constraint.compress = data.compress; constraint.stretch = data.stretch; } var transformConstraints = this.transformConstraints.Items; for (int i = 0, n = this.transformConstraints.Count; i < n; i++) { TransformConstraint constraint = transformConstraints[i]; TransformConstraintData data = constraint.data; constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; constraint.mixScaleX = data.mixScaleX; constraint.mixScaleY = data.mixScaleY; constraint.mixShearY = data.mixShearY; } var pathConstraints = this.pathConstraints.Items; for (int i = 0, n = this.pathConstraints.Count; i < n; i++) { PathConstraint constraint = pathConstraints[i]; PathConstraintData data = constraint.data; constraint.position = data.position; constraint.spacing = data.spacing; constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; } }
public static void SetToSetupPose(this Timeline timeline, Skeleton skeleton) { if (timeline != null) { if (timeline is RotateTimeline) { Bone bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex]; bone.rotation = bone.data.rotation; } else if (timeline is TranslateTimeline) { Bone bone2 = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex]; bone2.x = bone2.data.x; bone2.y = bone2.data.y; } else if (timeline is ScaleTimeline) { Bone bone3 = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex]; bone3.scaleX = bone3.data.scaleX; bone3.scaleY = bone3.data.scaleY; } else if (timeline is DeformTimeline) { Slot slot = skeleton.slots.Items[((DeformTimeline)timeline).slotIndex]; slot.attachmentVertices.Clear(false); } else if (timeline is AttachmentTimeline) { skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex); } else if (timeline is ColorTimeline) { skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose(); } else if (timeline is IkConstraintTimeline) { IkConstraintTimeline ikConstraintTimeline = (IkConstraintTimeline)timeline; IkConstraint ikConstraint = skeleton.ikConstraints.Items[ikConstraintTimeline.ikConstraintIndex]; IkConstraintData data = ikConstraint.data; ikConstraint.bendDirection = data.bendDirection; ikConstraint.mix = data.mix; } else if (timeline is DrawOrderTimeline) { skeleton.SetDrawOrderToSetupPose(); } } }
static int FindIkConstraint(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); Spine.Skeleton obj = (Spine.Skeleton)ToLua.CheckObject <Spine.Skeleton>(L, 1); string arg0 = ToLua.CheckString(L, 2); Spine.IkConstraint o = obj.FindIkConstraint(arg0); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary>Sets the bones and constraints to their setup pose values.</summary> public void SetBonesToSetupPose() { var bonesItems = this.bones.Items; for (int i = 0, n = bones.Count; i < n; i++) { bonesItems[i].SetToSetupPose(); } var ikConstraintsItems = this.ikConstraints.Items; for (int i = 0, n = ikConstraints.Count; i < n; i++) { IkConstraint constraint = ikConstraintsItems[i]; constraint.mix = constraint.data.mix; constraint.softness = constraint.data.softness; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } var transformConstraintsItems = this.transformConstraints.Items; for (int i = 0, n = transformConstraints.Count; i < n; i++) { TransformConstraint constraint = transformConstraintsItems[i]; TransformConstraintData constraintData = constraint.data; constraint.rotateMix = constraintData.rotateMix; constraint.translateMix = constraintData.translateMix; constraint.scaleMix = constraintData.scaleMix; constraint.shearMix = constraintData.shearMix; } var pathConstraintItems = this.pathConstraints.Items; for (int i = 0, n = pathConstraints.Count; i < n; i++) { PathConstraint constraint = pathConstraintItems[i]; PathConstraintData constraintData = constraint.data; constraint.position = constraintData.position; constraint.spacing = constraintData.spacing; constraint.rotateMix = constraintData.rotateMix; constraint.translateMix = constraintData.translateMix; } }
public void apply() { Bone bone = this.target; ExposedList <Bone> exposedList = this.bones; int count = exposedList.Count; if (count != 1) { if (count == 2) { IkConstraint.apply(exposedList.Items[0], exposedList.Items[1], bone.worldX, bone.worldY, this.bendDirection, this.mix); } } else { IkConstraint.apply(exposedList.Items[0], bone.worldX, bone.worldY, this.mix); } }
public void SetBonesToSetupPose() { 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; } }
/// <returns>May be null.</returns> public IkConstraint FindIkConstraint(string constraintName) { if (constraintName == null) { throw new ArgumentNullException("constraintName", "constraintName cannot be null."); } ExposedList <IkConstraint> ikConstraints = this.ikConstraints; for (int i = 0, n = ikConstraints.Count; i < n; i++) { IkConstraint ikConstraint = ikConstraints.Items[i]; if (ikConstraint.data.name == constraintName) { return(ikConstraint); } } return(null); }
public void SetBonesToSetupPose() { Bone[] items = bones.Items; int i = 0; for (int count = bones.Count; i < count; i++) { items[i].SetToSetupPose(); } IkConstraint[] items2 = ikConstraints.Items; int j = 0; for (int count2 = ikConstraints.Count; j < count2; j++) { IkConstraint ikConstraint = items2[j]; ikConstraint.bendDirection = ikConstraint.data.bendDirection; ikConstraint.mix = ikConstraint.data.mix; } TransformConstraint[] items3 = transformConstraints.Items; int k = 0; for (int count3 = transformConstraints.Count; k < count3; k++) { TransformConstraint transformConstraint = items3[k]; TransformConstraintData transformConstraintData = transformConstraint.data; transformConstraint.rotateMix = transformConstraintData.rotateMix; transformConstraint.translateMix = transformConstraintData.translateMix; transformConstraint.scaleMix = transformConstraintData.scaleMix; transformConstraint.shearMix = transformConstraintData.shearMix; } PathConstraint[] items4 = pathConstraints.Items; int l = 0; for (int count4 = pathConstraints.Count; l < count4; l++) { PathConstraint pathConstraint = items4[l]; PathConstraintData pathConstraintData = pathConstraint.data; pathConstraint.position = pathConstraintData.position; pathConstraint.spacing = pathConstraintData.spacing; pathConstraint.rotateMix = pathConstraintData.rotateMix; pathConstraint.translateMix = pathConstraintData.translateMix; } }
public IkConstraint FindIkConstraint(string constraintName) { if (constraintName == null) { throw new ArgumentNullException("constraintName", "constraintName cannot be null."); } ExposedList <IkConstraint> ikConstraints = this.ikConstraints; int index = 0; int count = ikConstraints.Count; while (index < count) { IkConstraint constraint = ikConstraints.Items[index]; if (constraint.data.name == constraintName) { return(constraint); } index++; } return(null); }
public IkConstraint FindIkConstraint(string ikConstraintName) { if (ikConstraintName == null) { throw new ArgumentNullException("ikConstraintName cannot be null."); } ExposedList <IkConstraint> exposedList = this.ikConstraints; int i = 0; int count = exposedList.Count; while (i < count) { IkConstraint ikConstraint = exposedList.Items[i]; if (ikConstraint.data.name == ikConstraintName) { return(ikConstraint); } i++; } return(null); }
private void SortIkConstraint(IkConstraint constraint) { Bone target = constraint.target; this.SortBone(target); ExposedList <Bone> bones = constraint.bones; Bone bone = bones.Items[0]; this.SortBone(bone); if (bones.Count > 1) { Bone item = bones.Items[bones.Count - 1]; if (!this.updateCache.Contains(item)) { this.updateCacheReset.Add(item); } } this.updateCache.Add(constraint); SortReset(bone.children); bones.Items[bones.Count - 1].sorted = true; }
private void SortIkConstraint(IkConstraint constraint) { Bone target = constraint.target; SortBone(target); ExposedList <Bone> exposedList = constraint.bones; Bone bone = exposedList.Items[0]; SortBone(bone); if (exposedList.Count > 1) { Bone item = exposedList.Items[exposedList.Count - 1]; if (!updateCache.Contains(item)) { updateCacheReset.Add(item); } } updateCache.Add(constraint); SortReset(bone.children); exposedList.Items[exposedList.Count - 1].sorted = true; }
/// <summary>Copy constructor.</summary> public IkConstraint(IkConstraint constraint, Skeleton skeleton) { if (constraint == null) { throw new ArgumentNullException("constraint cannot be null."); } if (skeleton == null) { throw new ArgumentNullException("skeleton cannot be null."); } data = constraint.data; bones = new ExposedList <Bone>(constraint.Bones.Count); foreach (Bone bone in constraint.Bones) { bones.Add(skeleton.Bones.Items[bone.data.index]); } target = skeleton.Bones.Items[constraint.target.data.index]; mix = constraint.mix; bendDirection = constraint.bendDirection; compress = constraint.compress; stretch = constraint.stretch; }
/// <summary>Caches information about bones and constraints. Must be called if bones or constraints are added /// or removed.</summary> public void UpdateCache() { ExposedList <Bone> bones = this.bones; ExposedList <IUpdatable> updateCache = this.updateCache; ExposedList <IkConstraint> ikConstraints = this.ikConstraints; ExposedList <TransformConstraint> transformConstraints = this.transformConstraints; int ikConstraintsCount = ikConstraints.Count; int transformConstraintsCount = transformConstraints.Count; updateCache.Clear(); for (int i = 0, n = bones.Count; i < n; i++) { Bone bone = bones.Items[i]; updateCache.Add(bone); for (int ii = 0; ii < ikConstraintsCount; ii++) { IkConstraint ikConstraint = ikConstraints.Items[ii]; if (bone == ikConstraint.bones.Items[ikConstraint.bones.Count - 1]) { updateCache.Add(ikConstraint); break; } } } for (int i = 0; i < transformConstraintsCount; i++) { TransformConstraint transformConstraint = transformConstraints.Items[i]; for (int ii = updateCache.Count - 1; i >= 0; ii--) { IUpdatable updateable = updateCache.Items[ii]; if (updateable == transformConstraint.bone || updateable == transformConstraint.target) { updateCache.Insert(ii + 1, transformConstraint); break; } } } }
public void SetBonesToSetupPose() { ExposedList <Bone> exposedList = this.bones; int i = 0; int count = exposedList.Count; while (i < count) { exposedList.Items[i].SetToSetupPose(); i++; } ExposedList <IkConstraint> exposedList2 = this.ikConstraints; int j = 0; int count2 = exposedList2.Count; while (j < count2) { IkConstraint ikConstraint = exposedList2.Items[j]; ikConstraint.bendDirection = ikConstraint.data.bendDirection; ikConstraint.mix = ikConstraint.data.mix; j++; } }
public void UpdateCache() { ExposedList <IUpdatable> exposedList = updateCache; exposedList.Clear(); updateCacheReset.Clear(); ExposedList <Bone> exposedList2 = bones; int i = 0; for (int count = exposedList2.Count; i < count; i++) { exposedList2.Items[i].sorted = false; } ExposedList <IkConstraint> exposedList3 = ikConstraints; ExposedList <TransformConstraint> exposedList4 = transformConstraints; ExposedList <PathConstraint> exposedList5 = pathConstraints; int count2 = IkConstraints.Count; int count3 = exposedList4.Count; int count4 = exposedList5.Count; int num = count2 + count3 + count4; for (int j = 0; j < num; j++) { int num2 = 0; while (true) { if (num2 < count2) { IkConstraint ikConstraint = exposedList3.Items[num2]; if (ikConstraint.data.order == j) { SortIkConstraint(ikConstraint); break; } num2++; continue; } int num3 = 0; while (true) { if (num3 < count3) { TransformConstraint transformConstraint = exposedList4.Items[num3]; if (transformConstraint.data.order == j) { SortTransformConstraint(transformConstraint); break; } num3++; continue; } for (int k = 0; k < count4; k++) { PathConstraint pathConstraint = exposedList5.Items[k]; if (pathConstraint.data.order == j) { SortPathConstraint(pathConstraint); break; } } break; } break; } } int l = 0; for (int count5 = exposedList2.Count; l < count5; l++) { SortBone(exposedList2.Items[l]); } }
private void SortIkConstraint (IkConstraint constraint) { Bone target = constraint.target; SortBone(target); var constrained = constraint.bones; Bone parent = constrained.Items[0]; SortBone(parent); if (constrained.Count > 1) { Bone child = constrained.Items[constrained.Count - 1]; if (!updateCache.Contains(child)) updateCacheReset.Add(child); } updateCache.Add(constraint); SortReset(parent.children); constrained.Items[constrained.Count - 1].sorted = true; }
/// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added /// or removed.</summary> public void UpdateCache() { ExposedList <IUpdatable> updateCache = this.updateCache; updateCache.Clear(); ExposedList <Bone> bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) { bones.Items[i].sorted = false; } ExposedList <IkConstraint> ikConstraints = this.ikConstraintsSorted; ikConstraints.Clear(); ikConstraints.AddRange(this.ikConstraints); int ikCount = ikConstraints.Count; for (int i = 0, level, n = ikCount; i < n; i++) { IkConstraint ik = ikConstraints.Items[i]; Bone bone = ik.bones.Items[0].parent; for (level = 0; bone != null; level++) { bone = bone.parent; } ik.level = level; } for (int i = 1, ii; i < ikCount; i++) { IkConstraint ik = ikConstraints.Items[i]; int level = ik.level; for (ii = i - 1; ii >= 0; ii--) { IkConstraint other = ikConstraints.Items[ii]; if (other.level < level) { break; } ikConstraints.Items[ii + 1] = other; } ikConstraints.Items[ii + 1] = ik; } for (int i = 0, n = ikConstraints.Count; i < n; i++) { IkConstraint constraint = ikConstraints.Items[i]; Bone target = constraint.target; SortBone(target); ExposedList <Bone> constrained = constraint.bones; Bone parent = constrained.Items[0]; SortBone(parent); updateCache.Add(constraint); SortReset(parent.children); constrained.Items[constrained.Count - 1].sorted = true; } ExposedList <PathConstraint> pathConstraints = this.pathConstraints; for (int i = 0, n = pathConstraints.Count; i < n; i++) { PathConstraint constraint = pathConstraints.Items[i]; Slot slot = constraint.target; int slotIndex = slot.data.index; Bone slotBone = slot.bone; if (skin != null) { SortPathConstraintAttachment(skin, slotIndex, slotBone); } if (data.defaultSkin != null && data.defaultSkin != skin) { SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone); } for (int ii = 0, nn = data.skins.Count; ii < nn; ii++) { SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone); } PathAttachment attachment = slot.Attachment as PathAttachment; if (attachment != null) { SortPathConstraintAttachment(attachment, slotBone); } ExposedList <Bone> constrained = constraint.bones; int boneCount = constrained.Count; for (int ii = 0; ii < boneCount; ii++) { SortBone(constrained.Items[ii]); } updateCache.Add(constraint); for (int ii = 0; ii < boneCount; ii++) { SortReset(constrained.Items[ii].children); } for (int ii = 0; ii < boneCount; ii++) { constrained.Items[ii].sorted = true; } } ExposedList <TransformConstraint> transformConstraints = this.transformConstraints; for (int i = 0, n = transformConstraints.Count; i < n; i++) { TransformConstraint constraint = transformConstraints.Items[i]; SortBone(constraint.target); ExposedList <Bone> constrained = constraint.bones; int boneCount = constrained.Count; for (int ii = 0; ii < boneCount; ii++) { SortBone(constrained.Items[ii]); } updateCache.Add(constraint); for (int ii = 0; ii < boneCount; ii++) { SortReset(constrained.Items[ii].children); } for (int ii = 0; ii < boneCount; ii++) { constrained.Items[ii].sorted = true; } } for (int i = 0, n = bones.Count; i < n; i++) { SortBone(bones.Items[i]); } }
public void UpdateCache() { ExposedList <ExposedList <Bone> > exposedList = this.boneCache; ExposedList <IkConstraint> exposedList2 = this.ikConstraints; int count = exposedList2.Count; int num = count + 1; if (exposedList.Count > num) { exposedList.RemoveRange(num, exposedList.Count - num); } int i = 0; int count2 = exposedList.Count; while (i < count2) { exposedList.Items[i].Clear(true); i++; } while (exposedList.Count < num) { exposedList.Add(new ExposedList <Bone>()); } ExposedList <Bone> exposedList3 = exposedList.Items[0]; int j = 0; int count3 = this.bones.Count; while (j < count3) { Bone bone = this.bones.Items[j]; Bone bone2 = bone; int k; while (true) { k = 0; IL_143: while (k < count) { IkConstraint ikConstraint = exposedList2.Items[k]; Bone bone3 = ikConstraint.bones.Items[0]; Bone bone4 = ikConstraint.bones.Items[ikConstraint.bones.Count - 1]; while (bone2 != bone4) { if (bone4 == bone3) { k++; goto IL_143; } bone4 = bone4.parent; } goto Block_4; } bone2 = bone2.parent; if (bone2 == null) { goto Block_7; } } IL_164: j++; continue; Block_4: exposedList.Items[k].Add(bone); exposedList.Items[k + 1].Add(bone); goto IL_164; Block_7: exposedList3.Add(bone); goto IL_164; } }
public void UpdateCache() { ExposedList <IUpdatable> exposedList = this.updateCache; exposedList.Clear(true); ExposedList <Bone> exposedList2 = this.bones; int i = 0; int count = exposedList2.Count; while (i < count) { exposedList2.Items[i].sorted = false; i++; } ExposedList <IkConstraint> exposedList3 = this.ikConstraintsSorted; exposedList3.Clear(true); exposedList3.AddRange(this.ikConstraints); int count2 = exposedList3.Count; int j = 0; int num = count2; while (j < num) { IkConstraint ikConstraint = exposedList3.Items[j]; Bone parent = ikConstraint.bones.Items[0].parent; int num2 = 0; while (parent != null) { parent = parent.parent; num2++; } ikConstraint.level = num2; j++; } for (int k = 1; k < count2; k++) { IkConstraint ikConstraint2 = exposedList3.Items[k]; int level = ikConstraint2.level; int l; for (l = k - 1; l >= 0; l--) { IkConstraint ikConstraint3 = exposedList3.Items[l]; if (ikConstraint3.level < level) { break; } exposedList3.Items[l + 1] = ikConstraint3; } exposedList3.Items[l + 1] = ikConstraint2; } int m = 0; int count3 = exposedList3.Count; while (m < count3) { IkConstraint ikConstraint4 = exposedList3.Items[m]; Bone target = ikConstraint4.target; this.SortBone(target); ExposedList <Bone> exposedList4 = ikConstraint4.bones; Bone bone = exposedList4.Items[0]; this.SortBone(bone); exposedList.Add(ikConstraint4); this.SortReset(bone.children); exposedList4.Items[exposedList4.Count - 1].sorted = true; m++; } ExposedList <PathConstraint> exposedList5 = this.pathConstraints; int n = 0; int count4 = exposedList5.Count; while (n < count4) { PathConstraint pathConstraint = exposedList5.Items[n]; Slot target2 = pathConstraint.target; int index = target2.data.index; Bone bone2 = target2.bone; if (this.skin != null) { this.SortPathConstraintAttachment(this.skin, index, bone2); } if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin) { this.SortPathConstraintAttachment(this.data.defaultSkin, index, bone2); } int num3 = 0; int count5 = this.data.skins.Count; while (num3 < count5) { this.SortPathConstraintAttachment(this.data.skins.Items[num3], index, bone2); num3++; } PathAttachment pathAttachment = target2.Attachment as PathAttachment; if (pathAttachment != null) { this.SortPathConstraintAttachment(pathAttachment, bone2); } ExposedList <Bone> exposedList6 = pathConstraint.bones; int count6 = exposedList6.Count; for (int num4 = 0; num4 < count6; num4++) { this.SortBone(exposedList6.Items[num4]); } exposedList.Add(pathConstraint); for (int num5 = 0; num5 < count6; num5++) { this.SortReset(exposedList6.Items[num5].children); } for (int num6 = 0; num6 < count6; num6++) { exposedList6.Items[num6].sorted = true; } n++; } ExposedList <TransformConstraint> exposedList7 = this.transformConstraints; int num7 = 0; int count7 = exposedList7.Count; while (num7 < count7) { TransformConstraint transformConstraint = exposedList7.Items[num7]; this.SortBone(transformConstraint.target); ExposedList <Bone> exposedList8 = transformConstraint.bones; int count8 = exposedList8.Count; for (int num8 = 0; num8 < count8; num8++) { this.SortBone(exposedList8.Items[num8]); } exposedList.Add(transformConstraint); for (int num9 = 0; num9 < count8; num9++) { this.SortReset(exposedList8.Items[num9].children); } for (int num10 = 0; num10 < count8; num10++) { exposedList8.Items[num10].sorted = true; } num7++; } int num11 = 0; int count9 = exposedList2.Count; while (num11 < count9) { this.SortBone(exposedList2.Items[num11]); num11++; } }
/// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added /// or removed.</summary> public void UpdateCache() { ExposedList <IUpdatable> updateCache = this.updateCache; updateCache.Clear(); this.updateCacheReset.Clear(); ExposedList <IkConstraint> ikConstraints = this.ikConstraints; var transformConstraints = this.transformConstraints; var pathConstraints = this.pathConstraints; int ikCount = IkConstraints.Count, transformCount = transformConstraints.Count, pathCount = pathConstraints.Count; int constraintCount = ikCount + transformCount + pathCount; ExposedList <Bone> bones = this.bones; //旧版的设置骨骼方式 for (int i = 0, n = bones.Count; i < n; i++) { Bone bone = bones.Items[i]; updateCache.Add(bone); for (int ii = 0; ii < ikCount; ii++) { IkConstraint ikConstraint = ikConstraints.Items[ii]; if (bone == ikConstraint.bones.Items[ikConstraint.bones.Count - 1]) { updateCache.Add(ikConstraint); break; } } } //outer: for (int i = 0; i < constraintCount; i++) { for (int ii = 0; ii < ikCount; ii++) { IkConstraint constraint = ikConstraints.Items[ii]; if (constraint.data.order == i) { SortIkConstraint(constraint); goto continue_outer; //continue outer; } } for (int ii = 0; ii < transformCount; ii++) { TransformConstraint constraint = transformConstraints.Items[ii]; if (constraint.data.order == i) { SortTransformConstraint(constraint); goto continue_outer; //continue outer; } } for (int ii = 0; ii < pathCount; ii++) { PathConstraint constraint = pathConstraints.Items[ii]; if (constraint.data.order == i) { SortPathConstraint(constraint); goto continue_outer; //continue outer; } } continue_outer : {} } //3.6版本运行库使用的设置骨骼方式,这会使一些动画的某些部位异常(无动作) //for (int i = 0, n = bones.Count; i < n; i++) // SortBone(bones.Items[i]); }
internal static void SetPropertyToSetupPose(this Skeleton skeleton, int propertyID) { int num = propertyID >> 24; TimelineType timelineType = (TimelineType)num; int num2 = propertyID - (num << 24); switch (timelineType) { case TimelineType.Event: break; case TimelineType.Rotate: { Bone bone = skeleton.bones.Items[num2]; bone.rotation = bone.data.rotation; break; } case TimelineType.Translate: { Bone bone = skeleton.bones.Items[num2]; bone.x = bone.data.x; bone.y = bone.data.y; break; } case TimelineType.Scale: { Bone bone = skeleton.bones.Items[num2]; bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; break; } case TimelineType.Shear: { Bone bone = skeleton.bones.Items[num2]; bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; break; } case TimelineType.Attachment: skeleton.SetSlotAttachmentToSetupPose(num2); break; case TimelineType.Color: skeleton.slots.Items[num2].SetColorToSetupPose(); break; case TimelineType.TwoColor: skeleton.slots.Items[num2].SetColorToSetupPose(); break; case TimelineType.Deform: skeleton.slots.Items[num2].attachmentVertices.Clear(); break; case TimelineType.DrawOrder: skeleton.SetDrawOrderToSetupPose(); break; case TimelineType.IkConstraint: { IkConstraint ikConstraint = skeleton.ikConstraints.Items[num2]; ikConstraint.mix = ikConstraint.data.mix; ikConstraint.bendDirection = ikConstraint.data.bendDirection; break; } case TimelineType.TransformConstraint: { TransformConstraint transformConstraint = skeleton.transformConstraints.Items[num2]; TransformConstraintData data = transformConstraint.data; transformConstraint.rotateMix = data.rotateMix; transformConstraint.translateMix = data.translateMix; transformConstraint.scaleMix = data.scaleMix; transformConstraint.shearMix = data.shearMix; break; } case TimelineType.PathConstraintPosition: { PathConstraint pathConstraint = skeleton.pathConstraints.Items[num2]; pathConstraint.position = pathConstraint.data.position; break; } case TimelineType.PathConstraintSpacing: { PathConstraint pathConstraint = skeleton.pathConstraints.Items[num2]; pathConstraint.spacing = pathConstraint.data.spacing; break; } case TimelineType.PathConstraintMix: { PathConstraint pathConstraint = skeleton.pathConstraints.Items[num2]; pathConstraint.rotateMix = pathConstraint.data.rotateMix; pathConstraint.translateMix = pathConstraint.data.translateMix; break; } } }
/// <summary>Caches information about bones and constraints. Must be called if the <see cref="Skin"/> is modified or if bones, constraints, or /// constraints, or weighted path attachments are added or removed.</summary> public void UpdateCache() { var updateCache = this.updateCache; updateCache.Clear(); int boneCount = this.bones.Count; Bone[] bones = this.bones.Items; for (int i = 0; i < boneCount; i++) { Bone bone = bones[i]; bone.sorted = bone.data.skinRequired; bone.active = !bone.sorted; } if (skin != null) { BoneData[] skinBones = skin.bones.Items; for (int i = 0, n = skin.bones.Count; i < n; i++) { var bone = bones[skinBones[i].index]; do { bone.sorted = false; bone.active = true; bone = bone.parent; } while (bone != null); } } int ikCount = this.ikConstraints.Count, transformCount = this.transformConstraints.Count, pathCount = this.pathConstraints.Count; IkConstraint[] ikConstraints = this.ikConstraints.Items; TransformConstraint[] transformConstraints = this.transformConstraints.Items; PathConstraint[] pathConstraints = this.pathConstraints.Items; int constraintCount = ikCount + transformCount + pathCount; for (int i = 0; i < constraintCount; i++) { for (int ii = 0; ii < ikCount; ii++) { IkConstraint constraint = ikConstraints[ii]; if (constraint.data.order == i) { SortIkConstraint(constraint); goto continue_outer; } } for (int ii = 0; ii < transformCount; ii++) { TransformConstraint constraint = transformConstraints[ii]; if (constraint.data.order == i) { SortTransformConstraint(constraint); goto continue_outer; } } for (int ii = 0; ii < pathCount; ii++) { PathConstraint constraint = pathConstraints[ii]; if (constraint.data.order == i) { SortPathConstraint(constraint); goto continue_outer; } } continue_outer : { } } for (int i = 0; i < boneCount; i++) { SortBone(bones[i]); } }
internal static void SetPropertyToSetupPose(this Skeleton skeleton, int propertyID) { Bone bone; PathConstraint constraint2; int num = propertyID >> 0x18; TimelineType type = (TimelineType)num; int index = propertyID - (num << 0x18); switch (type) { case TimelineType.Rotate: bone = skeleton.bones.Items[index]; bone.rotation = bone.data.rotation; break; case TimelineType.Translate: bone = skeleton.bones.Items[index]; bone.x = bone.data.x; bone.y = bone.data.y; break; case TimelineType.Scale: bone = skeleton.bones.Items[index]; bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; break; case TimelineType.Shear: bone = skeleton.bones.Items[index]; bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; break; case TimelineType.Attachment: skeleton.SetSlotAttachmentToSetupPose(index); break; case TimelineType.Color: skeleton.slots.Items[index].SetColorToSetupPose(); break; case TimelineType.Deform: skeleton.slots.Items[index].attachmentVertices.Clear(true); break; case TimelineType.DrawOrder: skeleton.SetDrawOrderToSetupPose(); break; case TimelineType.IkConstraint: { IkConstraint constraint = skeleton.ikConstraints.Items[index]; constraint.mix = constraint.data.mix; constraint.bendDirection = constraint.data.bendDirection; break; } case TimelineType.TransformConstraint: { TransformConstraint constraint3 = skeleton.transformConstraints.Items[index]; TransformConstraintData data = constraint3.data; constraint3.rotateMix = data.rotateMix; constraint3.translateMix = data.translateMix; constraint3.scaleMix = data.scaleMix; constraint3.shearMix = data.shearMix; break; } case TimelineType.PathConstraintPosition: constraint2 = skeleton.pathConstraints.Items[index]; constraint2.position = constraint2.data.position; break; case TimelineType.PathConstraintSpacing: constraint2 = skeleton.pathConstraints.Items[index]; constraint2.spacing = constraint2.data.spacing; break; case TimelineType.PathConstraintMix: constraint2 = skeleton.pathConstraints.Items[index]; constraint2.rotateMix = constraint2.data.rotateMix; constraint2.translateMix = constraint2.data.translateMix; break; case TimelineType.TwoColor: skeleton.slots.Items[index].SetColorToSetupPose(); break; } }