예제 #1
0
        public BoneMatrix2D Invert(BoneMatrix2D target)
        {
            var a  = this.a;
            var b  = this.b;
            var c  = this.c;
            var d  = this.d;
            var tx = this.tx;
            var ty = this.ty;

            if (b == 0 && c == 0)
            {
                target.b = target.c = 0;
                if (a == 0 || d == 0)
                {
                    target.a = target.d = target.tx = target.ty = 0;
                }
                else
                {
                    a         = target.a = 1 / a;
                    d         = target.d = 1 / d;
                    target.tx = -a * tx;
                    target.ty = -d * ty;
                }
                return(this);
            }
            var determinant = a * d - b * c;

            if (determinant == 0)
            {
                target.Identity();
                return(this);
            }
            determinant = 1 / determinant;
            var k = target.a = d * determinant;

            b         = target.b = -b * determinant;
            c         = target.c = -c * determinant;
            d         = target.d = a * determinant;
            target.tx = -(k * tx + c * ty);
            target.ty = -(b * tx + d * ty);
            return(this);
        }
예제 #2
0
        private static SpineData.AnimationDeformData ParseDeformAnimTimeline(SpineArmatureEditor armatureEditor, string skinName, string slotname, string attchmentname, Bones2D.JSONArray deformAnimObj)
        {
            SpineData.AnimationDeformData animDeformDatas = new SpineData.AnimationDeformData();
            animDeformDatas.slotName  = slotname;
            animDeformDatas.skinName  = skinName;
            animDeformDatas.timelines = new SpineData.DeformTimeline[deformAnimObj.Count];

            SpineData.SkinAttachment skinAtt = GetSkinAttachment(armatureEditor, skinName, slotname, attchmentname);
            bool haveWeight = (skinAtt == null || skinAtt.weights == null || skinAtt.weights.Count == 0) ? false : true;

            for (int i = 0; i < deformAnimObj.Count; ++i)
            {
                SpineData.DeformTimeline timeline = new SpineData.DeformTimeline();
                animDeformDatas.timelines[i] = timeline;
                timeline.attachment          = attchmentname;
                Bones2D.JSONClass animObj = deformAnimObj[i].AsObject;

                if (animObj.ContainKey("time"))
                {
                    timeline.time = animObj["time"].AsFloat;
                }
                if (animObj.ContainKey("curve"))
                {
                    if (animObj["curve"] == "stepped")
                    {
                        timeline.tweenEasing = "stepped";
                    }
                    else if (animObj["curve"] == "linear")
                    {
                        //default
                    }
                    else
                    {
                        timeline.curve = ConvertJsonArrayToFloatArr(animObj["curve"].AsArray);
                    }
                }

                if (animObj.ContainKey("offset"))
                {
                    timeline.offset = animObj["offset"].AsInt / 2;
                }
                if (animObj.ContainKey("vertices"))
                {
                    Bones2D.JSONArray verticesObj = animObj["vertices"].AsArray;

                    int index = 0;
                    int k     = 0;
                    timeline.vertices = new Vector3[verticesObj.Count / 2];
                    for (; k < verticesObj.Count && k + 1 < verticesObj.Count; k += 2)
                    {
                        timeline.vertices[index] = new Vector3(verticesObj[k].AsFloat * armatureEditor.unit, verticesObj[k + 1].AsFloat * armatureEditor.unit, 0f);
                        ++index;
                    }
                    armatureEditor.ffdKV [attchmentname] = true;

                    if (haveWeight)
                    {
                        CreateBonePose(armatureEditor);
                        BoneMatrix2D matrix      = new BoneMatrix2D();
                        int          vertexIndex = 0;
                        int          offset      = timeline.offset;
                        int          newOffset   = 0;
                        for (int j = 0; j < skinAtt.weights.Count; ++j)
                        {
                            int boneCount = (int)skinAtt.weights[j];
                            if (offset <= 0)
                            {
                                Vector3 v      = timeline.vertices [vertexIndex];
                                Vector3 result = new Vector3();
                                for (int w = 0; w < boneCount * 4; w += 4)
                                {
                                    int boneIndex = (int)skinAtt.weights [j + w + 1];
                                    SpineData.BoneData boneData = armatureEditor.armatureData.bones [boneIndex];
                                    float weight = skinAtt.weights [j + w + 4];

                                    BoneMatrix2D boneMatrix = armatureEditor.bonePoseKV [boneData.name];
                                    matrix.Identity();
                                    matrix.a = boneMatrix.a;
                                    matrix.b = boneMatrix.b;
                                    matrix.c = boneMatrix.c;
                                    matrix.d = boneMatrix.d;
                                    matrix.Invert();                                     //to local

                                    Vector2 p = matrix.TransformPoint(v.x, v.y);
                                    result.x += p.x * weight;
                                    result.y += p.y * weight;
                                }
                                timeline.vertices [vertexIndex] = result;
                                ++vertexIndex;
                                if (vertexIndex >= timeline.vertices.Length)
                                {
                                    break;
                                }
                            }
                            else
                            {
                                ++newOffset;
                            }
                            offset -= boneCount;
                            j      += boneCount * 4;
                        }
                        timeline.offset = newOffset;
                    }
                }
            }
            return(animDeformDatas);
        }