/// <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 <Bone> bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) { bones.Items[i].sorted = false; } 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; //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 : {} } for (int i = 0, n = bones.Count; i < n; i++) { SortBone(bones.Items[i]); } }
private void SortPathConstraint(PathConstraint constraint) { 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); } Attachment attachment = slot.attachment; if (attachment is PathAttachment) { SortPathConstraintAttachment(attachment, slotBone); } var constrained = constraint.bones; int boneCount = constrained.Count; for (int i = 0; i < boneCount; i++) { SortBone(constrained.Items[i]); } updateCache.Add(constraint); for (int i = 0; i < boneCount; i++) { SortReset(constrained.Items[i].children); } for (int i = 0; i < boneCount; i++) { constrained.Items[i].sorted = true; } }
/// <returns>May be null.</returns> public PathConstraint FindPathConstraint(string constraintName) { if (constraintName == null) { throw new ArgumentNullException("constraintName", "constraintName cannot be null."); } ExposedList <PathConstraint> pathConstraints = this.pathConstraints; for (int i = 0, n = pathConstraints.Count; i < n; i++) { PathConstraint constraint = pathConstraints.Items[i]; if (constraint.data.name.Equals(constraintName)) { return(constraint); } } return(null); }
/// <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.bendDirection = constraint.data.bendDirection; constraint.mix = constraint.data.mix; } 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; } }