/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; namespace Spine.Unity { public static class SkeletonExtensions { #region Colors const float ByteToFloat = 1f / 255f; public static Color GetColor (this Slot s) { return s.AppliedPose.GetColor(); } public static Color GetColorTintBlack (this Slot s) { Color? darkColor = s.AppliedPose.GetDarkColor(); if (!darkColor.HasValue) return Color.black; return darkColor.Value; } public static void SetColor (this Slot slot, Color color) { slot.AppliedPose.SetColor(color); } public static void SetColor (this Slot slot, Color32 color) { slot.AppliedPose.SetColor(color); } #endregion #region Skeleton /// Sets the Skeleton's local scale using a UnityEngine.Vector2. If only individual components need to be set, set Skeleton.ScaleX or Skeleton.ScaleY. public static void SetLocalScale (this Skeleton skeleton, Vector2 scale) { skeleton.ScaleX = scale.x; skeleton.ScaleY = scale.y; } /// Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix. public static Matrix4x4 GetMatrix4x4 (this Bone bone) { return bone.AppliedPose.GetMatrix4x4(); } /// Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix. public static Matrix4x4 GetMatrix4x4 (this BonePose bonePose) { return new Matrix4x4 { m00 = bonePose.A, m01 = bonePose.B, m03 = bonePose.WorldX, m10 = bonePose.C, m11 = bonePose.D, m13 = bonePose.WorldY, m33 = 1 }; } #endregion #region Bone /// Sets the bone's (local) X and Y according to a Vector2 public static void SetLocalPosition (this Bone bone, Vector2 position) { bone.Pose.SetLocalPosition(position); } /// Sets the bone's (local) X and Y according to a Vector2 public static void SetLocalPosition (this BonePose bonePose, Vector2 position) { bonePose.X = position.x; bonePose.Y = position.y; } /// Sets the bone's (local) X and Y according to a Vector3. The z component is ignored. public static void SetLocalPosition (this Bone bone, Vector3 position) { bone.Pose.SetLocalPosition(position); } /// Sets the bone's (local) X and Y according to a Vector3. The z component is ignored. public static void SetLocalPosition (this BonePose bonePose, Vector3 position) { bonePose.X = position.x; bonePose.Y = position.y; } /// Gets the bone's local X and Y as a Vector2. public static Vector2 GetLocalPosition (this Bone bone) { return bone.Pose.GetLocalPosition(); } /// Gets the bone's local X and Y as a Vector2. public static Vector2 GetLocalPosition (this BonePose bonePose) { return new Vector2(bonePose.X, bonePose.Y); } /// Gets the position of the bone in Skeleton-space. public static Vector2 GetSkeletonSpacePosition (this Bone bone) { return bone.GetSkeletonSpacePosition(); } /// Gets the position of the bone in Skeleton-space. public static Vector2 GetSkeletonSpacePosition (this BonePose bonePose) { return new Vector2(bonePose.WorldX, bonePose.WorldY); } /// Gets a local offset from the bone and converts it into Skeleton-space. public static Vector2 GetSkeletonSpacePosition (this Bone bone, Vector2 boneLocal) { Vector2 o; bone.AppliedPose.LocalToWorld(boneLocal.x, boneLocal.y, out o.x, out o.y); return o; } /// Gets the bone's Unity World position using its Spine GameObject Transform. /// UpdateWorldTransform needs to have been called for this to return the correct, updated value. public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform) { return GetWorldPosition(bone.AppliedPose, spineGameObjectTransform); } public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform, float positionScale) { return GetWorldPosition(bone.AppliedPose, spineGameObjectTransform, positionScale); } public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform, float positionScale, Vector2 positionOffset) { return GetWorldPosition(bone.AppliedPose, spineGameObjectTransform, positionScale, positionOffset); } /// Gets the bone's Unity World position using its Spine GameObject Transform. /// UpdateWorldTransform needs to have been called for this to return the correct, updated value. public static Vector3 GetWorldPosition (this BonePose bonePose, UnityEngine.Transform spineGameObjectTransform) { return spineGameObjectTransform.TransformPoint(new Vector3( bonePose.WorldX, bonePose.WorldY)); } public static Vector3 GetWorldPosition (this BonePose bonePose, UnityEngine.Transform spineGameObjectTransform, float positionScale) { return spineGameObjectTransform.TransformPoint(new Vector3( bonePose.WorldX * positionScale, bonePose.WorldY * positionScale)); } public static Vector3 GetWorldPosition (this BonePose bonePose, UnityEngine.Transform spineGameObjectTransform, float positionScale, Vector2 positionOffset) { return spineGameObjectTransform.TransformPoint(new Vector3( bonePose.WorldX * positionScale + positionOffset.x, bonePose.WorldY * positionScale + positionOffset.y)); } /// Gets a skeleton space UnityEngine.Quaternion representation of bone.WorldRotationX. public static Quaternion GetQuaternion (this Bone bone) { return bone.AppliedPose.GetQuaternion(); } /// Gets a skeleton space UnityEngine.Quaternion representation of bone.WorldRotationX. public static Quaternion GetQuaternion (this BonePose bonePose) { float halfRotation = Mathf.Atan2(bonePose.C, bonePose.A) * 0.5f; return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation)); } /// Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation. public static Quaternion GetLocalQuaternion (this Bone bone) { return bone.Pose.GetLocalQuaternion(); } /// Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation. public static Quaternion GetLocalQuaternion (this BonePose bonePose) { float halfRotation = bonePose.Rotation * Mathf.Deg2Rad * 0.5f; return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation)); } /// Returns the Skeleton's local scale as a UnityEngine.Vector2. If only individual components are needed, use Skeleton.ScaleX or Skeleton.ScaleY. public static Vector2 GetLocalScale (this Skeleton skeleton) { return new Vector2(skeleton.ScaleX, skeleton.ScaleY); } /// Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position. public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) { bone.AppliedPose.GetWorldToLocalMatrix(out ia, out ib, out ic, out id); } /// Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position. public static void GetWorldToLocalMatrix (this BonePose bonePose, out float ia, out float ib, out float ic, out float id) { float a = bonePose.A, b = bonePose.B, c = bonePose.C, d = bonePose.D; float invDet = 1 / (a * d - b * c); ia = invDet * d; ib = invDet * -b; ic = invDet * -c; id = invDet * a; } /// UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position. public static Vector2 WorldToLocal (this Bone bone, Vector2 worldPosition) { return bone.AppliedPose.WorldToLocal(worldPosition); } /// UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position. public static Vector2 WorldToLocal (this BonePose bonePose, Vector2 worldPosition) { Vector2 o; bonePose.WorldToLocal(worldPosition.x, worldPosition.y, out o.x, out o.y); return o; } /// Sets the skeleton-space position of a bone. /// The local position in its parent bone space, or in skeleton space if it is the root bone. public static Vector2 SetPositionSkeletonSpace (this Bone bone, Vector2 skeletonSpacePosition) { if (bone.Parent == null) { // root bone bone.SetLocalPosition(skeletonSpacePosition); return skeletonSpacePosition; } else { Bone parent = bone.Parent; Vector2 parentLocal = parent.WorldToLocal(skeletonSpacePosition); bone.SetLocalPosition(parentLocal); return parentLocal; } } #endregion #region Attachments public static Material GetMaterial (this Attachment a) { object rendererObject = null; IHasSequence renderableAttachment = a as IHasSequence; if (renderableAttachment != null) { rendererObject = renderableAttachment.Sequence.Regions[0]; } if (rendererObject == null) return null; return (Material)((AtlasRegion)rendererObject).page.rendererObject; } /// Fills a Vector2 buffer with local vertices. /// The VertexAttachment /// Slot where the attachment belongs. /// Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. /// If null, a new Vector2[] of the correct size will be allocated. public static Vector2[] GetLocalVertices (this VertexAttachment va, Skeleton skeleton, Slot slot, Vector2[] buffer) { int floatsCount = va.WorldVerticesLength; int bufferTargetSize = floatsCount >> 1; buffer = buffer ?? new Vector2[bufferTargetSize]; if (buffer.Length < bufferTargetSize) throw new System.ArgumentException( string.Format("Vector2 buffer too small. {0} requires an array of size {1}. " + "Use the attachment's .WorldVerticesLength to get the correct size.", va.Name, floatsCount), "buffer"); if (va.Bones == null && slot.Pose.Deform.Count == 0) { float[] localVerts = va.Vertices; for (int i = 0; i < bufferTargetSize; i++) { int j = i * 2; buffer[i] = new Vector2(localVerts[j], localVerts[j + 1]); } } else { float[] floats = new float[floatsCount]; va.ComputeWorldVertices(skeleton, slot, floats); Bone sb = slot.Bone; BonePose pose = slot.Bone.AppliedPose; float ia, ib, ic, id, bwx = pose.WorldX, bwy = pose.WorldY; sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id); for (int i = 0; i < bufferTargetSize; i++) { int j = i * 2; float x = floats[j] - bwx, y = floats[j + 1] - bwy; buffer[i] = new Vector2(x * ia + y * ib, x * ic + y * id); } } return buffer; } /// Calculates world vertices and fills a Vector2 buffer. /// The VertexAttachment /// Slot where the attachment belongs. /// Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated. public static Vector2[] GetWorldVertices (this VertexAttachment a, Skeleton skeleton, Slot slot, Vector2[] buffer) { int worldVertsLength = a.WorldVerticesLength; int bufferTargetSize = worldVertsLength >> 1; buffer = buffer ?? new Vector2[bufferTargetSize]; if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", a.Name, worldVertsLength), "buffer"); float[] floats = new float[worldVertsLength]; a.ComputeWorldVertices(skeleton, slot, floats); for (int i = 0, n = worldVertsLength >> 1; i < n; i++) { int j = i * 2; buffer[i] = new Vector2(floats[j], floats[j + 1]); } return buffer; } /// Gets the PointAttachment's Unity World position using its Spine GameObject Transform. public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) { Vector3 skeletonSpacePosition; skeletonSpacePosition.z = 0; attachment.ComputeWorldPosition(slot.Bone.AppliedPose, out skeletonSpacePosition.x, out skeletonSpacePosition.y); return spineGameObjectTransform.TransformPoint(skeletonSpacePosition); } /// Gets the PointAttachment's Unity World position using its Spine GameObject Transform. public static Vector3 GetWorldPosition (this PointAttachment attachment, Bone bone, Transform spineGameObjectTransform) { Vector3 skeletonSpacePosition; skeletonSpacePosition.z = 0; attachment.ComputeWorldPosition(bone.AppliedPose, out skeletonSpacePosition.x, out skeletonSpacePosition.y); return spineGameObjectTransform.TransformPoint(skeletonSpacePosition); } #endregion } } namespace Spine { using System; public struct BoneMatrix { public float a, b, c, d, x, y; /// Recursively calculates a worldspace bone matrix based on BoneData. public static BoneMatrix CalculateSetupWorld (BoneData boneData) { if (boneData == null) return default(BoneMatrix); // End condition: isRootBone if (boneData.Parent == null) return GetInheritedInternal(boneData, default(BoneMatrix)); BoneMatrix result = CalculateSetupWorld(boneData.Parent); return GetInheritedInternal(boneData, result); } static BoneMatrix GetInheritedInternal (BoneData boneData, BoneMatrix parentMatrix) { BoneData parent = boneData.Parent; if (parent == null) return new BoneMatrix(boneData); // isRootBone float pa = parentMatrix.a, pb = parentMatrix.b, pc = parentMatrix.c, pd = parentMatrix.d; BoneMatrix result = default(BoneMatrix); var setup = boneData.GetSetupPose(); result.x = pa * setup.X + pb * setup.Y + parentMatrix.x; result.y = pc * setup.X + pd * setup.Y + parentMatrix.y; switch (setup.Inherit) { case Inherit.Normal: { float rotationY = setup.Rotation + 90 + setup.ShearY; float la = MathUtils.CosDeg(setup.Rotation + setup.ShearX) * setup.ScaleX; float lb = MathUtils.CosDeg(rotationY) * setup.ScaleY; float lc = MathUtils.SinDeg(setup.Rotation + setup.ShearX) * setup.ScaleX; float ld = MathUtils.SinDeg(rotationY) * setup.ScaleY; result.a = pa * la + pb * lc; result.b = pa * lb + pb * ld; result.c = pc * la + pd * lc; result.d = pc * lb + pd * ld; break; } case Inherit.OnlyTranslation: { float rotationY = setup.Rotation + 90 + setup.ShearY; result.a = MathUtils.CosDeg(setup.Rotation + setup.ShearX) * setup.ScaleX; result.b = MathUtils.CosDeg(rotationY) * setup.ScaleY; result.c = MathUtils.SinDeg(setup.Rotation + setup.ShearX) * setup.ScaleX; result.d = MathUtils.SinDeg(rotationY) * setup.ScaleY; break; } case Inherit.NoRotationOrReflection: { float s = pa * pa + pc * pc, prx; if (s > 0.0001f) { s = Math.Abs(pa * pd - pb * pc) / s; pb = pc * s; pd = pa * s; prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg; } else { pa = 0; pc = 0; prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg; } float rx = setup.Rotation + setup.ShearX - prx; float ry = setup.Rotation + setup.ShearY - prx + 90; float la = MathUtils.CosDeg(rx) * setup.ScaleX; float lb = MathUtils.CosDeg(ry) * setup.ScaleY; float lc = MathUtils.SinDeg(rx) * setup.ScaleX; float ld = MathUtils.SinDeg(ry) * setup.ScaleY; result.a = pa * la - pb * lc; result.b = pa * lb - pb * ld; result.c = pc * la + pd * lc; result.d = pc * lb + pd * ld; break; } case Inherit.NoScale: case Inherit.NoScaleOrReflection: { float cos = MathUtils.CosDeg(setup.Rotation), sin = MathUtils.SinDeg(setup.Rotation); float za = pa * cos + pb * sin; float zc = pc * cos + pd * sin; float s = (float)Math.Sqrt(za * za + zc * zc); if (s > 0.00001f) s = 1 / s; za *= s; zc *= s; s = (float)Math.Sqrt(za * za + zc * zc); float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za); float zb = MathUtils.Cos(r) * s; float zd = MathUtils.Sin(r) * s; float la = MathUtils.CosDeg(setup.ShearX) * setup.ScaleX; float lb = MathUtils.CosDeg(90 + setup.ShearY) * setup.ScaleY; float lc = MathUtils.SinDeg(setup.ShearX) * setup.ScaleX; float ld = MathUtils.SinDeg(90 + setup.ShearY) * setup.ScaleY; if (setup.Inherit != Inherit.NoScaleOrReflection ? pa * pd - pb * pc < 0 : false) { zb = -zb; zd = -zd; } result.a = za * la + zb * lc; result.b = za * lb + zb * ld; result.c = zc * la + zd * lc; result.d = zc * lb + zd * ld; break; } } return result; } /// Constructor for a local bone matrix based on Setup Pose BoneData. public BoneMatrix (BoneData boneData) { var setup = boneData.GetSetupPose(); float rotationY = setup.Rotation + 90 + setup.ShearY; float rotationX = setup.Rotation + setup.ShearX; a = MathUtils.CosDeg(rotationX) * setup.ScaleX; c = MathUtils.SinDeg(rotationX) * setup.ScaleX; b = MathUtils.CosDeg(rotationY) * setup.ScaleY; d = MathUtils.SinDeg(rotationY) * setup.ScaleY; x = setup.X; y = setup.Y; } /// Constructor for a local bone matrix based on a bone instance's current pose. public BoneMatrix (Bone bone) { var bonePose = bone.Pose; float rotationY = bonePose.Rotation + 90 + bonePose.ShearY; float rotationX = bonePose.Rotation + bonePose.ShearX; a = MathUtils.CosDeg(rotationX) * bonePose.ScaleX; c = MathUtils.SinDeg(rotationX) * bonePose.ScaleX; b = MathUtils.CosDeg(rotationY) * bonePose.ScaleY; d = MathUtils.SinDeg(rotationY) * bonePose.ScaleY; x = bonePose.X; y = bonePose.Y; } public BoneMatrix TransformMatrix (BoneMatrix local) { return new BoneMatrix { a = this.a * local.a + this.b * local.c, b = this.a * local.b + this.b * local.d, c = this.c * local.a + this.d * local.c, d = this.c * local.b + this.d * local.d, x = this.a * local.x + this.b * local.y + this.x, y = this.c * local.x + this.d * local.y + this.y }; } } public static class SpineSkeletonExtensions { public static bool IsWeighted (this VertexAttachment va) { return va.Bones != null && va.Bones.Length > 0; } #region Inherit Modes public static bool InheritsRotation (this Inherit mode) { return mode == Inherit.Normal || mode == Inherit.NoScale || mode == Inherit.NoScaleOrReflection; } public static bool InheritsScale (this Inherit mode) { return mode == Inherit.Normal || mode == Inherit.NoRotationOrReflection; } #endregion } }