改善动画边界检测

This commit is contained in:
ww-rm
2025-06-14 20:07:09 +08:00
parent c0e2bb81e5
commit 77399b4524
7 changed files with 14 additions and 14 deletions

View File

@@ -222,10 +222,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h);
bounds = bounds.Union(new(x, y, w, h));

View File

@@ -222,10 +222,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));

View File

@@ -219,10 +219,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));

View File

@@ -217,10 +217,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));

View File

@@ -216,10 +216,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));

View File

@@ -216,10 +216,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
//tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform();
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));

View File

@@ -216,10 +216,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
tmpSkeleton.Update(0);
tmpSkeleton.UpdateWorldTransform(Skeleton.Physics.Update);
// 按 10 帧每秒计算边框
// 按 100 帧每秒计算边框
var bounds = getCurrentBounds();
float[] _ = [];
for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
{
tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
bounds = bounds.Union(new(x, y, w, h));