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208 lines
8.4 KiB
208 lines
8.4 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System; |
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namespace Spine { |
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/// <summary>Attachment that displays a texture region.</summary> |
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public class RegionAttachment : Attachment, IHasRendererObject { |
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public const int BLX = 0; |
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public const int BLY = 1; |
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public const int ULX = 2; |
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public const int ULY = 3; |
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public const int URX = 4; |
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public const int URY = 5; |
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public const int BRX = 6; |
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public const int BRY = 7; |
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internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height; |
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight; |
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internal float[] offset = new float[8], uvs = new float[8]; |
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internal float r = 1, g = 1, b = 1, a = 1; |
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public float X { get { return x; } set { x = value; } } |
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public float Y { get { return y; } set { y = value; } } |
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public float Rotation { get { return rotation; } set { rotation = value; } } |
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public float ScaleX { get { return scaleX; } set { scaleX = value; } } |
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public float ScaleY { get { return scaleY; } set { scaleY = value; } } |
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public float Width { get { return width; } set { width = value; } } |
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public float Height { get { return height; } set { height = value; } } |
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public float R { get { return r; } set { r = value; } } |
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public float G { get { return g; } set { g = value; } } |
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public float B { get { return b; } set { b = value; } } |
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public float A { get { return a; } set { a = value; } } |
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public string Path { get; set; } |
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public object RendererObject { get; set; } |
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public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } } |
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public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated. |
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public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } } |
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public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size. |
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public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } } |
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public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size. |
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public float[] Offset { get { return offset; } } |
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public float[] UVs { get { return uvs; } } |
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public RegionAttachment (string name) |
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: base(name) { |
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} |
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public void UpdateOffset () { |
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float width = this.width; |
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float height = this.height; |
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float localX2 = width * 0.5f; |
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float localY2 = height * 0.5f; |
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float localX = -localX2; |
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float localY = -localY2; |
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if (regionOriginalWidth != 0) { // if (region != null) |
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localX += regionOffsetX / regionOriginalWidth * width; |
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localY += regionOffsetY / regionOriginalHeight * height; |
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localX2 -= (regionOriginalWidth - regionOffsetX - regionWidth) / regionOriginalWidth * width; |
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localY2 -= (regionOriginalHeight - regionOffsetY - regionHeight) / regionOriginalHeight * height; |
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} |
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float scaleX = this.scaleX; |
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float scaleY = this.scaleY; |
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localX *= scaleX; |
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localY *= scaleY; |
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localX2 *= scaleX; |
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localY2 *= scaleY; |
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float rotation = this.rotation; |
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float cos = MathUtils.CosDeg(rotation); |
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float sin = MathUtils.SinDeg(rotation); |
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float x = this.x; |
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float y = this.y; |
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float localXCos = localX * cos + x; |
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float localXSin = localX * sin; |
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float localYCos = localY * cos + y; |
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float localYSin = localY * sin; |
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float localX2Cos = localX2 * cos + x; |
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float localX2Sin = localX2 * sin; |
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float localY2Cos = localY2 * cos + y; |
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float localY2Sin = localY2 * sin; |
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float[] offset = this.offset; |
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offset[BLX] = localXCos - localYSin; |
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offset[BLY] = localYCos + localXSin; |
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offset[ULX] = localXCos - localY2Sin; |
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offset[ULY] = localY2Cos + localXSin; |
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offset[URX] = localX2Cos - localY2Sin; |
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offset[URY] = localY2Cos + localX2Sin; |
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offset[BRX] = localX2Cos - localYSin; |
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offset[BRY] = localYCos + localX2Sin; |
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} |
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public void SetUVs (float u, float v, float u2, float v2, bool rotate) { |
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float[] uvs = this.uvs; |
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// UV values differ from RegionAttachment.java |
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if (rotate) { |
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uvs[URX] = u; |
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uvs[URY] = v2; |
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uvs[BRX] = u; |
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uvs[BRY] = v; |
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uvs[BLX] = u2; |
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uvs[BLY] = v; |
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uvs[ULX] = u2; |
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uvs[ULY] = v2; |
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} else { |
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uvs[ULX] = u; |
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uvs[ULY] = v2; |
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uvs[URX] = u; |
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uvs[URY] = v; |
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uvs[BRX] = u2; |
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uvs[BRY] = v; |
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uvs[BLX] = u2; |
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uvs[BLY] = v2; |
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} |
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} |
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/// <summary>Transforms the attachment's four vertices to world coordinates.</summary> |
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/// <param name="bone">The parent bone.</param> |
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param> |
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/// <param name="offset">The worldVertices index to begin writing values.</param> |
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/// <param name="stride">The number of worldVertices entries between the value pairs written.</param> |
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public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) { |
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float[] vertexOffset = this.offset; |
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float bwx = bone.worldX, bwy = bone.worldY; |
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d; |
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float offsetX, offsetY; |
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// Vertex order is different from RegionAttachment.java |
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offsetX = vertexOffset[BRX]; // 0 |
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offsetY = vertexOffset[BRY]; // 1 |
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl |
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; |
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offset += stride; |
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offsetX = vertexOffset[BLX]; // 2 |
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offsetY = vertexOffset[BLY]; // 3 |
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul |
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; |
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offset += stride; |
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offsetX = vertexOffset[ULX]; // 4 |
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offsetY = vertexOffset[ULY]; // 5 |
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur |
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; |
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offset += stride; |
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offsetX = vertexOffset[URX]; // 6 |
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offsetY = vertexOffset[URY]; // 7 |
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br |
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; |
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//offset += stride; |
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} |
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public override Attachment Copy () { |
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RegionAttachment copy = new RegionAttachment(this.Name); |
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copy.RendererObject = RendererObject; |
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copy.regionOffsetX = regionOffsetX; |
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copy.regionOffsetY = regionOffsetY; |
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copy.regionWidth = regionWidth; |
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copy.regionHeight = regionHeight; |
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copy.regionOriginalWidth = regionOriginalWidth; |
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copy.regionOriginalHeight = regionOriginalHeight; |
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copy.Path = Path; |
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copy.x = x; |
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copy.y = y; |
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copy.scaleX = scaleX; |
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copy.scaleY = scaleY; |
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copy.rotation = rotation; |
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copy.width = width; |
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copy.height = height; |
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Array.Copy(uvs, 0, copy.uvs, 0, 8); |
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Array.Copy(offset, 0, copy.offset, 0, 8); |
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copy.r = r; |
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copy.g = g; |
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copy.b = b; |
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copy.a = a; |
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return copy; |
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} |
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} |
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}
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