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224 lines
8.9 KiB
224 lines
8.9 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 using a mesh.</summary> |
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public class MeshAttachment : VertexAttachment, IHasRendererObject { |
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight; |
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private MeshAttachment parentMesh; |
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internal float[] uvs, regionUVs; |
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internal int[] triangles; |
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internal float r = 1, g = 1, b = 1, a = 1; |
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internal int hulllength; |
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public int HullLength { get { return hulllength; } set { hulllength = value; } } |
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public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } } |
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/// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary> |
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public float[] UVs { get { return uvs; } set { uvs = value; } } |
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public int[] Triangles { get { return triangles; } set { triangles = 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 RegionU { get; set; } |
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public float RegionV { get; set; } |
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public float RegionU2 { get; set; } |
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public float RegionV2 { get; set; } |
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public bool RegionRotate { get; set; } |
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public int RegionDegrees { 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 MeshAttachment ParentMesh { |
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get { return parentMesh; } |
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set { |
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parentMesh = value; |
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if (value != null) { |
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bones = value.bones; |
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vertices = value.vertices; |
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worldVerticesLength = value.worldVerticesLength; |
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regionUVs = value.regionUVs; |
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triangles = value.triangles; |
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HullLength = value.HullLength; |
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Edges = value.Edges; |
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Width = value.Width; |
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Height = value.Height; |
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} |
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} |
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} |
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// Nonessential. |
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public int[] Edges { get; set; } |
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public float Width { get; set; } |
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public float Height { get; set; } |
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public MeshAttachment (string name) |
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: base(name) { |
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} |
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public void UpdateUVs () { |
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float[] regionUVs = this.regionUVs; |
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if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length]; |
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float[] uvs = this.uvs; |
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float u = RegionU, v = RegionV, width = 0, height = 0; |
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if (RegionDegrees == 90) { |
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float textureHeight = this.regionWidth / (RegionV2 - RegionV); |
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float textureWidth = this.regionHeight / (RegionU2 - RegionU); |
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u -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth; |
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v -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight; |
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width = RegionOriginalHeight / textureWidth; |
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height = RegionOriginalWidth / textureHeight; |
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for (int i = 0, n = uvs.Length; i < n; i += 2) { |
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uvs[i] = u + regionUVs[i + 1] * width; |
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uvs[i + 1] = v + (1 - regionUVs[i]) * height; |
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} |
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} else if (RegionDegrees == 180) { |
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float textureWidth = this.regionWidth / (RegionU2 - RegionU); |
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float textureHeight = this.regionHeight / (RegionV2 - RegionV); |
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u -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureWidth; |
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v -= RegionOffsetY / textureHeight; |
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width = RegionOriginalWidth / textureWidth; |
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height = RegionOriginalHeight / textureHeight; |
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for (int i = 0, n = uvs.Length; i < n; i += 2) { |
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uvs[i] = u + (1 - regionUVs[i]) * width; |
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uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height; |
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} |
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} else if (RegionDegrees == 270) { |
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float textureWidth = this.regionWidth / (RegionU2 - RegionU); |
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float textureHeight = this.regionHeight / (RegionV2 - RegionV); |
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u -= RegionOffsetY / textureWidth; |
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v -= RegionOffsetX / textureHeight; |
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width = RegionOriginalHeight / textureWidth; |
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height = RegionOriginalWidth / textureHeight; |
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for (int i = 0, n = uvs.Length; i<n; i += 2) { |
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uvs[i] = u + (1 - regionUVs[i + 1]) * width; |
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uvs[i + 1] = v + regionUVs[i] * height; |
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} |
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} else { |
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float textureWidth = this.regionWidth / (RegionU2 - RegionU); |
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float textureHeight = this.regionHeight / (RegionV2 - RegionV); |
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u -= RegionOffsetX / textureWidth; |
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v -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight; |
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width = RegionOriginalWidth / textureWidth; |
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height = RegionOriginalHeight / textureHeight; |
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for (int i = 0, n = uvs.Length; i < n; i += 2) { |
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uvs[i] = u + regionUVs[i] * width; |
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uvs[i + 1] = v + regionUVs[i + 1] * height; |
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} |
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} |
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} |
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public override Attachment Copy () { |
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if (parentMesh != null) return NewLinkedMesh(); |
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MeshAttachment copy = new MeshAttachment(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.RegionRotate = RegionRotate; |
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copy.RegionDegrees = RegionDegrees; |
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copy.RegionU = RegionU; |
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copy.RegionV = RegionV; |
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copy.RegionU2 = RegionU2; |
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copy.RegionV2 = RegionV2; |
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copy.Path = Path; |
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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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CopyTo(copy); |
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copy.regionUVs = new float[regionUVs.Length]; |
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Array.Copy(regionUVs, 0, copy.regionUVs, 0, regionUVs.Length); |
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copy.uvs = new float[uvs.Length]; |
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Array.Copy(uvs, 0, copy.uvs, 0, uvs.Length); |
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copy.triangles = new int[triangles.Length]; |
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Array.Copy(triangles, 0, copy.triangles, 0, triangles.Length); |
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copy.HullLength = HullLength; |
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// Nonessential. |
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if (Edges != null) { |
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copy.Edges = new int[Edges.Length]; |
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Array.Copy(Edges, 0, copy.Edges, 0, Edges.Length); |
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} |
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copy.Width = Width; |
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copy.Height = Height; |
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return copy; |
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} |
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///<summary>Returns a new mesh with this mesh set as the <see cref="ParentMesh"/>. |
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public MeshAttachment NewLinkedMesh () { |
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MeshAttachment mesh = new MeshAttachment(Name); |
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mesh.RendererObject = RendererObject; |
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mesh.regionOffsetX = regionOffsetX; |
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mesh.regionOffsetY = regionOffsetY; |
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mesh.regionWidth = regionWidth; |
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mesh.regionHeight = regionHeight; |
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mesh.regionOriginalWidth = regionOriginalWidth; |
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mesh.regionOriginalHeight = regionOriginalHeight; |
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mesh.RegionDegrees = RegionDegrees; |
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mesh.RegionRotate = RegionRotate; |
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mesh.RegionU = RegionU; |
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mesh.RegionV = RegionV; |
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mesh.RegionU2 = RegionU2; |
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mesh.RegionV2 = RegionV2; |
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mesh.Path = Path; |
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mesh.r = r; |
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mesh.g = g; |
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mesh.b = b; |
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mesh.a = a; |
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mesh.deformAttachment = deformAttachment; |
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mesh.ParentMesh = parentMesh != null ? parentMesh : this; |
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mesh.UpdateUVs(); |
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return mesh; |
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} |
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} |
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}
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