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156 lines
6.7 KiB
156 lines
6.7 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>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's |
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/// <see cref="Slot.Deform"/>.</summary> |
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public abstract class VertexAttachment : Attachment { |
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static int nextID = 0; |
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static readonly Object nextIdLock = new Object(); |
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internal readonly int id; |
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internal int[] bones; |
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internal float[] vertices; |
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internal int worldVerticesLength; |
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internal VertexAttachment deformAttachment; |
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/// <summary>Gets a unique ID for this attachment.</summary> |
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public int Id { get { return id; } } |
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public int[] Bones { get { return bones; } set { bones = value; } } |
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public float[] Vertices { get { return vertices; } set { vertices = value; } } |
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public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } } |
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///<summary>Deform keys for the deform attachment are also applied to this attachment. |
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/// May be null if no deform keys should be applied.</summary> |
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public VertexAttachment DeformAttachment { get { return deformAttachment; } set { deformAttachment = value; } } |
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public VertexAttachment (string name) |
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: base(name) { |
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deformAttachment = this; |
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lock (VertexAttachment.nextIdLock) { |
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id = (VertexAttachment.nextID++ & 65535) << 11; |
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} |
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} |
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public void ComputeWorldVertices (Slot slot, float[] worldVertices) { |
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ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0); |
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} |
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/// <summary> |
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/// Transforms the attachment's local <see cref="Vertices"/> to world coordinates. If the slot's <see cref="Slot.Deform"/> is |
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/// not empty, it is used to deform the vertices. |
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/// <para /> |
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/// See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine |
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/// Runtimes Guide. |
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/// </summary> |
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/// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param> |
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/// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param> |
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param> |
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/// <param name="offset">The <paramref name="worldVertices"/> index to begin writing values.</param> |
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/// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param> |
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public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) { |
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count = offset + (count >> 1) * stride; |
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Skeleton skeleton = slot.bone.skeleton; |
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var deformArray = slot.deform; |
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float[] vertices = this.vertices; |
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int[] bones = this.bones; |
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if (bones == null) { |
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if (deformArray.Count > 0) vertices = deformArray.Items; |
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Bone bone = slot.bone; |
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float x = bone.worldX, y = bone.worldY; |
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d; |
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for (int vv = start, w = offset; w < count; vv += 2, w += stride) { |
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float vx = vertices[vv], vy = vertices[vv + 1]; |
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worldVertices[w] = vx * a + vy * b + x; |
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worldVertices[w + 1] = vx * c + vy * d + y; |
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} |
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return; |
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} |
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int v = 0, skip = 0; |
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for (int i = 0; i < start; i += 2) { |
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int n = bones[v]; |
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v += n + 1; |
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skip += n; |
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} |
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var skeletonBones = skeleton.bones.Items; |
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if (deformArray.Count == 0) { |
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for (int w = offset, b = skip * 3; w < count; w += stride) { |
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float wx = 0, wy = 0; |
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int n = bones[v++]; |
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n += v; |
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for (; v < n; v++, b += 3) { |
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Bone bone = skeletonBones[bones[v]]; |
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float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; |
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; |
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; |
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} |
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worldVertices[w] = wx; |
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worldVertices[w + 1] = wy; |
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} |
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} else { |
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float[] deform = deformArray.Items; |
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for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { |
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float wx = 0, wy = 0; |
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int n = bones[v++]; |
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n += v; |
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for (; v < n; v++, b += 3, f += 2) { |
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Bone bone = skeletonBones[bones[v]]; |
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float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; |
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; |
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; |
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} |
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worldVertices[w] = wx; |
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worldVertices[w + 1] = wy; |
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} |
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} |
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} |
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///<summary>Does not copy id (generated) or name (set on construction).</summary> |
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internal void CopyTo (VertexAttachment attachment) { |
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if (bones != null) { |
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attachment.bones = new int[bones.Length]; |
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Array.Copy(bones, 0, attachment.bones, 0, bones.Length); |
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} |
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else |
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attachment.bones = null; |
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if (vertices != null) { |
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attachment.vertices = new float[vertices.Length]; |
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Array.Copy(vertices, 0, attachment.vertices, 0, vertices.Length); |
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} |
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else |
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attachment.vertices = null; |
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attachment.worldVerticesLength = worldVerticesLength; |
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attachment.deformAttachment = deformAttachment; |
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} |
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} |
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}
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