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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, 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 System;
- namespace Spine {
- /// <summary>Attachment that displays a texture region using a mesh.</summary>
- public class MeshAttachment : VertexAttachment, IHasTextureRegion {
- internal TextureRegion region;
- internal string path;
- internal float[] regionUVs, uvs;
- internal int[] triangles;
- internal float r = 1, g = 1, b = 1, a = 1;
- internal int hullLength;
- private MeshAttachment parentMesh;
- private Sequence sequence;
- public TextureRegion Region {
- get { return region; }
- set {
- if (value == null) throw new ArgumentNullException("region", "region cannot be null.");
- region = value;
- }
- }
- public int HullLength { get { return hullLength; } set { hullLength = value; } }
- public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
- /// <summary>The UV pair for each vertex, normalized within the entire texture.
- /// <seealso cref="MeshAttachment.UpdateRegion"/></summary>
- public float[] UVs { get { return uvs; } set { uvs = value; } }
- public int[] Triangles { get { return triangles; } set { triangles = value; } }
- public float R { get { return r; } set { r = value; } }
- public float G { get { return g; } set { g = value; } }
- public float B { get { return b; } set { b = value; } }
- public float A { get { return a; } set { a = value; } }
- public string Path { get { return path; } set { path = value; } }
- public Sequence Sequence { get { return sequence; } set { sequence = value; } }
- public MeshAttachment ParentMesh {
- get { return parentMesh; }
- set {
- parentMesh = value;
- if (value != null) {
- bones = value.bones;
- vertices = value.vertices;
- worldVerticesLength = value.worldVerticesLength;
- regionUVs = value.regionUVs;
- triangles = value.triangles;
- HullLength = value.HullLength;
- Edges = value.Edges;
- Width = value.Width;
- Height = value.Height;
- }
- }
- }
- // Nonessential.
- public int[] Edges { get; set; }
- public float Width { get; set; }
- public float Height { get; set; }
- public MeshAttachment (string name)
- : base(name) {
- }
- /// <summary>Copy constructor. Use <see cref="NewLinkedMesh"/> if the other mesh is a linked mesh.</summary>
- protected MeshAttachment (MeshAttachment other)
- : base(other) {
- if (parentMesh != null) throw new ArgumentException("Use newLinkedMesh to copy a linked mesh.");
- region = other.region;
- path = other.path;
- r = other.r;
- g = other.g;
- b = other.b;
- a = other.a;
- regionUVs = new float[other.regionUVs.Length];
- Array.Copy(other.regionUVs, 0, regionUVs, 0, regionUVs.Length);
- uvs = new float[other.uvs.Length];
- Array.Copy(other.uvs, 0, uvs, 0, uvs.Length);
- triangles = new int[other.triangles.Length];
- Array.Copy(other.triangles, 0, triangles, 0, triangles.Length);
- hullLength = other.hullLength;
- sequence = other.sequence == null ? null : new Sequence(other.sequence);
- // Nonessential.
- if (other.Edges != null) {
- Edges = new int[other.Edges.Length];
- Array.Copy(other.Edges, 0, Edges, 0, Edges.Length);
- }
- Width = other.Width;
- Height = other.Height;
- }
- public void UpdateRegion () {
- float[] regionUVs = this.regionUVs;
- if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
- float[] uvs = this.uvs;
- int n = uvs.Length;
- float u, v, width, height;
- if (region is AtlasRegion) {
- u = this.region.u;
- v = this.region.v;
- AtlasRegion region = (AtlasRegion)this.region;
- // Note: difference from reference implementation.
- // Covers rotation since region.width and height are already setup accordingly.
- float textureWidth = this.region.width / (region.u2 - region.u);
- float textureHeight = this.region.height / (region.v2 - region.v);
- switch (region.degrees) {
- case 90:
- u -= (region.originalHeight - region.offsetY - region.packedWidth) / textureWidth;
- v -= (region.originalWidth - region.offsetX - region.packedHeight) / textureHeight;
- width = region.originalHeight / textureWidth;
- height = region.originalWidth / textureHeight;
- for (int i = 0; i < n; i += 2) {
- uvs[i] = u + regionUVs[i + 1] * width;
- uvs[i + 1] = v + (1 - regionUVs[i]) * height;
- }
- return;
- case 180:
- u -= (region.originalWidth - region.offsetX - region.packedWidth) / textureWidth;
- v -= region.offsetY / textureHeight;
- width = region.originalWidth / textureWidth;
- height = region.originalHeight / textureHeight;
- for (int i = 0; i < n; i += 2) {
- uvs[i] = u + (1 - regionUVs[i]) * width;
- uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
- }
- return;
- case 270:
- u -= region.offsetY / textureWidth;
- v -= region.offsetX / textureHeight;
- width = region.originalHeight / textureWidth;
- height = region.originalWidth / textureHeight;
- for (int i = 0; i < n; i += 2) {
- uvs[i] = u + (1 - regionUVs[i + 1]) * width;
- uvs[i + 1] = v + regionUVs[i] * height;
- }
- return;
- }
- u -= region.offsetX / textureWidth;
- v -= (region.originalHeight - region.offsetY - region.packedHeight) / textureHeight;
- width = region.originalWidth / textureWidth;
- height = region.originalHeight / textureHeight;
- } else if (region == null) {
- u = v = 0;
- width = height = 1;
- } else {
- u = region.u;
- v = region.v;
- width = region.u2 - u;
- height = region.v2 - v;
- }
- for (int i = 0; i < n; i += 2) {
- uvs[i] = u + regionUVs[i] * width;
- uvs[i + 1] = v + regionUVs[i + 1] * height;
- }
- }
- /// <summary>If the attachment has a <see cref="Sequence"/>, the region may be changed.</summary>
- override public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
- if (sequence != null) sequence.Apply(slot, this);
- base.ComputeWorldVertices(slot, start, count, worldVertices, offset, stride);
- }
- /// <summary>Returns a new mesh with this mesh set as the <see cref="ParentMesh"/>.
- public MeshAttachment NewLinkedMesh () {
- MeshAttachment mesh = new MeshAttachment(Name);
- mesh.timelineAttachment = timelineAttachment;
- mesh.region = region;
- mesh.path = path;
- mesh.r = r;
- mesh.g = g;
- mesh.b = b;
- mesh.a = a;
- mesh.ParentMesh = parentMesh != null ? parentMesh : this;
- if (mesh.Region != null) mesh.UpdateRegion();
- return mesh;
- }
- public override Attachment Copy () {
- return parentMesh != null ? NewLinkedMesh() : new MeshAttachment(this);
- }
- }
- }
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