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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.</summary>
- public class RegionAttachment : Attachment, IHasTextureRegion {
- public const int BLX = 0, BLY = 1;
- public const int ULX = 2, ULY = 3;
- public const int URX = 4, URY = 5;
- public const int BRX = 6, BRY = 7;
- internal TextureRegion region;
- internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
- internal float[] offset = new float[8], uvs = new float[8];
- internal float r = 1, g = 1, b = 1, a = 1;
- internal Sequence sequence;
- public float X { get { return x; } set { x = value; } }
- public float Y { get { return y; } set { y = value; } }
- public float Rotation { get { return rotation; } set { rotation = value; } }
- public float ScaleX { get { return scaleX; } set { scaleX = value; } }
- public float ScaleY { get { return scaleY; } set { scaleY = value; } }
- public float Width { get { return width; } set { width = value; } }
- public float Height { get { return height; } set { height = 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; set; }
- public TextureRegion Region { get { return region; } set { region = value; } }
- /// <summary>For each of the 4 vertices, a pair of <code>x,y</code> values that is the local position of the vertex.</summary>
- /// <seealso cref="UpdateRegion"/>
- public float[] Offset { get { return offset; } }
- public float[] UVs { get { return uvs; } }
- public Sequence Sequence { get { return sequence; } set { sequence = value; } }
- public RegionAttachment (string name)
- : base(name) {
- }
- /// <summary>Copy constructor.</summary>
- public RegionAttachment (RegionAttachment other)
- : base(other) {
- region = other.region;
- Path = other.Path;
- x = other.x;
- y = other.y;
- scaleX = other.scaleX;
- scaleY = other.scaleY;
- rotation = other.rotation;
- width = other.width;
- height = other.height;
- Array.Copy(other.uvs, 0, uvs, 0, 8);
- Array.Copy(other.offset, 0, offset, 0, 8);
- r = other.r;
- g = other.g;
- b = other.b;
- a = other.a;
- sequence = other.sequence == null ? null : new Sequence(other.sequence);
- }
- /// <summary>Calculates the <see cref="Offset"/> and <see cref="UVs"/> using the region and the attachment's transform. Must be called if the
- /// region, the region's properties, or the transform are changed.</summary>
- public void UpdateRegion () {
- float[] uvs = this.uvs;
- if (region == null) {
- uvs[BLX] = 0;
- uvs[BLY] = 0;
- uvs[ULX] = 0;
- uvs[ULY] = 1;
- uvs[URX] = 1;
- uvs[URY] = 1;
- uvs[BRX] = 1;
- uvs[BRY] = 0;
- return;
- }
- float width = Width, height = Height;
- float localX2 = width / 2;
- float localY2 = height / 2;
- float localX = -localX2;
- float localY = -localY2;
- bool rotated = false;
- if (region is AtlasRegion) {
- AtlasRegion region = (AtlasRegion)this.region;
- localX += region.offsetX / region.originalWidth * width;
- localY += region.offsetY / region.originalHeight * height;
- if (region.degrees == 90) {
- rotated = true;
- localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * width;
- localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * height;
- } else {
- localX2 -= (region.originalWidth - region.offsetX - region.packedWidth) / region.originalWidth * width;
- localY2 -= (region.originalHeight - region.offsetY - region.packedHeight) / region.originalHeight * height;
- }
- }
- float scaleX = ScaleX, scaleY = ScaleY;
- localX *= scaleX;
- localY *= scaleY;
- localX2 *= scaleX;
- localY2 *= scaleY;
- float r = Rotation * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r);
- float x = X, y = Y;
- float localXCos = localX * cos + x;
- float localXSin = localX * sin;
- float localYCos = localY * cos + y;
- float localYSin = localY * sin;
- float localX2Cos = localX2 * cos + x;
- float localX2Sin = localX2 * sin;
- float localY2Cos = localY2 * cos + y;
- float localY2Sin = localY2 * sin;
- float[] offset = this.offset;
- offset[BLX] = localXCos - localYSin;
- offset[BLY] = localYCos + localXSin;
- offset[ULX] = localXCos - localY2Sin;
- offset[ULY] = localY2Cos + localXSin;
- offset[URX] = localX2Cos - localY2Sin;
- offset[URY] = localY2Cos + localX2Sin;
- offset[BRX] = localX2Cos - localYSin;
- offset[BRY] = localYCos + localX2Sin;
- if (rotated) {
- uvs[BLX] = region.u2;
- uvs[BLY] = region.v;
- uvs[ULX] = region.u2;
- uvs[ULY] = region.v2;
- uvs[URX] = region.u;
- uvs[URY] = region.v2;
- uvs[BRX] = region.u;
- uvs[BRY] = region.v;
- } else {
- uvs[BLX] = region.u2;
- uvs[BLY] = region.v2;
- uvs[ULX] = region.u;
- uvs[ULY] = region.v2;
- uvs[URX] = region.u;
- uvs[URY] = region.v;
- uvs[BRX] = region.u2;
- uvs[BRY] = region.v;
- }
- }
- /// <summary>
- /// Transforms the attachment's four vertices to world coordinates. If the attachment has a <see cref="Sequence"/> the region may
- /// be changed.</summary>
- /// <param name="bone">The parent bone.</param>
- /// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
- /// <param name="offset">The worldVertices index to begin writing values.</param>
- /// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
- public void ComputeWorldVertices (Slot slot, float[] worldVertices, int offset, int stride = 2) {
- if (sequence != null) sequence.Apply(slot, this);
- float[] vertexOffset = this.offset;
- Bone bone = slot.Bone;
- float bwx = bone.worldX, bwy = bone.worldY;
- float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
- float offsetX, offsetY;
- // Vertex order is different from RegionAttachment.java
- offsetX = vertexOffset[BRX]; // 0
- offsetY = vertexOffset[BRY]; // 1
- worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
- worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
- offset += stride;
- offsetX = vertexOffset[BLX]; // 2
- offsetY = vertexOffset[BLY]; // 3
- worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
- worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
- offset += stride;
- offsetX = vertexOffset[ULX]; // 4
- offsetY = vertexOffset[ULY]; // 5
- worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
- worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
- offset += stride;
- offsetX = vertexOffset[URX]; // 6
- offsetY = vertexOffset[URY]; // 7
- worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
- worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
- //offset += stride;
- }
- public override Attachment Copy () {
- return new RegionAttachment(this);
- }
- }
- }
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