225 lines
8.9 KiB
Plaintext
225 lines
8.9 KiB
Plaintext
/******************************************************************************
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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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