_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/Attachments/MeshAttachment.cs

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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);
}
}
}