_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/Attachments/RegionAttachment.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.</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 <c>x,y</c> 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);
}
}
}