/****************************************************************************** * 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 { /// Attachment that displays a texture region. 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; } } /// For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. /// 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) { } /// Copy constructor. 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); } /// Calculates the and using the region and the attachment's transform. Must be called if the /// region, the region's properties, or the transform are changed. 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; } } /// /// Transforms the attachment's four vertices to world coordinates. If the attachment has a the region may /// be changed. /// The parent bone. /// The output world vertices. Must have a length greater than or equal to offset + 8. /// The worldVertices index to begin writing values. /// The number of worldVertices entries between the value pairs written. 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); } } }