221 lines
8.1 KiB
C#
221 lines
8.1 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* 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, IHasTextureRegion {
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internal TextureRegion region;
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internal string path;
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internal float[] regionUVs, uvs;
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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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private MeshAttachment parentMesh;
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private Sequence sequence;
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public TextureRegion Region {
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get { return region; }
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set {
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if (value == null) throw new ArgumentNullException("region", "region cannot be null.");
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region = value;
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}
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}
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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.
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/// <seealso cref="MeshAttachment.UpdateRegion"/></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 { return path; } set { path = value; } }
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public Sequence Sequence { get { return sequence; } set { sequence = value; } }
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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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/// <summary>Copy constructor. Use <see cref="NewLinkedMesh"/> if the other mesh is a linked mesh.</summary>
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protected MeshAttachment (MeshAttachment other)
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: base(other) {
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if (parentMesh != null) throw new ArgumentException("Use newLinkedMesh to copy a linked mesh.");
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region = other.region;
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path = other.path;
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r = other.r;
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g = other.g;
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b = other.b;
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a = other.a;
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regionUVs = new float[other.regionUVs.Length];
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Array.Copy(other.regionUVs, 0, regionUVs, 0, regionUVs.Length);
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uvs = new float[other.uvs.Length];
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Array.Copy(other.uvs, 0, uvs, 0, uvs.Length);
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triangles = new int[other.triangles.Length];
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Array.Copy(other.triangles, 0, triangles, 0, triangles.Length);
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hullLength = other.hullLength;
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sequence = other.sequence == null ? null : new Sequence(other.sequence);
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// Nonessential.
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if (other.Edges != null) {
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Edges = new int[other.Edges.Length];
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Array.Copy(other.Edges, 0, Edges, 0, Edges.Length);
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}
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Width = other.Width;
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Height = other.Height;
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}
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public void UpdateRegion () {
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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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int n = uvs.Length;
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float u, v, width, height;
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if (region is AtlasRegion) {
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u = this.region.u;
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v = this.region.v;
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AtlasRegion region = (AtlasRegion)this.region;
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// Note: difference from reference implementation.
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// Covers rotation since region.width and height are already setup accordingly.
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float textureWidth = this.region.width / (region.u2 - region.u);
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float textureHeight = this.region.height / (region.v2 - region.v);
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switch (region.degrees) {
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case 90:
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u -= (region.originalHeight - region.offsetY - region.packedWidth) / textureWidth;
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v -= (region.originalWidth - region.offsetX - region.packedHeight) / textureHeight;
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width = region.originalHeight / textureWidth;
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height = region.originalWidth / textureHeight;
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for (int i = 0; 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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return;
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case 180:
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u -= (region.originalWidth - region.offsetX - region.packedWidth) / textureWidth;
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v -= region.offsetY / textureHeight;
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width = region.originalWidth / textureWidth;
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height = region.originalHeight / textureHeight;
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for (int i = 0; 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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return;
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case 270:
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u -= region.offsetY / textureWidth;
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v -= region.offsetX / textureHeight;
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width = region.originalHeight / textureWidth;
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height = region.originalWidth / textureHeight;
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for (int i = 0; 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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return;
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}
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u -= region.offsetX / textureWidth;
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v -= (region.originalHeight - region.offsetY - region.packedHeight) / textureHeight;
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width = region.originalWidth / textureWidth;
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height = region.originalHeight / textureHeight;
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} else if (region == null) {
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u = v = 0;
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width = height = 1;
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} else {
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u = region.u;
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v = region.v;
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width = region.u2 - u;
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height = region.v2 - v;
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}
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for (int i = 0; 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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/// <summary>If the attachment has a <see cref="Sequence"/>, the region may be changed.</summary>
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override public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
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if (sequence != null) sequence.Apply(slot, this);
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base.ComputeWorldVertices(slot, start, count, worldVertices, offset, stride);
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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.timelineAttachment = timelineAttachment;
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mesh.region = region;
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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.ParentMesh = parentMesh != null ? parentMesh : this;
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if (mesh.Region != null) mesh.UpdateRegion();
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return mesh;
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}
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public override Attachment Copy () {
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return parentMesh != null ? NewLinkedMesh() : new MeshAttachment(this);
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}
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}
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}
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