/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 using a mesh. public class MeshAttachment : VertexAttachment, IHasRendererObject { internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight; private MeshAttachment parentMesh; internal float[] uvs, regionUVs; internal int[] triangles; internal float r = 1, g = 1, b = 1, a = 1; internal int hulllength; public int HullLength { get { return hulllength; } set { hulllength = value; } } public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } } /// The UV pair for each vertex, normalized within the entire texture. 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; set; } public object RendererObject { get; set; } public float RegionU { get; set; } public float RegionV { get; set; } public float RegionU2 { get; set; } public float RegionV2 { get; set; } public bool RegionRotate { get; set; } public int RegionDegrees { get; set; } public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } } public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated. public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } } public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size. public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } } public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size. 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) { } public void UpdateUVs () { float[] regionUVs = this.regionUVs; if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length]; float[] uvs = this.uvs; float u = RegionU, v = RegionV, width = 0, height = 0; if (RegionDegrees == 90) { float textureHeight = this.regionWidth / (RegionV2 - RegionV); float textureWidth = this.regionHeight / (RegionU2 - RegionU); u -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth; v -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight; width = RegionOriginalHeight / textureWidth; height = RegionOriginalWidth / textureHeight; for (int i = 0, n = uvs.Length; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + (1 - regionUVs[i]) * height; } } else if (RegionDegrees == 180) { float textureWidth = this.regionWidth / (RegionU2 - RegionU); float textureHeight = this.regionHeight / (RegionV2 - RegionV); u -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureWidth; v -= RegionOffsetY / textureHeight; width = RegionOriginalWidth / textureWidth; height = RegionOriginalHeight / textureHeight; for (int i = 0, n = uvs.Length; i < n; i += 2) { uvs[i] = u + (1 - regionUVs[i]) * width; uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height; } } else if (RegionDegrees == 270) { float textureWidth = this.regionWidth / (RegionU2 - RegionU); float textureHeight = this.regionHeight / (RegionV2 - RegionV); u -= RegionOffsetY / textureWidth; v -= RegionOffsetX / textureHeight; width = RegionOriginalHeight / textureWidth; height = RegionOriginalWidth / textureHeight; for (int i = 0, n = uvs.Length; iReturns a new mesh with this mesh set as the . public MeshAttachment NewLinkedMesh () { MeshAttachment mesh = new MeshAttachment(Name); mesh.RendererObject = RendererObject; mesh.regionOffsetX = regionOffsetX; mesh.regionOffsetY = regionOffsetY; mesh.regionWidth = regionWidth; mesh.regionHeight = regionHeight; mesh.regionOriginalWidth = regionOriginalWidth; mesh.regionOriginalHeight = regionOriginalHeight; mesh.RegionDegrees = RegionDegrees; mesh.RegionRotate = RegionRotate; mesh.RegionU = RegionU; mesh.RegionV = RegionV; mesh.RegionU2 = RegionU2; mesh.RegionV2 = RegionV2; mesh.Path = Path; mesh.r = r; mesh.g = g; mesh.b = b; mesh.a = a; mesh.deformAttachment = deformAttachment; mesh.ParentMesh = parentMesh != null ? parentMesh : this; mesh.UpdateUVs(); return mesh; } } }