/******************************************************************************
* 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.
public class RegionAttachment : Attachment, IHasRendererObject {
public const int BLX = 0;
public const int BLY = 1;
public const int ULX = 2;
public const int ULY = 3;
public const int URX = 4;
public const int URY = 5;
public const int BRX = 6;
public const int BRY = 7;
internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
internal float[] offset = new float[8], uvs = new float[8];
internal float r = 1, g = 1, b = 1, a = 1;
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 object RendererObject { 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 float[] Offset { get { return offset; } }
public float[] UVs { get { return uvs; } }
public RegionAttachment (string name)
: base(name) {
}
public void UpdateOffset () {
float width = this.width;
float height = this.height;
float localX2 = width * 0.5f;
float localY2 = height * 0.5f;
float localX = -localX2;
float localY = -localY2;
if (regionOriginalWidth != 0) { // if (region != null)
localX += regionOffsetX / regionOriginalWidth * width;
localY += regionOffsetY / regionOriginalHeight * height;
localX2 -= (regionOriginalWidth - regionOffsetX - regionWidth) / regionOriginalWidth * width;
localY2 -= (regionOriginalHeight - regionOffsetY - regionHeight) / regionOriginalHeight * height;
}
float scaleX = this.scaleX;
float scaleY = this.scaleY;
localX *= scaleX;
localY *= scaleY;
localX2 *= scaleX;
localY2 *= scaleY;
float rotation = this.rotation;
float cos = MathUtils.CosDeg(rotation);
float sin = MathUtils.SinDeg(rotation);
float x = this.x;
float y = this.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;
}
public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
float[] uvs = this.uvs;
// UV values differ from RegionAttachment.java
if (rotate) {
uvs[URX] = u;
uvs[URY] = v2;
uvs[BRX] = u;
uvs[BRY] = v;
uvs[BLX] = u2;
uvs[BLY] = v;
uvs[ULX] = u2;
uvs[ULY] = v2;
} else {
uvs[ULX] = u;
uvs[ULY] = v2;
uvs[URX] = u;
uvs[URY] = v;
uvs[BRX] = u2;
uvs[BRY] = v;
uvs[BLX] = u2;
uvs[BLY] = v2;
}
}
/// Transforms the attachment's four vertices to world coordinates.
/// 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 (Bone bone, float[] worldVertices, int offset, int stride = 2) {
float[] vertexOffset = this.offset;
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 () {
RegionAttachment copy = new RegionAttachment(this.Name);
copy.RendererObject = RendererObject;
copy.regionOffsetX = regionOffsetX;
copy.regionOffsetY = regionOffsetY;
copy.regionWidth = regionWidth;
copy.regionHeight = regionHeight;
copy.regionOriginalWidth = regionOriginalWidth;
copy.regionOriginalHeight = regionOriginalHeight;
copy.Path = Path;
copy.x = x;
copy.y = y;
copy.scaleX = scaleX;
copy.scaleY = scaleY;
copy.rotation = rotation;
copy.width = width;
copy.height = height;
Array.Copy(uvs, 0, copy.uvs, 0, 8);
Array.Copy(offset, 0, copy.offset, 0, 8);
copy.r = r;
copy.g = g;
copy.b = b;
copy.a = a;
return copy;
}
}
}