/******************************************************************************
* 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
*
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* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
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*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
namespace Spine.Unity.AttachmentTools {
public static class AttachmentRegionExtensions {
#region GetRegion
///
/// Tries to get the region (image) of a renderable attachment. If the attachment is not renderable, it returns null.
public static AtlasRegion GetRegion (this Attachment attachment) {
var renderableAttachment = attachment as IHasRendererObject;
if (renderableAttachment != null)
return renderableAttachment.RendererObject as AtlasRegion;
return null;
}
/// Gets the region (image) of a RegionAttachment
public static AtlasRegion GetRegion (this RegionAttachment regionAttachment) {
return regionAttachment.RendererObject as AtlasRegion;
}
/// Gets the region (image) of a MeshAttachment
public static AtlasRegion GetRegion (this MeshAttachment meshAttachment) {
return meshAttachment.RendererObject as AtlasRegion;
}
#endregion
#region SetRegion
///
/// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied.
public static void SetRegion (this Attachment attachment, AtlasRegion region, bool updateOffset = true) {
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null)
regionAttachment.SetRegion(region, updateOffset);
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null)
meshAttachment.SetRegion(region, updateOffset);
}
/// Sets the region (image) of a RegionAttachment
public static void SetRegion (this RegionAttachment attachment, AtlasRegion region, bool updateOffset = true) {
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
if (updateOffset) attachment.UpdateOffset();
}
/// Sets the region (image) of a MeshAttachment
public static void SetRegion (this MeshAttachment attachment, AtlasRegion region, bool updateUVs = true) {
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
attachment.RendererObject = region;
attachment.RegionU = region.u;
attachment.RegionV = region.v;
attachment.RegionU2 = region.u2;
attachment.RegionV2 = region.v2;
attachment.RegionRotate = region.rotate;
attachment.RegionDegrees = region.degrees;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
if (updateUVs) attachment.UpdateUVs();
}
#endregion
#region Runtime RegionAttachments
///
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided.///
public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) {
return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation);
}
///
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided.///
public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page, float rotation = 0f) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (page == null) throw new System.ArgumentNullException("page");
var region = sprite.ToAtlasRegion(page);
var unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
}
///
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data.
/// Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton".
/// The duplicate texture is cached for later re-use. See documentation of
/// for additional details.
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (shader == null) throw new System.ArgumentNullException("shader");
var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource);
var unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
}
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, float rotation = 0f) {
return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource, rotation);
}
///
/// Creates a new RegionAttachment from a given AtlasRegion.
public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f, float rotation = 0f) {
if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName");
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
var attachment = new RegionAttachment(attachmentName);
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
attachment.Path = region.name;
attachment.scaleX = 1;
attachment.scaleY = 1;
attachment.rotation = rotation;
attachment.r = 1;
attachment.g = 1;
attachment.b = 1;
attachment.a = 1;
// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation.
attachment.width = attachment.regionOriginalWidth * scale;
attachment.height = attachment.regionOriginalHeight * scale;
attachment.SetColor(Color.white);
attachment.UpdateOffset();
return attachment;
}
/// Sets the scale. Call regionAttachment.UpdateOffset to apply the change.
public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
regionAttachment.scaleX = scale.x;
regionAttachment.scaleY = scale.y;
}
/// Sets the scale. Call regionAttachment.UpdateOffset to apply the change.
public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
regionAttachment.scaleX = x;
regionAttachment.scaleY = y;
}
/// Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.
public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
regionAttachment.x = offset.x;
regionAttachment.y = offset.y;
}
/// Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.
public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
regionAttachment.x = x;
regionAttachment.y = y;
}
/// Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.
public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
regionAttachment.rotation = rotation;
}
#endregion
}
}