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- /******************************************************************************
- * 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 {
- /// <summary>Attachment that displays a texture region using a mesh.</summary>
- 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; } }
- /// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary>
- 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; i<n; i += 2) {
- uvs[i] = u + (1 - regionUVs[i + 1]) * width;
- uvs[i + 1] = v + regionUVs[i] * height;
- }
- } else {
- float textureWidth = this.regionWidth / (RegionU2 - RegionU);
- float textureHeight = this.regionHeight / (RegionV2 - RegionV);
- u -= RegionOffsetX / textureWidth;
- v -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
- width = RegionOriginalWidth / textureWidth;
- height = RegionOriginalHeight / textureHeight;
- for (int i = 0, n = uvs.Length; i < n; i += 2) {
- uvs[i] = u + regionUVs[i] * width;
- uvs[i + 1] = v + regionUVs[i + 1] * height;
- }
- }
- }
- public override Attachment Copy () {
- if (parentMesh != null) return NewLinkedMesh();
- MeshAttachment copy = new MeshAttachment(this.Name);
- copy.RendererObject = RendererObject;
- copy.regionOffsetX = regionOffsetX;
- copy.regionOffsetY = regionOffsetY;
- copy.regionWidth = regionWidth;
- copy.regionHeight = regionHeight;
- copy.regionOriginalWidth = regionOriginalWidth;
- copy.regionOriginalHeight = regionOriginalHeight;
- copy.RegionRotate = RegionRotate;
- copy.RegionDegrees = RegionDegrees;
- copy.RegionU = RegionU;
- copy.RegionV = RegionV;
- copy.RegionU2 = RegionU2;
- copy.RegionV2 = RegionV2;
- copy.Path = Path;
- copy.r = r;
- copy.g = g;
- copy.b = b;
- copy.a = a;
- CopyTo(copy);
- copy.regionUVs = new float[regionUVs.Length];
- Array.Copy(regionUVs, 0, copy.regionUVs, 0, regionUVs.Length);
- copy.uvs = new float[uvs.Length];
- Array.Copy(uvs, 0, copy.uvs, 0, uvs.Length);
- copy.triangles = new int[triangles.Length];
- Array.Copy(triangles, 0, copy.triangles, 0, triangles.Length);
- copy.HullLength = HullLength;
- // Nonessential.
- if (Edges != null) {
- copy.Edges = new int[Edges.Length];
- Array.Copy(Edges, 0, copy.Edges, 0, Edges.Length);
- }
- copy.Width = Width;
- copy.Height = Height;
- return copy;
- }
- ///<summary>Returns a new mesh with this mesh set as the <see cref="ParentMesh"/>.
- 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;
- }
- }
- }
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