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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>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's
- /// <see cref="Slot.Deform"/>.</summary>
- public abstract class VertexAttachment : Attachment {
- static int nextID = 0;
- static readonly Object nextIdLock = new Object();
- internal readonly int id;
- internal int[] bones;
- internal float[] vertices;
- internal int worldVerticesLength;
- internal VertexAttachment deformAttachment;
- /// <summary>Gets a unique ID for this attachment.</summary>
- public int Id { get { return id; } }
- public int[] Bones { get { return bones; } set { bones = value; } }
- public float[] Vertices { get { return vertices; } set { vertices = value; } }
- public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } }
- ///<summary>Deform keys for the deform attachment are also applied to this attachment.
- /// May be null if no deform keys should be applied.</summary>
- public VertexAttachment DeformAttachment { get { return deformAttachment; } set { deformAttachment = value; } }
- public VertexAttachment (string name)
- : base(name) {
- deformAttachment = this;
- lock (VertexAttachment.nextIdLock) {
- id = (VertexAttachment.nextID++ & 65535) << 11;
- }
- }
- public void ComputeWorldVertices (Slot slot, float[] worldVertices) {
- ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
- }
- /// <summary>
- /// Transforms the attachment's local <see cref="Vertices"/> to world coordinates. If the slot's <see cref="Slot.Deform"/> is
- /// not empty, it is used to deform the vertices.
- /// <para />
- /// See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
- /// Runtimes Guide.
- /// </summary>
- /// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param>
- /// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param>
- /// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param>
- /// <param name="offset">The <paramref name="worldVertices"/> index to begin writing values.</param>
- /// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param>
- public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
- count = offset + (count >> 1) * stride;
- Skeleton skeleton = slot.bone.skeleton;
- var deformArray = slot.deform;
- float[] vertices = this.vertices;
- int[] bones = this.bones;
- if (bones == null) {
- if (deformArray.Count > 0) vertices = deformArray.Items;
- Bone bone = slot.bone;
- float x = bone.worldX, y = bone.worldY;
- float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
- for (int vv = start, w = offset; w < count; vv += 2, w += stride) {
- float vx = vertices[vv], vy = vertices[vv + 1];
- worldVertices[w] = vx * a + vy * b + x;
- worldVertices[w + 1] = vx * c + vy * d + y;
- }
- return;
- }
- int v = 0, skip = 0;
- for (int i = 0; i < start; i += 2) {
- int n = bones[v];
- v += n + 1;
- skip += n;
- }
- var skeletonBones = skeleton.bones.Items;
- if (deformArray.Count == 0) {
- for (int w = offset, b = skip * 3; w < count; w += stride) {
- float wx = 0, wy = 0;
- int n = bones[v++];
- n += v;
- for (; v < n; v++, b += 3) {
- Bone bone = skeletonBones[bones[v]];
- float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
- wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
- wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
- }
- worldVertices[w] = wx;
- worldVertices[w + 1] = wy;
- }
- } else {
- float[] deform = deformArray.Items;
- for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
- float wx = 0, wy = 0;
- int n = bones[v++];
- n += v;
- for (; v < n; v++, b += 3, f += 2) {
- Bone bone = skeletonBones[bones[v]];
- float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
- wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
- wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
- }
- worldVertices[w] = wx;
- worldVertices[w + 1] = wy;
- }
- }
- }
- ///<summary>Does not copy id (generated) or name (set on construction).</summary>
- internal void CopyTo (VertexAttachment attachment) {
- if (bones != null) {
- attachment.bones = new int[bones.Length];
- Array.Copy(bones, 0, attachment.bones, 0, bones.Length);
- }
- else
- attachment.bones = null;
- if (vertices != null) {
- attachment.vertices = new float[vertices.Length];
- Array.Copy(vertices, 0, attachment.vertices, 0, vertices.Length);
- }
- else
- attachment.vertices = null;
- attachment.worldVerticesLength = worldVerticesLength;
- attachment.deformAttachment = deformAttachment;
- }
- }
- }
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