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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 UnityEngine;
- using System.Collections.Generic;
- using System.Collections;
- namespace Spine.Unity.AttachmentTools {
- public static class AttachmentRegionExtensions {
- #region GetRegion
- /// <summary>
- /// Tries to get the region (image) of a renderable attachment. If the attachment is not renderable, it returns null.</summary>
- public static AtlasRegion GetRegion (this Attachment attachment) {
- var renderableAttachment = attachment as IHasRendererObject;
- if (renderableAttachment != null)
- return renderableAttachment.RendererObject as AtlasRegion;
- return null;
- }
- /// <summary>Gets the region (image) of a RegionAttachment</summary>
- public static AtlasRegion GetRegion (this RegionAttachment regionAttachment) {
- return regionAttachment.RendererObject as AtlasRegion;
- }
- /// <summary>Gets the region (image) of a MeshAttachment</summary>
- public static AtlasRegion GetRegion (this MeshAttachment meshAttachment) {
- return meshAttachment.RendererObject as AtlasRegion;
- }
- #endregion
- #region SetRegion
- /// <summary>
- /// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied.</summary>
- 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);
- }
- /// <summary>Sets the region (image) of a RegionAttachment</summary>
- 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();
- }
- /// <summary>Sets the region (image) of a MeshAttachment</summary>
- 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
- /// <summary>
- /// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary>
- public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) {
- return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation);
- }
- /// <summary>
- /// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary>
- 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);
- }
- /// <summary>
- /// 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".</summary>
- /// <remarks>The duplicate texture is cached for later re-use. See documentation of
- /// <see cref="AttachmentCloneExtensions.GetRemappedClone"/> for additional details.</remarks>
- 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);
- }
- /// <summary>
- /// Creates a new RegionAttachment from a given AtlasRegion.</summary>
- 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;
- }
- /// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
- public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
- regionAttachment.scaleX = scale.x;
- regionAttachment.scaleY = scale.y;
- }
- /// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
- public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
- regionAttachment.scaleX = x;
- regionAttachment.scaleY = y;
- }
- /// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
- public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
- regionAttachment.x = offset.x;
- regionAttachment.y = offset.y;
- }
- /// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
- public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
- regionAttachment.x = x;
- regionAttachment.y = y;
- }
- /// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary>
- public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
- regionAttachment.rotation = rotation;
- }
- #endregion
- }
- }
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