增加spine4.0
This commit is contained in:
@@ -0,0 +1,108 @@
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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.
|
||||
*****************************************************************************/
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using System;
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namespace SpineRuntime40 {
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/// <summary>
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/// An AttachmentLoader that configures attachments using texture regions from an Atlas.
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/// See <a href='http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data'>Loading Skeleton Data</a> in the Spine Runtimes Guide.
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/// </summary>
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public class AtlasAttachmentLoader : AttachmentLoader {
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private Atlas[] atlasArray;
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public AtlasAttachmentLoader (params Atlas[] atlasArray) {
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if (atlasArray == null) throw new ArgumentNullException("atlas", "atlas array cannot be null.");
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this.atlasArray = atlasArray;
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}
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public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
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AtlasRegion region = FindRegion(path);
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if (region == null) throw new ArgumentException(string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
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RegionAttachment attachment = new RegionAttachment(name);
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attachment.RendererObject = region;
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attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.degrees);
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attachment.regionOffsetX = region.offsetX;
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attachment.regionOffsetY = region.offsetY;
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attachment.regionWidth = region.width;
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attachment.regionHeight = region.height;
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attachment.regionOriginalWidth = region.originalWidth;
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attachment.regionOriginalHeight = region.originalHeight;
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return attachment;
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}
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public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
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AtlasRegion region = FindRegion(path);
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if (region == null) throw new ArgumentException(string.Format("Region not found in atlas: {0} (region attachment: {1})", path, name));
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MeshAttachment attachment = new MeshAttachment(name);
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attachment.RendererObject = region;
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attachment.RegionU = region.u;
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attachment.RegionV = region.v;
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attachment.RegionU2 = region.u2;
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attachment.RegionV2 = region.v2;
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attachment.RegionDegrees = region.degrees;
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attachment.regionOffsetX = region.offsetX;
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attachment.regionOffsetY = region.offsetY;
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attachment.regionWidth = region.width;
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attachment.regionHeight = region.height;
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attachment.regionOriginalWidth = region.originalWidth;
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attachment.regionOriginalHeight = region.originalHeight;
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return attachment;
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}
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public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
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return new BoundingBoxAttachment(name);
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}
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public PathAttachment NewPathAttachment (Skin skin, string name) {
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return new PathAttachment(name);
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}
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public PointAttachment NewPointAttachment (Skin skin, string name) {
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return new PointAttachment(name);
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}
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public ClippingAttachment NewClippingAttachment (Skin skin, string name) {
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return new ClippingAttachment(name);
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}
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public AtlasRegion FindRegion (string name) {
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AtlasRegion region;
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for (int i = 0; i < atlasArray.Length; i++) {
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region = atlasArray[i].FindRegion(name);
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if (region != null)
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return region;
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}
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return null;
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}
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}
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}
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52
SpineRuntimes/SpineRuntime40/Attachments/Attachment.cs
Normal file
52
SpineRuntimes/SpineRuntime40/Attachments/Attachment.cs
Normal file
@@ -0,0 +1,52 @@
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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.
|
||||
*****************************************************************************/
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using System;
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namespace SpineRuntime40 {
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abstract public class Attachment {
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public string Name { get; private set; }
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protected Attachment (string name) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null");
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Name = name;
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}
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override public string ToString () {
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return Name;
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}
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///<summary>Returns a copy of the attachment.</summary>
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public abstract Attachment Copy ();
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}
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public interface IHasRendererObject {
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object RendererObject { get; set; }
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}
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}
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48
SpineRuntimes/SpineRuntime40/Attachments/AttachmentLoader.cs
Normal file
48
SpineRuntimes/SpineRuntime40/Attachments/AttachmentLoader.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
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namespace SpineRuntime40 {
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public interface AttachmentLoader {
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/// <return>May be null to not load any attachment.</return>
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RegionAttachment NewRegionAttachment (Skin skin, string name, string path);
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/// <return>May be null to not load any attachment.</return>
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MeshAttachment NewMeshAttachment (Skin skin, string name, string path);
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/// <return>May be null to not load any attachment.</return>
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BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name);
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/// <returns>May be null to not load any attachment</returns>
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PathAttachment NewPathAttachment (Skin skin, string name);
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PointAttachment NewPointAttachment (Skin skin, string name);
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ClippingAttachment NewClippingAttachment (Skin skin, string name);
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}
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}
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34
SpineRuntimes/SpineRuntime40/Attachments/AttachmentType.cs
Normal file
34
SpineRuntimes/SpineRuntime40/Attachments/AttachmentType.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
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||||
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namespace SpineRuntime40 {
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public enum AttachmentType {
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Region, Boundingbox, Mesh, Linkedmesh, Path, Point, Clipping
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||||
}
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}
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||||
@@ -0,0 +1,45 @@
|
||||
/******************************************************************************
|
||||
* 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 SpineRuntime40 {
|
||||
/// <summary>Attachment that has a polygon for bounds checking.</summary>
|
||||
public class BoundingBoxAttachment : VertexAttachment {
|
||||
public BoundingBoxAttachment (string name)
|
||||
: base(name) {
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
BoundingBoxAttachment copy = new BoundingBoxAttachment(this.Name);
|
||||
CopyTo(copy);
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
/******************************************************************************
|
||||
* 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 SpineRuntime40 {
|
||||
public class ClippingAttachment : VertexAttachment {
|
||||
internal SlotData endSlot;
|
||||
|
||||
public SlotData EndSlot { get { return endSlot; } set { endSlot = value; } }
|
||||
|
||||
public ClippingAttachment (string name) : base(name) {
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
ClippingAttachment copy = new ClippingAttachment(this.Name);
|
||||
CopyTo(copy);
|
||||
copy.endSlot = endSlot;
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
221
SpineRuntimes/SpineRuntime40/Attachments/MeshAttachment.cs
Normal file
221
SpineRuntimes/SpineRuntime40/Attachments/MeshAttachment.cs
Normal file
@@ -0,0 +1,221 @@
|
||||
/******************************************************************************
|
||||
* 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 SpineRuntime40 {
|
||||
/// <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 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.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.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
60
SpineRuntimes/SpineRuntime40/Attachments/PathAttachment.cs
Normal file
60
SpineRuntimes/SpineRuntime40/Attachments/PathAttachment.cs
Normal file
@@ -0,0 +1,60 @@
|
||||
/******************************************************************************
|
||||
* 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;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SpineRuntime40 {
|
||||
public class PathAttachment : VertexAttachment {
|
||||
internal float[] lengths;
|
||||
internal bool closed, constantSpeed;
|
||||
|
||||
/// <summary>The length in the setup pose from the start of the path to the end of each curve.</summary>
|
||||
public float[] Lengths { get { return lengths; } set { lengths = value; } }
|
||||
/// <summary>If true, the start and end knots are connected.</summary>
|
||||
public bool Closed { get { return closed; } set { closed = value; } }
|
||||
/// <summary>If true, additional calculations are performed to make computing positions along the path more accurate and movement along
|
||||
/// the path have a constant speed.</summary>
|
||||
public bool ConstantSpeed { get { return constantSpeed; } set { constantSpeed = value; } }
|
||||
|
||||
public PathAttachment (String name)
|
||||
: base(name) {
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
PathAttachment copy = new PathAttachment(this.Name);
|
||||
CopyTo(copy);
|
||||
copy.lengths = new float[lengths.Length];
|
||||
Array.Copy(lengths, 0, copy.lengths, 0, lengths.Length);
|
||||
copy.closed = closed;
|
||||
copy.constantSpeed = constantSpeed;
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
67
SpineRuntimes/SpineRuntime40/Attachments/PointAttachment.cs
Normal file
67
SpineRuntimes/SpineRuntime40/Attachments/PointAttachment.cs
Normal file
@@ -0,0 +1,67 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
|
||||
namespace SpineRuntime40 {
|
||||
/// <summary>
|
||||
/// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
|
||||
/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
|
||||
/// skin.
|
||||
/// <p>
|
||||
/// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
|
||||
/// </summary>
|
||||
public class PointAttachment : Attachment {
|
||||
internal float x, y, rotation;
|
||||
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 PointAttachment (string name)
|
||||
: base(name) {
|
||||
}
|
||||
|
||||
public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
|
||||
bone.LocalToWorld(this.x, this.y, out ox, out oy);
|
||||
}
|
||||
|
||||
public float ComputeWorldRotation (Bone bone) {
|
||||
float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
|
||||
float ix = cos * bone.a + sin * bone.b;
|
||||
float iy = cos * bone.c + sin * bone.d;
|
||||
return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg;
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
PointAttachment copy = new PointAttachment(this.Name);
|
||||
copy.x = x;
|
||||
copy.y = y;
|
||||
copy.rotation = rotation;
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
194
SpineRuntimes/SpineRuntime40/Attachments/RegionAttachment.cs
Normal file
194
SpineRuntimes/SpineRuntime40/Attachments/RegionAttachment.cs
Normal file
@@ -0,0 +1,194 @@
|
||||
/******************************************************************************
|
||||
* 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 SpineRuntime40 {
|
||||
/// <summary>Attachment that displays a texture region.</summary>
|
||||
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 regionScaleX = width / regionOriginalWidth * scaleX;
|
||||
float regionScaleY = height / regionOriginalHeight * scaleY;
|
||||
float localX = -width / 2 * scaleX + regionOffsetX * regionScaleX;
|
||||
float localY = -height / 2 * scaleY + regionOffsetY * regionScaleY;
|
||||
float localX2 = localX + regionWidth * regionScaleX;
|
||||
float localY2 = localY + regionHeight * regionScaleY;
|
||||
float cos = MathUtils.CosDeg(this.rotation);
|
||||
float sin = MathUtils.SinDeg(this.rotation);
|
||||
float x = this.x, 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, int degrees) {
|
||||
float[] uvs = this.uvs;
|
||||
// UV values differ from spine-libgdx.
|
||||
if (degrees == 90) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
|
||||
/// <param name="bone">The parent bone.</param>
|
||||
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
|
||||
/// <param name="offset">The worldVertices index to begin writing values.</param>
|
||||
/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
153
SpineRuntimes/SpineRuntime40/Attachments/VertexAttachment.cs
Normal file
153
SpineRuntimes/SpineRuntime40/Attachments/VertexAttachment.cs
Normal file
@@ -0,0 +1,153 @@
|
||||
/******************************************************************************
|
||||
* 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 SpineRuntime40 {
|
||||
/// <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++;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
ExposedList<float> 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;
|
||||
}
|
||||
Bone[] skeletonBones = slot.bone.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user