增加spine4.0
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SpineRuntimes/SpineRuntime40/Attachments/RegionAttachment.cs
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SpineRuntimes/SpineRuntime40/Attachments/RegionAttachment.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime40 {
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/// <summary>Attachment that displays a texture region.</summary>
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public class RegionAttachment : Attachment, IHasRendererObject {
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public const int BLX = 0;
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public const int BLY = 1;
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public const int ULX = 2;
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public const int ULY = 3;
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public const int URX = 4;
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public const int URY = 5;
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public const int BRX = 6;
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public const int BRY = 7;
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internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
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internal float[] offset = new float[8], uvs = new float[8];
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internal float r = 1, g = 1, b = 1, a = 1;
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Rotation { get { return rotation; } set { rotation = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public float Width { get { return width; } set { width = value; } }
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public float Height { get { return height; } set { height = value; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public string Path { get; set; }
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public object RendererObject { get; set; }
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public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
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public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
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public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
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public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
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public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
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public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
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public float[] Offset { get { return offset; } }
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public float[] UVs { get { return uvs; } }
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public RegionAttachment (string name)
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: base(name) {
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}
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public void UpdateOffset () {
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float regionScaleX = width / regionOriginalWidth * scaleX;
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float regionScaleY = height / regionOriginalHeight * scaleY;
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float localX = -width / 2 * scaleX + regionOffsetX * regionScaleX;
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float localY = -height / 2 * scaleY + regionOffsetY * regionScaleY;
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float localX2 = localX + regionWidth * regionScaleX;
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float localY2 = localY + regionHeight * regionScaleY;
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float cos = MathUtils.CosDeg(this.rotation);
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float sin = MathUtils.SinDeg(this.rotation);
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float x = this.x, y = this.y;
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float localXCos = localX * cos + x;
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float localXSin = localX * sin;
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float localYCos = localY * cos + y;
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float localYSin = localY * sin;
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float localX2Cos = localX2 * cos + x;
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float localX2Sin = localX2 * sin;
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float localY2Cos = localY2 * cos + y;
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float localY2Sin = localY2 * sin;
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float[] offset = this.offset;
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offset[BLX] = localXCos - localYSin;
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offset[BLY] = localYCos + localXSin;
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offset[ULX] = localXCos - localY2Sin;
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offset[ULY] = localY2Cos + localXSin;
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offset[URX] = localX2Cos - localY2Sin;
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offset[URY] = localY2Cos + localX2Sin;
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offset[BRX] = localX2Cos - localYSin;
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offset[BRY] = localYCos + localX2Sin;
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}
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public void SetUVs (float u, float v, float u2, float v2, int degrees) {
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float[] uvs = this.uvs;
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// UV values differ from spine-libgdx.
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if (degrees == 90) {
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uvs[URX] = u;
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uvs[URY] = v2;
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uvs[BRX] = u;
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uvs[BRY] = v;
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uvs[BLX] = u2;
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uvs[BLY] = v;
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uvs[ULX] = u2;
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uvs[ULY] = v2;
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} else {
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uvs[ULX] = u;
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uvs[ULY] = v2;
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uvs[URX] = u;
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uvs[URY] = v;
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uvs[BRX] = u2;
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uvs[BRY] = v;
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uvs[BLX] = u2;
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uvs[BLY] = v2;
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}
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}
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/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
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/// <param name="bone">The parent bone.</param>
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
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/// <param name="offset">The worldVertices index to begin writing values.</param>
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/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
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public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) {
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float[] vertexOffset = this.offset;
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float bwx = bone.worldX, bwy = bone.worldY;
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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float offsetX, offsetY;
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// Vertex order is different from RegionAttachment.java
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offsetX = vertexOffset[BRX]; // 0
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offsetY = vertexOffset[BRY]; // 1
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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offset += stride;
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offsetX = vertexOffset[BLX]; // 2
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offsetY = vertexOffset[BLY]; // 3
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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offset += stride;
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offsetX = vertexOffset[ULX]; // 4
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offsetY = vertexOffset[ULY]; // 5
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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offset += stride;
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offsetX = vertexOffset[URX]; // 6
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offsetY = vertexOffset[URY]; // 7
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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//offset += stride;
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}
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public override Attachment Copy () {
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RegionAttachment copy = new RegionAttachment(this.Name);
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copy.RendererObject = RendererObject;
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copy.regionOffsetX = regionOffsetX;
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copy.regionOffsetY = regionOffsetY;
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copy.regionWidth = regionWidth;
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copy.regionHeight = regionHeight;
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copy.regionOriginalWidth = regionOriginalWidth;
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copy.regionOriginalHeight = regionOriginalHeight;
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copy.Path = Path;
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copy.x = x;
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copy.y = y;
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copy.scaleX = scaleX;
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copy.scaleY = scaleY;
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copy.rotation = rotation;
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copy.width = width;
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copy.height = height;
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Array.Copy(uvs, 0, copy.uvs, 0, 8);
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Array.Copy(offset, 0, copy.offset, 0, 8);
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copy.r = r;
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copy.g = g;
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copy.b = b;
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copy.a = a;
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return copy;
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}
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}
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}
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