调整结构
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130
SpineRuntimes/SpineRuntime36/Attachments/VertexAttachment.cs
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130
SpineRuntimes/SpineRuntime36/Attachments/VertexAttachment.cs
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime36 {
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/// <summary>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.</summary>
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public class VertexAttachment : Attachment {
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static int nextID = 0;
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static readonly Object nextIdLock = new Object();
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internal readonly int id;
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internal int[] bones;
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internal float[] vertices;
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internal int worldVerticesLength;
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/// <summary>Gets a unique ID for this attachment.</summary>
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public int Id { get { return id; } }
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public int[] Bones { get { return bones; } set { bones = value; } }
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public float[] Vertices { get { return vertices; } set { vertices = value; } }
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public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } }
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public VertexAttachment (string name)
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: base(name) {
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lock (VertexAttachment.nextIdLock) {
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id = (VertexAttachment.nextID++ & 65535) << 11;
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}
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}
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public void ComputeWorldVertices (Slot slot, float[] worldVertices) {
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ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
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}
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/// <summary>Transforms local vertices to world coordinates.</summary>
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/// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param>
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/// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param>
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param>
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/// <param name="offset">The <paramref name="worldVertices"/> index to begin writing values.</param>
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/// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param>
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public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
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count = offset + (count >> 1) * stride;
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Skeleton skeleton = slot.bone.skeleton;
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var deformArray = slot.attachmentVertices;
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float[] vertices = this.vertices;
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int[] bones = this.bones;
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if (bones == null) {
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if (deformArray.Count > 0) vertices = deformArray.Items;
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Bone bone = slot.bone;
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float x = bone.worldX, y = bone.worldY;
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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for (int vv = start, w = offset; w < count; vv += 2, w += stride) {
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float vx = vertices[vv], vy = vertices[vv + 1];
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worldVertices[w] = vx * a + vy * b + x;
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worldVertices[w + 1] = vx * c + vy * d + y;
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}
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return;
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}
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int v = 0, skip = 0;
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for (int i = 0; i < start; i += 2) {
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int n = bones[v];
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v += n + 1;
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skip += n;
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}
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var skeletonBones = skeleton.bones.Items;
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if (deformArray.Count == 0) {
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for (int w = offset, b = skip * 3; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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Bone bone = skeletonBones[bones[v]];
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float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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} else {
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float[] deform = deformArray.Items;
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for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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Bone bone = skeletonBones[bones[v]];
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float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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}
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}
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/// <summary>Returns true if a deform originally applied to the specified attachment should be applied to this attachment.</summary>
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virtual public bool ApplyDeform (VertexAttachment sourceAttachment) {
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return this == sourceAttachment;
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}
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}
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}
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