/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace SpineRuntime21 { /// Attachment that displays a texture region. public class MeshAttachment : Attachment { internal float[] vertices, uvs, regionUVs; internal int[] triangles; internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight; internal float r = 1, g = 1, b = 1, a = 1; public int HullLength { get; set; } public float[] Vertices { get { return vertices; } set { vertices = value; } } public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } } 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 bool RegionRotate { 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. // 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 u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV; float[] regionUVs = this.regionUVs; if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length]; float[] uvs = this.uvs; if (RegionRotate) { for (int i = 0, n = uvs.Length; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + height - regionUVs[i] * height; } } else { 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 void ComputeWorldVertices (Slot slot, float[] worldVertices) { Bone bone = slot.bone; float x = bone.skeleton.x + bone.worldX, y = bone.skeleton.y + bone.worldY; float m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11; float[] vertices = this.vertices; int verticesCount = vertices.Length; if (slot.attachmentVerticesCount == verticesCount) vertices = slot.AttachmentVertices; for (int i = 0; i < verticesCount; i += 2) { float vx = vertices[i]; float vy = vertices[i + 1]; worldVertices[i] = vx * m00 + vy * m01 + x; worldVertices[i + 1] = vx * m10 + vy * m11 + y; } } } }