/****************************************************************************** * 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; using System.Collections.Generic; namespace SpineRuntime21 { /// Attachment that displays a texture region. public class SkinnedMeshAttachment : Attachment { internal int[] bones; internal float[] weights, 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 int[] Bones { get { return bones; } set { bones = value; } } public float[] Weights { get { return weights; } set { weights = 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 SkinnedMeshAttachment (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) { Skeleton skeleton = slot.bone.skeleton; List skeletonBones = skeleton.bones; float x = skeleton.x, y = skeleton.y; float[] weights = this.weights; int[] bones = this.bones; if (slot.attachmentVerticesCount == 0) { for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) { float wx = 0, wy = 0; int nn = bones[v++] + v; for (; v < nn; v++, b += 3) { Bone bone = skeletonBones[bones[v]]; float vx = weights[b], vy = weights[b + 1], weight = weights[b + 2]; wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight; wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight; } worldVertices[w] = wx + x; worldVertices[w + 1] = wy + y; } } else { float[] ffd = slot.AttachmentVertices; for (int w = 0, v = 0, b = 0, f = 0, n = bones.Length; v < n; w += 2) { float wx = 0, wy = 0; int nn = bones[v++] + v; for (; v < nn; v++, b += 3, f += 2) { Bone bone = skeletonBones[bones[v]]; float vx = weights[b] + ffd[f], vy = weights[b + 1] + ffd[f + 1], weight = weights[b + 2]; wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight; wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight; } worldVertices[w] = wx + x; worldVertices[w + 1] = wy + y; } } } } }