109 lines
5.1 KiB
C#
109 lines
5.1 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime21 {
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/// <summary>Attachment that displays a texture region.</summary>
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public class MeshAttachment : Attachment {
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internal float[] vertices, uvs, regionUVs;
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internal int[] triangles;
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
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internal float r = 1, g = 1, b = 1, a = 1;
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public int HullLength { get; set; }
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public float[] Vertices { get { return vertices; } set { vertices = value; } }
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public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
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public float[] UVs { get { return uvs; } set { uvs = value; } }
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public int[] Triangles { get { return triangles; } set { triangles = 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 RegionU { get; set; }
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public float RegionV { get; set; }
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public float RegionU2 { get; set; }
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public float RegionV2 { get; set; }
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public bool RegionRotate { 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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// Nonessential.
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public int[] Edges { get; set; }
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public float Width { get; set; }
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public float Height { get; set; }
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public MeshAttachment (string name)
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: base(name) {
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}
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public void UpdateUVs () {
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float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
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float[] regionUVs = this.regionUVs;
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if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
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float[] uvs = this.uvs;
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if (RegionRotate) {
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i + 1] * width;
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uvs[i + 1] = v + height - regionUVs[i] * height;
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}
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} else {
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i] * width;
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uvs[i + 1] = v + regionUVs[i + 1] * height;
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}
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}
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}
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public void ComputeWorldVertices (Slot slot, float[] worldVertices) {
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Bone bone = slot.bone;
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float x = bone.skeleton.x + bone.worldX, y = bone.skeleton.y + bone.worldY;
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float m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
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float[] vertices = this.vertices;
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int verticesCount = vertices.Length;
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if (slot.attachmentVerticesCount == verticesCount) vertices = slot.AttachmentVertices;
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for (int i = 0; i < verticesCount; i += 2) {
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float vx = vertices[i];
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float vy = vertices[i + 1];
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worldVertices[i] = vx * m00 + vy * m01 + x;
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worldVertices[i + 1] = vx * m10 + vy * m11 + y;
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}
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}
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}
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}
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