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SpineViewer/SpineRuntimes/SpineRuntime37/Attachments/MeshAttachment.cs
2025-03-04 19:29:42 +08:00

134 lines
6.0 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 SpineRuntime37 {
/// <summary>Attachment that displays a texture region using a mesh.</summary>
public class MeshAttachment : VertexAttachment, IHasRendererObject {
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
private MeshAttachment parentMesh;
internal float[] uvs, regionUVs;
internal int[] triangles;
internal float r = 1, g = 1, b = 1, a = 1;
internal int hulllength;
internal bool inheritDeform;
public int HullLength { get { return hulllength; } set { hulllength = value; } }
public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
/// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary>
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.
public bool InheritDeform { get { return inheritDeform; } set { inheritDeform = value; } }
public MeshAttachment ParentMesh {
get { return parentMesh; }
set {
parentMesh = value;
if (value != null) {
bones = value.bones;
vertices = value.vertices;
worldVerticesLength = value.worldVerticesLength;
regionUVs = value.regionUVs;
triangles = value.triangles;
HullLength = value.HullLength;
Edges = value.Edges;
Width = value.Width;
Height = value.Height;
}
}
}
// 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[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
if (RegionRotate) {
float textureHeight = this.regionWidth / (RegionV2 - RegionV);
float textureWidth = this.regionHeight / (RegionU2 - RegionU);
float u = RegionU - (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth;
float v = RegionV - (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight;
float width = RegionOriginalHeight / textureWidth;
float height = RegionOriginalWidth / textureHeight;
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 {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
float u = RegionU - RegionOffsetX / textureWidth;
float v = RegionV - (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
float width = RegionOriginalWidth / textureWidth;
float height = RegionOriginalHeight / textureHeight;
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;
}
}
}
override public bool ApplyDeform (VertexAttachment sourceAttachment) {
return this == sourceAttachment || (inheritDeform && parentMesh == sourceAttachment);
}
}
}