152 lines
6.5 KiB
C#
152 lines
6.5 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 RegionAttachment : Attachment {
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public const int X1 = 0;
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public const int Y1 = 1;
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public const int X2 = 2;
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public const int Y2 = 3;
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public const int X3 = 4;
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public const int Y3 = 5;
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public const int X4 = 6;
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public const int Y4 = 7;
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internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
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internal float[] offset = new float[8], uvs = new float[8];
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internal float r = 1, g = 1, b = 1, a = 1;
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Rotation { get { return rotation; } set { rotation = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public float Width { get { return width; } set { width = value; } }
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public float Height { get { return height; } set { height = 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 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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public float[] Offset { get { return offset; } }
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public float[] UVs { get { return uvs; } }
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public RegionAttachment (string name)
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: base(name) {
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}
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public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
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float[] uvs = this.uvs;
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if (rotate) {
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uvs[X2] = u;
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uvs[Y2] = v2;
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uvs[X3] = u;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v;
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uvs[X1] = u2;
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uvs[Y1] = v2;
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} else {
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uvs[X1] = u;
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uvs[Y1] = v2;
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uvs[X2] = u;
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uvs[Y2] = v;
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uvs[X3] = u2;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v2;
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}
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}
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public void UpdateOffset () {
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float width = this.width;
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float height = this.height;
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float scaleX = this.scaleX;
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float scaleY = this.scaleY;
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float regionScaleX = width / regionOriginalWidth * scaleX;
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float regionScaleY = height / regionOriginalHeight * scaleY;
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float localX = -width / 2 * scaleX + regionOffsetX * regionScaleX;
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float localY = -height / 2 * scaleY + regionOffsetY * regionScaleY;
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float localX2 = localX + regionWidth * regionScaleX;
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float localY2 = localY + regionHeight * regionScaleY;
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float radians = rotation * (float)Math.PI / 180;
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float cos = (float)Math.Cos(radians);
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float sin = (float)Math.Sin(radians);
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float x = this.x;
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float y = this.y;
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float localXCos = localX * cos + x;
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float localXSin = localX * sin;
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float localYCos = localY * cos + y;
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float localYSin = localY * sin;
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float localX2Cos = localX2 * cos + x;
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float localX2Sin = localX2 * sin;
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float localY2Cos = localY2 * cos + y;
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float localY2Sin = localY2 * sin;
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float[] offset = this.offset;
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offset[X1] = localXCos - localYSin;
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offset[Y1] = localYCos + localXSin;
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offset[X2] = localXCos - localY2Sin;
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offset[Y2] = localY2Cos + localXSin;
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offset[X3] = localX2Cos - localY2Sin;
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offset[Y3] = localY2Cos + localX2Sin;
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offset[X4] = localX2Cos - localYSin;
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offset[Y4] = localYCos + localX2Sin;
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}
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public void ComputeWorldVertices (Bone bone, float[] worldVertices) {
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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[] offset = this.offset;
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worldVertices[X1] = offset[X1] * m00 + offset[Y1] * m01 + x;
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worldVertices[Y1] = offset[X1] * m10 + offset[Y1] * m11 + y;
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worldVertices[X2] = offset[X2] * m00 + offset[Y2] * m01 + x;
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worldVertices[Y2] = offset[X2] * m10 + offset[Y2] * m11 + y;
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worldVertices[X3] = offset[X3] * m00 + offset[Y3] * m01 + x;
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worldVertices[Y3] = offset[X3] * m10 + offset[Y3] * m11 + y;
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worldVertices[X4] = offset[X4] * m00 + offset[Y4] * m01 + x;
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worldVertices[Y4] = offset[X4] * m10 + offset[Y4] * m11 + y;
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}
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}
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}
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