mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
API improvements.
Before I get too many damned runtimes done. ;)
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@ -72,16 +72,10 @@ namespace Spine {
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: base(name) {
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}
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public void SetMesh (float[] vertices, int[] triangles, float[] regionUVs) {
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this.vertices = vertices;
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this.triangles = triangles;
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this.regionUVs = regionUVs;
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this.uvs = new float[regionUVs.Length];
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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.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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@ -75,17 +75,10 @@ namespace Spine {
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: base(name) {
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}
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public void SetMesh (int[] bones, float[] weights, int[] triangles, float[] regionUVs) {
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this.bones = bones;
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this.weights = weights;
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this.triangles = triangles;
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this.regionUVs = regionUVs;
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this.uvs = new float[regionUVs.Length];
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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.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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@ -223,7 +223,9 @@ namespace Spine {
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float[] uvs = GetFloatArray(map, "uvs", 1);
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int[] triangles = GetIntArray(map, "triangles");
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float[] vertices = GetFloatArray(map, "vertices", Scale);
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mesh.SetMesh(vertices, triangles, uvs);
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.regionUVs = uvs;
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mesh.UpdateUVs();
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if (map.ContainsKey("color")) {
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@ -264,7 +266,10 @@ namespace Spine {
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i += 4;
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}
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}
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mesh.SetMesh(bones.ToArray(), weights.ToArray(), triangles, uvs);
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mesh.bones = bones.ToArray();
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mesh.weights = weights.ToArray();
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mesh.triangles = triangles;
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mesh.regionUVs = uvs;
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mesh.UpdateUVs();
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if (map.ContainsKey("color")) {
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@ -229,7 +229,9 @@ public class SkeletonBinary {
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float[] uvs = readFloatArray(input, 1);
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short[] triangles = readShortArray(input);
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float[] vertices = readFloatArray(input, scale);
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mesh.setMesh(vertices, triangles, uvs);
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mesh.setVertices(vertices);
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mesh.setTriangles(triangles);
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mesh.setRegionUVs(uvs);
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mesh.updateUVs();
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Color.rgba8888ToColor(mesh.getColor(), input.readInt());
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if (nonessential) {
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@ -262,7 +264,10 @@ public class SkeletonBinary {
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weights.add(input.readFloat());
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}
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}
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mesh.setMesh(bones.toArray(), weights.toArray(), triangles, uvs);
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mesh.setBones(bones.toArray());
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mesh.setWeights(weights.toArray());
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mesh.setTriangles(triangles);
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mesh.setRegionUVs(uvs);
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mesh.updateUVs();
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Color.rgba8888ToColor(mesh.getColor(), input.readInt());
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if (nonessential) {
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@ -213,7 +213,9 @@ public class SkeletonJson {
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for (int i = 0, n = vertices.length; i < n; i++)
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vertices[i] *= scale;
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}
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mesh.setMesh(vertices, triangles, uvs);
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mesh.setVertices(vertices);
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mesh.setTriangles(triangles);
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mesh.setRegionUVs(uvs);
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mesh.updateUVs();
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if (map.has("hull")) mesh.setHullLength(map.require("hull").asInt() * 2);
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@ -243,7 +245,10 @@ public class SkeletonJson {
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i += 4;
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}
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}
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mesh.setMesh(bones.toArray(), weights.toArray(), triangles, uvs);
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mesh.setBones(bones.toArray());
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mesh.setWeights(weights.toArray());
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mesh.setTriangles(triangles);
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mesh.setRegionUVs(uvs);
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mesh.updateUVs();
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if (map.has("hull")) mesh.setHullLength(map.require("hull").asInt() * 2);
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@ -68,16 +68,11 @@ public class MeshAttachment extends Attachment {
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return region;
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}
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public void setMesh (float[] vertices, short[] triangles, float[] regionUVs) {
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this.vertices = vertices;
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this.triangles = triangles;
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this.regionUVs = regionUVs;
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int worldVerticesLength = vertices.length / 2 * 5;
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if (worldVertices == null || worldVertices.length != worldVerticesLength) worldVertices = new float[worldVerticesLength];
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}
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public void updateUVs () {
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int verticesLength = vertices.length;
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int worldVerticesLength = verticesLength / 2 * 5;
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if (worldVertices == null || worldVertices.length != worldVerticesLength) worldVertices = new float[worldVerticesLength];
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float u, v, width, height;
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if (region == null) {
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u = v = 0;
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@ -90,12 +85,12 @@ public class MeshAttachment extends Attachment {
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}
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float[] regionUVs = this.regionUVs;
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if (region instanceof AtlasRegion && ((AtlasRegion)region).rotate) {
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for (int i = 0, w = 3, n = vertices.length; i < n; i += 2, w += 5) {
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for (int i = 0, w = 3; i < verticesLength; i += 2, w += 5) {
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worldVertices[w] = u + regionUVs[i + 1] * width;
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worldVertices[w + 1] = v + height - regionUVs[i] * height;
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}
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} else {
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for (int i = 0, w = 3, n = vertices.length; i < n; i += 2, w += 5) {
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for (int i = 0, w = 3; i < verticesLength; i += 2, w += 5) {
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worldVertices[w] = u + regionUVs[i] * width;
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worldVertices[w + 1] = v + regionUVs[i + 1] * height;
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}
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@ -139,10 +134,26 @@ public class MeshAttachment extends Attachment {
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return vertices;
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}
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public void setVertices (float[] vertices) {
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this.vertices = vertices;
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}
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public short[] getTriangles () {
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return triangles;
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}
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public void setTriangles (short[] triangles) {
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this.triangles = triangles;
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}
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public float[] getRegionUVs () {
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return regionUVs;
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}
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public void setRegionUVs (float[] regionUVs) {
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this.regionUVs = regionUVs;
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}
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public Color getColor () {
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return color;
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}
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@ -69,24 +69,11 @@ public class SkinnedMeshAttachment extends Attachment {
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return region;
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}
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/** @param bones For each vertex, the number of bones affecting the vertex followed by that many bone indices. Ie: count,
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* boneIndex, ...
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* @param weights For each bone affecting the vertex, the vertex position in the bone's coordinate system and the weight for
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* the bone's influence. Ie: x, y, weight, ...
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* @param regionUVs For each vertex, a texure coordinate pair. Ie: u, v, ...
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* @param triangles Vertex number triplets which describe the mesh's triangulation. */
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public void setMesh (int[] bones, float[] weights, short[] triangles, float[] regionUVs) {
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this.bones = bones;
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this.weights = weights;
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this.triangles = triangles;
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this.regionUVs = regionUVs;
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int uvsLength = regionUVs.length;
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int worldVerticesLength = uvsLength / 2 * 5;
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if (worldVertices == null || worldVertices.length != worldVerticesLength) worldVertices = new float[worldVerticesLength];
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}
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public void updateUVs () {
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int verticesLength = regionUVs.length;
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int worldVerticesLength = verticesLength / 2 * 5;
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if (worldVertices == null || worldVertices.length != worldVerticesLength) worldVertices = new float[worldVerticesLength];
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float u, v, width, height;
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if (region == null) {
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u = v = 0;
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@ -99,12 +86,12 @@ public class SkinnedMeshAttachment extends Attachment {
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}
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float[] regionUVs = this.regionUVs;
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if (region instanceof AtlasRegion && ((AtlasRegion)region).rotate) {
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for (int i = 0, w = 3, n = regionUVs.length; i < n; i += 2, w += 5) {
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for (int i = 0, w = 3; i < verticesLength; i += 2, w += 5) {
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worldVertices[w] = u + regionUVs[i + 1] * width;
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worldVertices[w + 1] = v + height - regionUVs[i] * height;
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}
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} else {
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for (int i = 0, w = 3, n = regionUVs.length; i < n; i += 2, w += 5) {
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for (int i = 0, w = 3; i < verticesLength; i += 2, w += 5) {
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worldVertices[w] = u + regionUVs[i] * width;
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worldVertices[w + 1] = v + regionUVs[i + 1] * height;
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}
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@ -167,18 +154,43 @@ public class SkinnedMeshAttachment extends Attachment {
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return worldVertices;
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}
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public short[] getTriangles () {
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return triangles;
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}
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public int[] getBones () {
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return bones;
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}
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/** For each vertex, the number of bones affecting the vertex followed by that many bone indices. Ie: count, boneIndex, ... */
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public void setBones (int[] bones) {
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this.bones = bones;
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}
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public float[] getWeights () {
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return weights;
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}
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/** For each bone affecting the vertex, the vertex position in the bone's coordinate system and the weight for the bone's
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* influence. Ie: x, y, weight, ... */
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public void setWeights (float[] weights) {
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this.weights = weights;
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}
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public short[] getTriangles () {
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return triangles;
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}
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/** Vertex number triplets which describe the mesh's triangulation. */
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public void setTriangles (short[] triangles) {
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this.triangles = triangles;
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}
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public float[] getRegionUVs () {
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return regionUVs;
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}
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/** For each vertex, a texure coordinate pair. Ie: u, v, ... */
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public void setRegionUVs (float[] regionUVs) {
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this.regionUVs = regionUVs;
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}
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public Color getColor () {
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return color;
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}
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