/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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. ******************************************************************************/ package com.esotericsoftware.spine.attachments; import com.esotericsoftware.spine.Bone; import com.esotericsoftware.spine.Skeleton; import com.esotericsoftware.spine.Slot; import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.utils.NumberUtils; /** Attachment that displays a texture region. */ public class RegionAttachment extends Attachment { private TextureRegion region; private float x, y, scaleX = 1, scaleY = 1, rotation, width, height; private final float[] vertices = new float[20]; private final float[] offset = new float[8]; public RegionAttachment (String name) { super(name); } public void updateOffset () { float width = getWidth(); float height = getHeight(); float localX2 = width / 2; float localY2 = height / 2; float localX = -localX2; float localY = -localY2; if (region instanceof AtlasRegion) { AtlasRegion region = (AtlasRegion)this.region; if (region.rotate) { localX += region.offsetX / region.originalWidth * height; localY += region.offsetY / region.originalHeight * width; localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * height; localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * width; } else { localX += region.offsetX / region.originalWidth * width; localY += region.offsetY / region.originalHeight * height; localX2 -= (region.originalWidth - region.offsetX - region.packedWidth) / region.originalWidth * width; localY2 -= (region.originalHeight - region.offsetY - region.packedHeight) / region.originalHeight * height; } } float scaleX = getScaleX(); float scaleY = getScaleY(); localX *= scaleX; localY *= scaleY; localX2 *= scaleX; localY2 *= scaleY; float rotation = getRotation(); float cos = MathUtils.cosDeg(rotation); float sin = MathUtils.sinDeg(rotation); float x = getX(); float y = getY(); float localXCos = localX * cos + x; float localXSin = localX * sin; float localYCos = localY * cos + y; float localYSin = localY * sin; float localX2Cos = localX2 * cos + x; float localX2Sin = localX2 * sin; float localY2Cos = localY2 * cos + y; float localY2Sin = localY2 * sin; float[] offset = this.offset; offset[0] = localXCos - localYSin; offset[1] = localYCos + localXSin; offset[2] = localXCos - localY2Sin; offset[3] = localY2Cos + localXSin; offset[4] = localX2Cos - localY2Sin; offset[5] = localY2Cos + localX2Sin; offset[6] = localX2Cos - localYSin; offset[7] = localYCos + localX2Sin; } public void setRegion (TextureRegion region) { if (region == null) throw new IllegalArgumentException("region cannot be null."); this.region = region; float[] vertices = this.vertices; if (region instanceof AtlasRegion && ((AtlasRegion)region).rotate) { vertices[U2] = region.getU(); vertices[V2] = region.getV2(); vertices[U3] = region.getU(); vertices[V3] = region.getV(); vertices[U4] = region.getU2(); vertices[V4] = region.getV(); vertices[U1] = region.getU2(); vertices[V1] = region.getV2(); } else { vertices[U1] = region.getU(); vertices[V1] = region.getV2(); vertices[U2] = region.getU(); vertices[V2] = region.getV(); vertices[U3] = region.getU2(); vertices[V3] = region.getV(); vertices[U4] = region.getU2(); vertices[V4] = region.getV2(); } updateOffset(); } public TextureRegion getRegion () { if (region == null) throw new IllegalStateException("Region has not been set: " + this); return region; } public void updateVertices (Slot slot, boolean premultipliedAlpha) { Skeleton skeleton = slot.getSkeleton(); Color skeletonColor = skeleton.getColor(); Color slotColor = slot.getColor(); float color; if (premultipliedAlpha) { float a = 255 * skeletonColor.a * slotColor.a; color = NumberUtils.intToFloatColor( // ((int)a << 24) // | ((int)(a * skeletonColor.b * slotColor.b) << 16) // | ((int)(a * skeletonColor.g * slotColor.g) << 8) // | ((int)(a * skeletonColor.r * slotColor.r))); } else { color = NumberUtils.intToFloatColor( // ((int)(255 * skeletonColor.a * slotColor.a) << 24) // | ((int)(255 * skeletonColor.b * slotColor.b) << 16) // | ((int)(255 * skeletonColor.g * slotColor.g) << 8) // | ((int)(255 * skeletonColor.r * slotColor.r))); } float[] vertices = this.vertices; vertices[C1] = color; vertices[C2] = color; vertices[C3] = color; vertices[C4] = color; float[] offset = this.offset; Bone bone = slot.getBone(); float x = bone.getWorldX() + skeleton.getX(); float y = bone.getWorldY() + skeleton.getY(); float m00 = bone.getM00(); float m01 = bone.getM01(); float m10 = bone.getM10(); float m11 = bone.getM11(); vertices[X1] = offset[0] * m00 + offset[1] * m01 + x; vertices[Y1] = offset[0] * m10 + offset[1] * m11 + y; vertices[X2] = offset[2] * m00 + offset[3] * m01 + x; vertices[Y2] = offset[2] * m10 + offset[3] * m11 + y; vertices[X3] = offset[4] * m00 + offset[5] * m01 + x; vertices[Y3] = offset[4] * m10 + offset[5] * m11 + y; vertices[X4] = offset[6] * m00 + offset[7] * m01 + x; vertices[Y4] = offset[6] * m10 + offset[7] * m11 + y; } public float[] getVertices () { return vertices; } public float[] getOffset () { return offset; } public float getX () { return x; } public void setX (float x) { this.x = x; } public float getY () { return y; } public void setY (float y) { this.y = y; } public float getScaleX () { return scaleX; } public void setScaleX (float scaleX) { this.scaleX = scaleX; } public float getScaleY () { return scaleY; } public void setScaleY (float scaleY) { this.scaleY = scaleY; } public float getRotation () { return rotation; } public void setRotation (float rotation) { this.rotation = rotation; } public float getWidth () { return width; } public void setWidth (float width) { this.width = width; } public float getHeight () { return height; } public void setHeight (float height) { this.height = height; } }