/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1) #define IS_UNITY #endif using System; namespace Spine { #if IS_UNITY using Color32F = UnityEngine.Color; #endif /// Attachment that displays a texture region. public class RegionAttachment : Attachment, IHasTextureRegion { public const int BLX = 0, BLY = 1; public const int ULX = 2, ULY = 3; public const int URX = 4, URY = 5; public const int BRX = 6, BRY = 7; internal TextureRegion region; internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height; internal float[] offset = new float[8], uvs = new float[8]; // Color is a struct, set to protected to prevent // Color color = slot.color; color.a = 0.5; // modifying just a copy of the struct instead of the original // object as in reference implementation. protected Color32F color = new Color32F(1, 1, 1, 1); internal Sequence sequence; public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } public float Rotation { get { return rotation; } set { rotation = value; } } public float ScaleX { get { return scaleX; } set { scaleX = value; } } public float ScaleY { get { return scaleY; } set { scaleY = value; } } public float Width { get { return width; } set { width = value; } } public float Height { get { return height; } set { height = value; } } public Color32F GetColor () { return color; } public void SetColor (Color32F color) { this.color = color; } public void SetColor (float r, float g, float b, float a) { color = new Color32F(r, g, b, a); } public string Path { get; set; } public TextureRegion Region { get { return region; } set { region = value; } } /// For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. /// public float[] Offset { get { return offset; } } public float[] UVs { get { return uvs; } } public Sequence Sequence { get { return sequence; } set { sequence = value; } } public RegionAttachment (string name) : base(name) { } /// Copy constructor. public RegionAttachment (RegionAttachment other) : base(other) { region = other.region; Path = other.Path; x = other.x; y = other.y; scaleX = other.scaleX; scaleY = other.scaleY; rotation = other.rotation; width = other.width; height = other.height; Array.Copy(other.uvs, 0, uvs, 0, 8); Array.Copy(other.offset, 0, offset, 0, 8); color = other.color; sequence = other.sequence == null ? null : new Sequence(other.sequence); } /// Calculates the and using the region and the attachment's transform. Must be called if the /// region, the region's properties, or the transform are changed. public void UpdateRegion () { float width = Width, height = Height; float localX2 = width / 2; float localY2 = height / 2; float localX = -localX2; float localY = -localY2; bool rotated = false; if (region is AtlasRegion) { AtlasRegion region = (AtlasRegion)this.region; localX += region.offsetX / region.originalWidth * width; localY += region.offsetY / region.originalHeight * height; if (region.degrees == 90) { rotated = true; localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * width; localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * height; } else { localX2 -= (region.originalWidth - region.offsetX - region.packedWidth) / region.originalWidth * width; localY2 -= (region.originalHeight - region.offsetY - region.packedHeight) / region.originalHeight * height; } } float scaleX = ScaleX, scaleY = ScaleY; localX *= scaleX; localY *= scaleY; localX2 *= scaleX; localY2 *= scaleY; float r = Rotation * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r); float x = X, y = Y; 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[BLX] = localXCos - localYSin; offset[BLY] = localYCos + localXSin; offset[ULX] = localXCos - localY2Sin; offset[ULY] = localY2Cos + localXSin; offset[URX] = localX2Cos - localY2Sin; offset[URY] = localY2Cos + localX2Sin; offset[BRX] = localX2Cos - localYSin; offset[BRY] = localYCos + localX2Sin; float[] uvs = this.uvs; if (region == null) { uvs[BLX] = 0; uvs[BLY] = 0; uvs[ULX] = 0; uvs[ULY] = 1; uvs[URX] = 1; uvs[URY] = 1; uvs[BRX] = 1; uvs[BRY] = 0; } else if (rotated) { uvs[BLX] = region.u2; uvs[BLY] = region.v; uvs[ULX] = region.u2; uvs[ULY] = region.v2; uvs[URX] = region.u; uvs[URY] = region.v2; uvs[BRX] = region.u; uvs[BRY] = region.v; } else { uvs[BLX] = region.u2; uvs[BLY] = region.v2; uvs[ULX] = region.u; uvs[ULY] = region.v2; uvs[URX] = region.u; uvs[URY] = region.v; uvs[BRX] = region.u2; uvs[BRY] = region.v; } } /// /// Transforms the attachment's four vertices to world coordinates. If the attachment has a the region may /// be changed. /// The parent bone. /// The output world vertices. Must have a length greater than or equal to offset + 8. /// The worldVertices index to begin writing values. /// The number of worldVertices entries between the value pairs written. public void ComputeWorldVertices (Slot slot, float[] worldVertices, int offset, int stride = 2) { if (sequence != null) sequence.Apply(slot.AppliedPose, this); float[] vertexOffset = this.offset; BonePose bone = slot.Bone.AppliedPose; float bwx = bone.worldX, bwy = bone.worldY; float a = bone.a, b = bone.b, c = bone.c, d = bone.d; float offsetX, offsetY; // Vertex order is different from RegionAttachment.java offsetX = vertexOffset[BRX]; // 0 offsetY = vertexOffset[BRY]; // 1 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffset[BLX]; // 2 offsetY = vertexOffset[BLY]; // 3 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffset[ULX]; // 4 offsetY = vertexOffset[ULY]; // 5 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffset[URX]; // 6 offsetY = vertexOffset[URY]; // 7 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; //offset += stride; } public override Attachment Copy () { return new RegionAttachment(this); } } }