mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 19:11:36 +08:00
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
154 lines
6.6 KiB
C#
154 lines
6.6 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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 Spine {
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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 rotation = this.rotation;
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float cos = MathUtils.CosDeg(rotation);
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float sin = MathUtils.SinDeg(rotation);
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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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Skeleton skeleton = bone.skeleton;
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float x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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float[] offset = this.offset;
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worldVertices[X1] = offset[X1] * a + offset[Y1] * b + x;
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worldVertices[Y1] = offset[X1] * c + offset[Y1] * d + y;
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worldVertices[X2] = offset[X2] * a + offset[Y2] * b + x;
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worldVertices[Y2] = offset[X2] * c + offset[Y2] * d + y;
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worldVertices[X3] = offset[X3] * a + offset[Y3] * b + x;
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worldVertices[Y3] = offset[X3] * c + offset[Y3] * d + y;
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worldVertices[X4] = offset[X4] * a + offset[Y4] * b + x;
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worldVertices[Y4] = offset[X4] * c + offset[Y4] * d + y;
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}
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}
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}
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