214 lines
8.5 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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.
*****************************************************************************/
import { TextureRegion } from "../Texture";
import { TextureAtlasRegion } from "../TextureAtlas";
import { Color, NumberArrayLike, Utils } from "../Utils";
import { VertexAttachment, Attachment } from "./Attachment";
import { HasTextureRegion } from "./HasTextureRegion";
import { Sequence } from "./Sequence";
import { Slot } from "../Slot";
/** An attachment that displays a textured mesh. A mesh has hull vertices and internal vertices within the hull. Holes are not
* supported. Each vertex has UVs (texture coordinates) and triangles are used to map an image on to the mesh.
*
* See [Mesh attachments](http://esotericsoftware.com/spine-meshes) in the Spine User Guide. */
export class MeshAttachment extends VertexAttachment implements HasTextureRegion {
region: TextureRegion;
/** The name of the texture region for this attachment. */
path: string;
/** The UV pair for each vertex, normalized within the texture region. */
regionUVs: NumberArrayLike;
/** The UV pair for each vertex, normalized within the entire texture.
*
* See {@link #updateUVs}. */
uvs: NumberArrayLike;
/** Triplets of vertex indices which describe the mesh's triangulation. */
triangles: Array<number>;
/** The color to tint the mesh. */
color = new Color(1, 1, 1, 1);
/** The width of the mesh's image. Available only when nonessential data was exported. */
width: number;
/** The height of the mesh's image. Available only when nonessential data was exported. */
height: number;
/** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */
hullLength: number;
/** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if
* nonessential data was exported. Triangulation is not performed at runtime. */
edges: Array<number>;
private parentMesh: MeshAttachment;
sequence: Sequence;
tempColor = new Color(0, 0, 0, 0);
constructor (name: string) {
super(name);
}
/** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or
* the {@link #regionUVs} are changed. */
updateRegion () {
let regionUVs = this.regionUVs;
if (!this.uvs || this.uvs.length != regionUVs.length) this.uvs = Utils.newFloatArray(regionUVs.length);
let uvs = this.uvs;
let n = this.uvs.length;
let u = this.region.u, v = this.region.v, width = 0, height = 0;
if (this.region instanceof TextureAtlasRegion) {
let region = this.region, image = region.page.texture.getImage();
let textureWidth = image.width, textureHeight = image.height;
switch (region.degrees) {
case 90:
u -= (region.originalHeight - region.offsetY - region.height) / textureWidth;
v -= (region.originalWidth - region.offsetX - region.width) / textureHeight;
width = region.originalHeight / textureWidth;
height = region.originalWidth / textureHeight;
for (let i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + (1 - regionUVs[i]) * height;
}
return;
case 180:
u -= (region.originalWidth - region.offsetX - region.width) / textureWidth;
v -= region.offsetY / textureHeight;
width = region.originalWidth / textureWidth;
height = region.originalHeight / textureHeight;
for (let i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i]) * width;
uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
}
return;
case 270:
u -= region.offsetY / textureWidth;
v -= region.offsetX / textureHeight;
width = region.originalHeight / textureWidth;
height = region.originalWidth / textureHeight;
for (let i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width;
uvs[i + 1] = v + regionUVs[i] * height;
}
return;
}
u -= region.offsetX / textureWidth;
v -= (region.originalHeight - region.offsetY - region.height) / textureHeight;
width = region.originalWidth / textureWidth;
height = region.originalHeight / textureHeight;
} else if (!this.region) {
u = v = 0;
width = height = 1;
} else {
width = this.region.u2 - u;
height = this.region.v2 - v;
}
for (let i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
}
/** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices},
* {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the
* parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */
getParentMesh () {
return this.parentMesh;
}
/** @param parentMesh May be null. */
setParentMesh (parentMesh: MeshAttachment) {
this.parentMesh = parentMesh;
if (parentMesh) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.worldVerticesLength = parentMesh.worldVerticesLength;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
this.worldVerticesLength = parentMesh.worldVerticesLength
}
}
copy (): Attachment {
if (this.parentMesh) return this.newLinkedMesh();
let copy = new MeshAttachment(this.name);
copy.region = this.region;
copy.path = this.path;
copy.color.setFromColor(this.color);
this.copyTo(copy);
copy.regionUVs = new Array<number>(this.regionUVs.length);
Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
copy.uvs = new Array<number>(this.uvs.length);
Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
copy.triangles = new Array<number>(this.triangles.length);
Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
copy.hullLength = this.hullLength;
copy.sequence = this.sequence != null ? this.sequence.copy() : null;
// Nonessential.
if (this.edges) {
copy.edges = new Array<number>(this.edges.length);
Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
}
copy.width = this.width;
copy.height = this.height;
return copy;
}
computeWorldVertices (slot: Slot, start: number, count: number, worldVertices: NumberArrayLike, offset: number, stride: number) {
if (this.sequence != null) this.sequence.apply(slot, this);
super.computeWorldVertices(slot, start, count, worldVertices, offset, stride);
}
/** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/
newLinkedMesh (): MeshAttachment {
let copy = new MeshAttachment(this.name);
copy.region = this.region;
copy.path = this.path;
copy.color.setFromColor(this.color);
copy.timelineAttahment = this.timelineAttahment;
copy.setParentMesh(this.parentMesh ? this.parentMesh : this);
if (copy.region != null) copy.updateRegion();
return copy;
}
}