spine-runtimes/spine-tk2d/Assets/Spine/SpriteCollectionAttachmentLoader.cs
NathanSweet b0c96fd66b Typo
2014-01-11 21:20:46 +01:00

110 lines
4.4 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
* otherwise create derivative works, improvements of the Software or develop
* new applications using the Software or (b) remove, delete, alter or obscure
* any trademarks or any copyright, trademark, patent or other intellectual
* property or proprietary rights notices on or in the Software, including
* any copy thereof. Redistributions in binary or source form must include
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
* "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 SOFTARE 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.
*****************************************************************************/
using System;
using UnityEngine;
using Spine;
// TODO: handle TPackerCW flip mode (probably not swap uv horizontaly)
public class SpriteCollectionAttachmentLoader : AttachmentLoader {
private tk2dSpriteCollectionData sprites;
public SpriteCollectionAttachmentLoader (tk2dSpriteCollectionData sprites) {
if (sprites == null)
throw new ArgumentNullException("sprites cannot be null.");
this.sprites = sprites;
}
public Attachment NewAttachment (Skin skin, AttachmentType type, String name) {
switch (type) {
case AttachmentType.region:
break;
case AttachmentType.boundingbox:
return new BoundingBoxAttachment(name);
default:
throw new Exception("Unknown attachment type: " + type);
}
// Strip folder names.
int index = name.LastIndexOfAny(new char[] {'/', '\\'});
if (index != -1)
name = name.Substring(index + 1);
tk2dSpriteDefinition def = sprites.inst.GetSpriteDefinition(name);
if (def == null)
throw new Exception("Sprite not found in atlas: " + name + " (" + type + ")");
if (def.complexGeometry)
throw new NotImplementedException("Complex geometry is not supported: " + name + " (" + type + ")");
if (def.flipped == tk2dSpriteDefinition.FlipMode.TPackerCW)
throw new NotImplementedException("Only 2D Toolkit atlases are supported: " + name + " (" + type + ")");
RegionAttachment attachment = new RegionAttachment(name);
Vector2 minTexCoords = Vector2.one;
Vector2 maxTexCoords = Vector2.zero;
for (int i = 0; i < def.uvs.Length; ++i) {
Vector2 uv = def.uvs[i];
minTexCoords = Vector2.Min(minTexCoords, uv);
maxTexCoords = Vector2.Max(maxTexCoords, uv);
}
bool rotated = def.flipped == tk2dSpriteDefinition.FlipMode.Tk2d;
if (rotated) {
float temp = minTexCoords.x;
minTexCoords.x = maxTexCoords.x;
maxTexCoords.x = temp;
}
attachment.SetUVs(
minTexCoords.x,
maxTexCoords.y,
maxTexCoords.x,
minTexCoords.y,
rotated
);
attachment.RegionOriginalWidth = (int)(def.untrimmedBoundsData[1].x / def.texelSize.x);
attachment.RegionOriginalHeight = (int)(def.untrimmedBoundsData[1].y / def.texelSize.y);
attachment.RegionWidth = (int)(def.boundsData[1].x / def.texelSize.x);
attachment.RegionHeight = (int)(def.boundsData[1].y / def.texelSize.y);
float x0 = def.untrimmedBoundsData[0].x - def.untrimmedBoundsData[1].x / 2;
float x1 = def.boundsData[0].x - def.boundsData[1].x / 2;
attachment.RegionOffsetX = (int)((x1 - x0) / def.texelSize.x);
float y0 = def.untrimmedBoundsData[0].y - def.untrimmedBoundsData[1].y / 2;
float y1 = def.boundsData[0].y - def.boundsData[1].y / 2;
attachment.RegionOffsetY = (int)((y1 - y0) / def.texelSize.y);
attachment.RendererObject = def.material;
return attachment;
}
}