2013-04-11 10:25:12 +02:00

135 lines
4.0 KiB
C#

using System;
namespace Spine {
/** Attachment that displays a texture region. */
public class RegionAttachment : Attachment {
public const int X1 = 0;
public const int Y1 = 1;
public const int X2 = 2;
public const int Y2 = 3;
public const int X3 = 4;
public const int Y3 = 5;
public const int X4 = 6;
public const int Y4 = 7;
public float X { get; set; }
public float Y { get; set; }
public float ScaleX { get; set; }
public float ScaleY { get; set; }
public float Rotation { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public float[] Offset { get; private set; }
public float[] Vertices { get; private set; }
public float[] UVs { get; private set; }
private AtlasRegion region;
public AtlasRegion Region {
get {
return region;
}
set {
region = value;
float[] uvs = UVs;
if (value.Rotate) {
uvs[X2] = value.U;
uvs[Y2] = value.V2;
uvs[X3] = value.U;
uvs[Y3] = value.V;
uvs[X4] = value.U2;
uvs[Y4] = value.V;
uvs[X1] = value.U2;
uvs[Y1] = value.V2;
} else {
uvs[X1] = value.U;
uvs[Y1] = value.V2;
uvs[X2] = value.U;
uvs[Y2] = value.V;
uvs[X3] = value.U2;
uvs[Y3] = value.V;
uvs[X4] = value.U2;
uvs[Y4] = value.V2;
}
}
}
public RegionAttachment (string name)
: base(name) {
Offset = new float[8];
Vertices = new float[8];
UVs = new float[8];
ScaleX = 1;
ScaleY = 1;
}
public void UpdateOffset () {
float width = Width;
float height = Height;
float localX2 = width / 2;
float localY2 = height / 2;
float localX = -localX2;
float localY = -localY2;
AtlasRegion region = Region;
if (region.Rotate) {
localX += region.OffsetX / region.OriginalWidth * height;
localY += region.OffsetY / region.OriginalHeight * width;
localX2 -= (region.OriginalWidth - region.OffsetX - region.Height) / region.OriginalWidth * width;
localY2 -= (region.OriginalHeight - region.OffsetY - region.Width) / region.OriginalHeight * height;
} else {
localX += region.OffsetX / region.OriginalWidth * width;
localY += region.OffsetY / region.OriginalHeight * height;
localX2 -= (region.OriginalWidth - region.OffsetX - region.Width) / region.OriginalWidth * width;
localY2 -= (region.OriginalHeight - region.OffsetY - region.Height) / region.OriginalHeight * height;
}
float scaleX = ScaleX;
float scaleY = ScaleY;
localX *= scaleX;
localY *= scaleY;
localX2 *= scaleX;
localY2 *= scaleY;
float radians = Rotation * (float)Math.PI / 180;
float cos = (float)Math.Cos(radians);
float sin = (float)Math.Sin(radians);
float x = X;
float 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 = Offset;
offset[X1] = localXCos - localYSin;
offset[Y1] = localYCos + localXSin;
offset[X2] = localXCos - localY2Sin;
offset[Y2] = localY2Cos + localXSin;
offset[X3] = localX2Cos - localY2Sin;
offset[Y3] = localY2Cos + localX2Sin;
offset[X4] = localX2Cos - localYSin;
offset[Y4] = localYCos + localX2Sin;
}
public void UpdateVertices (Bone bone) {
float x = bone.WorldX;
float y = bone.WorldY;
float m00 = bone.M00;
float m01 = bone.M01;
float m10 = bone.M10;
float m11 = bone.M11;
float[] vertices = Vertices;
float[] offset = Offset;
vertices[X1] = offset[X1] * m00 + offset[Y1] * m01 + x;
vertices[Y1] = offset[X1] * m10 + offset[Y1] * m11 + y;
vertices[X2] = offset[X2] * m00 + offset[Y2] * m01 + x;
vertices[Y2] = offset[X2] * m10 + offset[Y2] * m11 + y;
vertices[X3] = offset[X3] * m00 + offset[Y3] * m01 + x;
vertices[Y3] = offset[X3] * m10 + offset[Y3] * m11 + y;
vertices[X4] = offset[X4] * m00 + offset[Y4] * m01 + x;
vertices[Y4] = offset[X4] * m10 + offset[Y4] * m11 + y;
}
}
}