mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
135 lines
4.0 KiB
C#
135 lines
4.0 KiB
C#
using System;
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namespace Spine {
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/** Attachment that displays a texture region. */
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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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public float X { get; set; }
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public float Y { get; set; }
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public float ScaleX { get; set; }
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public float ScaleY { get; set; }
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public float Rotation { get; set; }
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public float Width { get; set; }
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public float Height { get; set; }
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public float[] Offset { get; private set; }
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public float[] Vertices { get; private set; }
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public float[] UVs { get; private set; }
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private AtlasRegion region;
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public AtlasRegion Region {
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get {
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return region;
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}
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set {
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region = value;
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float[] uvs = UVs;
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if (value.Rotate) {
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uvs[X2] = value.U;
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uvs[Y2] = value.V2;
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uvs[X3] = value.U;
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uvs[Y3] = value.V;
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uvs[X4] = value.U2;
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uvs[Y4] = value.V;
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uvs[X1] = value.U2;
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uvs[Y1] = value.V2;
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} else {
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uvs[X1] = value.U;
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uvs[Y1] = value.V2;
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uvs[X2] = value.U;
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uvs[Y2] = value.V;
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uvs[X3] = value.U2;
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uvs[Y3] = value.V;
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uvs[X4] = value.U2;
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uvs[Y4] = value.V2;
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}
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}
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}
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public RegionAttachment (string name)
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: base(name) {
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Offset = new float[8];
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Vertices = new float[8];
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UVs = new float[8];
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ScaleX = 1;
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ScaleY = 1;
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}
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public void UpdateOffset () {
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float width = Width;
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float height = Height;
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float localX2 = width / 2;
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float localY2 = height / 2;
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float localX = -localX2;
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float localY = -localY2;
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AtlasRegion region = Region;
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if (region.Rotate) {
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localX += region.OffsetX / region.OriginalWidth * height;
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localY += region.OffsetY / region.OriginalHeight * width;
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localX2 -= (region.OriginalWidth - region.OffsetX - region.Height) / region.OriginalWidth * width;
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localY2 -= (region.OriginalHeight - region.OffsetY - region.Width) / region.OriginalHeight * height;
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} else {
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localX += region.OffsetX / region.OriginalWidth * width;
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localY += region.OffsetY / region.OriginalHeight * height;
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localX2 -= (region.OriginalWidth - region.OffsetX - region.Width) / region.OriginalWidth * width;
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localY2 -= (region.OriginalHeight - region.OffsetY - region.Height) / region.OriginalHeight * height;
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}
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float scaleX = ScaleX;
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float scaleY = ScaleY;
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localX *= scaleX;
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localY *= scaleY;
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localX2 *= scaleX;
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localY2 *= scaleY;
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float radians = Rotation * (float)Math.PI / 180;
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float cos = (float)Math.Cos(radians);
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float sin = (float)Math.Sin(radians);
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float x = X;
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float y = 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 = 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 UpdateVertices (Bone bone) {
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float x = bone.WorldX;
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float y = bone.WorldY;
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float m00 = bone.M00;
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float m01 = bone.M01;
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float m10 = bone.M10;
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float m11 = bone.M11;
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float[] vertices = Vertices;
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float[] offset = Offset;
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vertices[X1] = offset[X1] * m00 + offset[Y1] * m01 + x;
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vertices[Y1] = offset[X1] * m10 + offset[Y1] * m11 + y;
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vertices[X2] = offset[X2] * m00 + offset[Y2] * m01 + x;
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vertices[Y2] = offset[X2] * m10 + offset[Y2] * m11 + y;
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vertices[X3] = offset[X3] * m00 + offset[Y3] * m01 + x;
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vertices[Y3] = offset[X3] * m10 + offset[Y3] * m11 + y;
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vertices[X4] = offset[X4] * m00 + offset[Y4] * m01 + x;
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vertices[Y4] = offset[X4] * m10 + offset[Y4] * m11 + y;
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}
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}
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}
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