2013-04-24 18:41:57 +02:00

147 lines
5.2 KiB
C#

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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;
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 Object Texture { get; set; }
public float RegionOffsetX { get; set; }
public float RegionOffsetY { get; set; } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get; set; }
public float RegionHeight { get; set; } // Unrotated, stripped size.
public float RegionOriginalWidth { get; set; }
public float RegionOriginalHeight { get; set; } // Unrotated, unstripped size.
public float[] Offset { get; private set; }
public float[] Vertices { get; private set; }
public float[] UVs { get; private set; }
public RegionAttachment (string name)
: base(name) {
Offset = new float[8];
Vertices = new float[8];
UVs = new float[8];
ScaleX = 1;
ScaleY = 1;
}
public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
float[] uvs = UVs;
if (rotate) {
uvs[X2] = u;
uvs[Y2] = v2;
uvs[X3] = u;
uvs[Y3] = v;
uvs[X4] = u2;
uvs[Y4] = v;
uvs[X1] = u2;
uvs[Y1] = v2;
} else {
uvs[X1] = u;
uvs[Y1] = v2;
uvs[X2] = u;
uvs[Y2] = v;
uvs[X3] = u2;
uvs[Y3] = v;
uvs[X4] = u2;
uvs[Y4] = v2;
}
}
public void UpdateOffset () {
float width = Width;
float height = Height;
float scaleX = ScaleX;
float scaleY = ScaleY;
float regionScaleX = width / RegionOriginalWidth * scaleX;
float regionScaleY = height / RegionOriginalHeight * scaleY;
float localX = -width / 2 * scaleX + RegionOffsetX * regionScaleX;
float localY = -height / 2 * scaleY + RegionOffsetY * regionScaleY;
float localX2 = localX + RegionWidth * regionScaleX;
float localY2 = localY + RegionHeight * regionScaleY;
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;
}
}
}