mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
147 lines
5.2 KiB
C#
147 lines
5.2 KiB
C#
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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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 Object Texture { get; set; }
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public float RegionOffsetX { get; set; }
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public float RegionOffsetY { get; set; } // Pixels stripped from the bottom left, unrotated.
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public float RegionWidth { get; set; }
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public float RegionHeight { get; set; } // Unrotated, stripped size.
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public float RegionOriginalWidth { get; set; }
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public float RegionOriginalHeight { get; set; } // Unrotated, unstripped size.
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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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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 SetUVs (float u, float v, float u2, float v2, bool rotate) {
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float[] uvs = UVs;
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if (rotate) {
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uvs[X2] = u;
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uvs[Y2] = v2;
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uvs[X3] = u;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v;
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uvs[X1] = u2;
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uvs[Y1] = v2;
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} else {
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uvs[X1] = u;
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uvs[Y1] = v2;
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uvs[X2] = u;
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uvs[Y2] = v;
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uvs[X3] = u2;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v2;
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}
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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 scaleX = ScaleX;
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float scaleY = ScaleY;
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float regionScaleX = width / RegionOriginalWidth * scaleX;
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float regionScaleY = height / RegionOriginalHeight * scaleY;
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float localX = -width / 2 * scaleX + RegionOffsetX * regionScaleX;
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float localY = -height / 2 * scaleY + RegionOffsetY * regionScaleY;
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float localX2 = localX + RegionWidth * regionScaleX;
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float localY2 = localY + RegionHeight * regionScaleY;
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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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