mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
160 lines
5.7 KiB
C#
160 lines
5.7 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Text;
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namespace Spine {
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/// <summary>
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/// Holds texture regions, UVs, and vertex offsets for rendering a region or mesh attachment. <see cref="Regions"/> must
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/// be populated and <see cref="Update(IHasSequence)"/> called before use.
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/// </summary>
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public class Sequence {
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static int nextID = 0;
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static readonly Object nextIdLock = new Object();
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internal readonly int id;
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internal readonly TextureRegion[] regions;
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internal readonly bool pathSuffix;
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internal float[][] uvs, offsets;
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internal int start, digits, setupIndex;
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public int Start { get { return start; } set { start = value; } }
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public int Digits { get { return digits; } set { digits = value; } }
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/// <summary>The index of the region to show for the setup pose.</summary>
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public int SetupIndex { get { return setupIndex; } set { setupIndex = value; } }
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public TextureRegion[] Regions { get { return regions; } }
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public bool PathSuffix { get { return pathSuffix; } }
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/// <summary>Returns a unique ID for this attachment.</summary>
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public int Id { get { return id; } }
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public Sequence (int count, bool pathSuffix) {
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lock (Sequence.nextIdLock) {
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id = Sequence.nextID++;
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}
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regions = new TextureRegion[count];
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this.pathSuffix = pathSuffix;
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}
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/// <summary>Copy constructor.</summary>
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public Sequence (Sequence other) {
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lock (Sequence.nextIdLock) {
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id = Sequence.nextID++;
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}
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int regionCount = other.regions.Length;
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regions = new TextureRegion[regionCount];
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Array.Copy(other.regions, 0, regions, 0, regionCount);
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start = other.start;
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digits = other.digits;
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setupIndex = other.setupIndex;
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pathSuffix = other.pathSuffix;
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if (other.uvs != null) {
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int length = other.uvs[0].Length;
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uvs = new float[regionCount][];
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for (int i = 0; i < regionCount; i++) {
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uvs[i] = new float[length];
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Array.Copy(other.uvs[i], 0, uvs[i], 0, length);
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}
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}
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if (other.offsets != null) {
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offsets = new float[regionCount][];
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for (int i = 0; i < regionCount; i++) {
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offsets[i] = new float[8];
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Array.Copy(other.offsets[i], 0, offsets[i], 0, 8);
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}
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}
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}
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public void Update (IHasSequence attachment) {
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int regionCount = regions.Length;
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RegionAttachment region = attachment as RegionAttachment;
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if (region != null) {
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uvs = new float[regionCount][];
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offsets = new float[regionCount][];
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for (int i = 0; i < regionCount; i++) {
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uvs[i] = new float[8];
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offsets[i] = new float[8];
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RegionAttachment.ComputeUVs(regions[i], region.x, region.y, region.scaleX, region.scaleY, region.rotation,
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region.width, region.height, offsets[i], uvs[i]);
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}
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} else {
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MeshAttachment mesh = attachment as MeshAttachment;
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if (mesh != null) {
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float[] regionUVs = mesh.regionUVs;
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uvs = new float[regionCount][];
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offsets = null;
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for (int i = 0; i < regionCount; i++) {
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uvs[i] = new float[regionUVs.Length];
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MeshAttachment.ComputeUVs(regions[i], regionUVs, uvs[i]);
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}
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}
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}
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}
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public int ResolveIndex (SlotPose pose) {
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int index = pose.SequenceIndex;
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if (index == -1) index = setupIndex;
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if (index >= regions.Length) index = regions.Length - 1;
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return index;
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}
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public TextureRegion GetRegion (int index) {
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return regions[index];
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}
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public float[] GetUVs (int index) {
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return uvs[index];
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}
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/// <summary>
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/// Returns vertex offsets from the center of a <see cref="RegionAttachment"/>. Invalid to call for a <see cref="MeshAttachment"/>.
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/// </summary>
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public float[] GetOffsets (int index) {
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return offsets[index];
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}
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public string GetPath (string basePath, int index) {
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if (!pathSuffix) return basePath;
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var buffer = new StringBuilder(basePath.Length + digits);
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buffer.Append(basePath);
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string frame = (start + index).ToString();
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for (int i = digits - frame.Length; i > 0; i--)
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buffer.Append('0');
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buffer.Append(frame);
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return buffer.ToString();
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}
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}
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public enum SequenceMode {
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Hold, Once, Loop, Pingpong, OnceReverse, LoopReverse, PingpongReverse
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}
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}
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