spine-runtimes/spine-xna/src/VertexEffect.cs

98 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Spine {
public interface IVertexEffect {
void Begin(Skeleton skeleton);
void Transform(ref VertexPositionColorTextureColor vertex);
void End();
}
public class JitterEffect : IVertexEffect {
public float JitterX { get; set; }
public float JitterY { get; set; }
public JitterEffect(float jitterX, float jitterY) {
JitterX = jitterX;
JitterY = jitterY;
}
public void Begin(Skeleton skeleton) {
}
public void End() {
}
public void Transform(ref VertexPositionColorTextureColor vertex) {
vertex.Position.X += MathUtils.RandomTriangle(-JitterX, JitterY);
vertex.Position.Y += MathUtils.RandomTriangle(-JitterX, JitterY);
}
}
public class SwirlEffect : IVertexEffect {
private float worldX, worldY, angle;
public float Radius { get; set; }
public float Angle { get { return angle; } set { angle = value * MathUtils.DegRad; } }
public float CenterX { get; set; }
public float CenterY { get; set; }
public IInterpolation Interpolation { get; set; }
public SwirlEffect(float radius) {
Radius = radius;
Interpolation = IInterpolation.Pow2;
}
public void Begin(Skeleton skeleton) {
worldX = skeleton.X + CenterX;
worldY = skeleton.Y + CenterY;
}
public void End() {
}
public void Transform(ref VertexPositionColorTextureColor vertex) {
float x = vertex.Position.X - worldX;
float y = vertex.Position.Y - worldY;
float dist = (float)Math.Sqrt(x * x + y * y);
if (dist < Radius) {
float theta = Interpolation.Apply(0, angle, (Radius - dist) / Radius);
float cos = MathUtils.Cos(theta), sin = MathUtils.Sin(theta);
vertex.Position.X = cos * x - sin * y + worldX;
vertex.Position.Y = sin * x + cos * y + worldY;
}
}
}
}