mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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98 lines
3.4 KiB
C#
98 lines
3.4 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Spine {
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public interface IVertexEffect {
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void Begin(Skeleton skeleton);
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void Transform(ref VertexPositionColorTextureColor vertex);
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void End();
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}
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public class JitterEffect : IVertexEffect {
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public float JitterX { get; set; }
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public float JitterY { get; set; }
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public JitterEffect(float jitterX, float jitterY) {
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JitterX = jitterX;
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JitterY = jitterY;
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}
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public void Begin(Skeleton skeleton) {
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}
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public void End() {
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}
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public void Transform(ref VertexPositionColorTextureColor vertex) {
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vertex.Position.X += MathUtils.RandomTriangle(-JitterX, JitterY);
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vertex.Position.Y += MathUtils.RandomTriangle(-JitterX, JitterY);
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}
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}
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public class SwirlEffect : IVertexEffect {
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private float worldX, worldY, angle;
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public float Radius { get; set; }
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public float Angle { get { return angle; } set { angle = value * MathUtils.DegRad; } }
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public float CenterX { get; set; }
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public float CenterY { get; set; }
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public IInterpolation Interpolation { get; set; }
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public SwirlEffect(float radius) {
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Radius = radius;
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Interpolation = IInterpolation.Pow2;
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}
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public void Begin(Skeleton skeleton) {
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worldX = skeleton.X + CenterX;
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worldY = skeleton.Y + CenterY;
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}
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public void End() {
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}
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public void Transform(ref VertexPositionColorTextureColor vertex) {
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float x = vertex.Position.X - worldX;
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float y = vertex.Position.Y - worldY;
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float dist = (float)Math.Sqrt(x * x + y * y);
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if (dist < Radius) {
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float theta = Interpolation.Apply(0, angle, (Radius - dist) / Radius);
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float cos = MathUtils.Cos(theta), sin = MathUtils.Sin(theta);
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vertex.Position.X = cos * x - sin * y + worldX;
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vertex.Position.Y = sin * x + cos * y + worldY;
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}
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}
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}
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}
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