mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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100 lines
3.6 KiB
C#
100 lines
3.6 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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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