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

100 lines
3.6 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, 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;
}
}
}
}