/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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, 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { /// Attachment that displays a texture region using a mesh. public class MeshAttachment : VertexAttachment, IHasRendererObject { internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight; private MeshAttachment parentMesh; internal float[] uvs, regionUVs; internal int[] triangles; internal float r = 1, g = 1, b = 1, a = 1; internal int hulllength; internal bool inheritDeform; public int HullLength { get { return hulllength; } set { hulllength = value; } } public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } } /// The UV pair for each vertex, normalized within the entire texture. public float[] UVs { get { return uvs; } set { uvs = value; } } public int[] Triangles { get { return triangles; } set { triangles = value; } } public float R { get { return r; } set { r = value; } } public float G { get { return g; } set { g = value; } } public float B { get { return b; } set { b = value; } } public float A { get { return a; } set { a = value; } } public string Path { get; set; } public object RendererObject { get; set; } public float RegionU { get; set; } public float RegionV { get; set; } public float RegionU2 { get; set; } public float RegionV2 { get; set; } public bool RegionRotate { get; set; } public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } } public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated. public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } } public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size. public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } } public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size. public bool InheritDeform { get { return inheritDeform; } set { inheritDeform = value; } } public MeshAttachment ParentMesh { get { return parentMesh; } set { parentMesh = value; if (value != null) { bones = value.bones; vertices = value.vertices; worldVerticesLength = value.worldVerticesLength; regionUVs = value.regionUVs; triangles = value.triangles; HullLength = value.HullLength; Edges = value.Edges; Width = value.Width; Height = value.Height; } } } // Nonessential. public int[] Edges { get; set; } public float Width { get; set; } public float Height { get; set; } public MeshAttachment (string name) : base(name) { } public void UpdateUVs () { float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV; float[] regionUVs = this.regionUVs; if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length]; float[] uvs = this.uvs; if (RegionRotate) { for (int i = 0, n = uvs.Length; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + height - regionUVs[i] * height; } } else { for (int i = 0, n = uvs.Length; i < n; i += 2) { uvs[i] = u + regionUVs[i] * width; uvs[i + 1] = v + regionUVs[i + 1] * height; } } } override public bool ApplyDeform (VertexAttachment sourceAttachment) { return this == sourceAttachment || (inheritDeform && parentMesh == sourceAttachment); } } }