/****************************************************************************** * 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 { /// >An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices. public class VertexAttachment : Attachment { static int nextID = 0; static readonly Object nextIdLock = new Object(); internal readonly int id; internal int[] bones; internal float[] vertices; internal int worldVerticesLength; /// Gets a unique ID for this attachment. public int Id { get { return id; } } public int[] Bones { get { return bones; } set { bones = value; } } public float[] Vertices { get { return vertices; } set { vertices = value; } } public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } } public VertexAttachment (string name) : base(name) { lock (VertexAttachment.nextIdLock) { id = (VertexAttachment.nextID++ & 65535) << 11; } } public void ComputeWorldVertices (Slot slot, float[] worldVertices) { ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0); } /// Transforms local vertices to world coordinates. /// The index of the first value to transform. Each vertex has 2 values, x and y. /// The number of world vertex values to output. Must be less than or equal to - start. /// The output world vertices. Must have a length greater than or equal to + . /// The index to begin writing values. /// The number of entries between the value pairs written. public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) { count = offset + (count >> 1) * stride; Skeleton skeleton = slot.bone.skeleton; var deformArray = slot.attachmentVertices; float[] vertices = this.vertices; int[] bones = this.bones; if (bones == null) { if (deformArray.Count > 0) vertices = deformArray.Items; Bone bone = slot.bone; float x = bone.worldX, y = bone.worldY; float a = bone.a, b = bone.b, c = bone.c, d = bone.d; for (int vv = start, w = offset; w < count; vv += 2, w += stride) { float vx = vertices[vv], vy = vertices[vv + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } int v = 0, skip = 0; for (int i = 0; i < start; i += 2) { int n = bones[v]; v += n + 1; skip += n; } var skeletonBones = skeleton.bones.Items; if (deformArray.Count == 0) { for (int w = offset, b = skip * 3; w < count; w += stride) { float wx = 0, wy = 0; int n = bones[v++]; n += v; for (; v < n; v++, b += 3) { Bone bone = skeletonBones[bones[v]]; float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } else { float[] deform = deformArray.Items; for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { float wx = 0, wy = 0; int n = bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { Bone bone = skeletonBones[bones[v]]; float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } } /// Returns true if a deform originally applied to the specified attachment should be applied to this attachment. virtual public bool ApplyDeform (VertexAttachment sourceAttachment) { return this == sourceAttachment; } } }