/****************************************************************************** * 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. public class RegionAttachment : Attachment, IHasRendererObject { public const int BLX = 0; public const int BLY = 1; public const int ULX = 2; public const int ULY = 3; public const int URX = 4; public const int URY = 5; public const int BRX = 6; public const int BRY = 7; internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height; internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight; internal float[] offset = new float[8], uvs = new float[8]; internal float r = 1, g = 1, b = 1, a = 1; public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } public float Rotation { get { return rotation; } set { rotation = value; } } public float ScaleX { get { return scaleX; } set { scaleX = value; } } public float ScaleY { get { return scaleY; } set { scaleY = value; } } public float Width { get { return width; } set { width = value; } } public float Height { get { return height; } set { height = 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 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 float[] Offset { get { return offset; } } public float[] UVs { get { return uvs; } } public RegionAttachment (string name) : base(name) { } public void UpdateOffset () { float width = this.width; float height = this.height; float localX2 = width * 0.5f; float localY2 = height * 0.5f; float localX = -localX2; float localY = -localY2; if (regionOriginalWidth != 0) { // if (region != null) localX += regionOffsetX / regionOriginalWidth * width; localY += regionOffsetY / regionOriginalHeight * height; localX2 -= (regionOriginalWidth - regionOffsetX - regionWidth) / regionOriginalWidth * width; localY2 -= (regionOriginalHeight - regionOffsetY - regionHeight) / regionOriginalHeight * height; } float scaleX = this.scaleX; float scaleY = this.scaleY; localX *= scaleX; localY *= scaleY; localX2 *= scaleX; localY2 *= scaleY; float rotation = this.rotation; float cos = MathUtils.CosDeg(rotation); float sin = MathUtils.SinDeg(rotation); float x = this.x; float y = this.y; float localXCos = localX * cos + x; float localXSin = localX * sin; float localYCos = localY * cos + y; float localYSin = localY * sin; float localX2Cos = localX2 * cos + x; float localX2Sin = localX2 * sin; float localY2Cos = localY2 * cos + y; float localY2Sin = localY2 * sin; float[] offset = this.offset; offset[BLX] = localXCos - localYSin; offset[BLY] = localYCos + localXSin; offset[ULX] = localXCos - localY2Sin; offset[ULY] = localY2Cos + localXSin; offset[URX] = localX2Cos - localY2Sin; offset[URY] = localY2Cos + localX2Sin; offset[BRX] = localX2Cos - localYSin; offset[BRY] = localYCos + localX2Sin; } public void SetUVs (float u, float v, float u2, float v2, bool rotate) { float[] uvs = this.uvs; // UV values differ from RegionAttachment.java if (rotate) { uvs[URX] = u; uvs[URY] = v2; uvs[BRX] = u; uvs[BRY] = v; uvs[BLX] = u2; uvs[BLY] = v; uvs[ULX] = u2; uvs[ULY] = v2; } else { uvs[ULX] = u; uvs[ULY] = v2; uvs[URX] = u; uvs[URY] = v; uvs[BRX] = u2; uvs[BRY] = v; uvs[BLX] = u2; uvs[BLY] = v2; } } /// Transforms the attachment's four vertices to world coordinates. /// The parent bone. /// The output world vertices. Must have a length greater than or equal to offset + 8. /// The worldVertices index to begin writing values. /// The number of worldVertices entries between the value pairs written. public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) { float[] vertexOffset = this.offset; float bwx = bone.worldX, bwy = bone.worldY; float a = bone.a, b = bone.b, c = bone.c, d = bone.d; float offsetX, offsetY; // Vertex order is different from RegionAttachment.java offsetX = vertexOffset[BRX]; // 0 offsetY = vertexOffset[BRY]; // 1 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffset[BLX]; // 2 offsetY = vertexOffset[BLY]; // 3 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffset[ULX]; // 4 offsetY = vertexOffset[ULY]; // 5 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffset[URX]; // 6 offsetY = vertexOffset[URY]; // 7 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; //offset += stride; } } }