mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
121 lines
5.4 KiB
C#
121 lines
5.4 KiB
C#
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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/// <summary>Attachment that displays a texture region using a mesh.</summary>
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public class MeshAttachment : VertexAttachment, IHasRendererObject {
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
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private MeshAttachment parentMesh;
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internal float[] uvs, regionUVs;
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internal int[] triangles;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal int hulllength;
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internal bool inheritDeform;
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public int HullLength { get { return hulllength; } set { hulllength = value; } }
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public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
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/// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary>
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public float[] UVs { get { return uvs; } set { uvs = value; } }
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public int[] Triangles { get { return triangles; } set { triangles = value; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public string Path { get; set; }
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public object RendererObject { get; set; }
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public float RegionU { get; set; }
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public float RegionV { get; set; }
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public float RegionU2 { get; set; }
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public float RegionV2 { get; set; }
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public bool RegionRotate { get; set; }
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public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
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public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
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public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
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public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
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public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
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public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
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public bool InheritDeform { get { return inheritDeform; } set { inheritDeform = value; } }
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public MeshAttachment ParentMesh {
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get { return parentMesh; }
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set {
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parentMesh = value;
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if (value != null) {
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bones = value.bones;
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vertices = value.vertices;
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worldVerticesLength = value.worldVerticesLength;
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regionUVs = value.regionUVs;
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triangles = value.triangles;
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HullLength = value.HullLength;
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Edges = value.Edges;
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Width = value.Width;
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Height = value.Height;
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}
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}
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}
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// Nonessential.
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public int[] Edges { get; set; }
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public float Width { get; set; }
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public float Height { get; set; }
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public MeshAttachment (string name)
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: base(name) {
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}
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public void UpdateUVs () {
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float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
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float[] regionUVs = this.regionUVs;
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if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
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float[] uvs = this.uvs;
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if (RegionRotate) {
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i + 1] * width;
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uvs[i + 1] = v + height - regionUVs[i] * height;
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}
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} else {
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i] * width;
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uvs[i + 1] = v + regionUVs[i + 1] * height;
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}
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}
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}
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override public bool ApplyDeform (VertexAttachment sourceAttachment) {
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return this == sourceAttachment || (inheritDeform && parentMesh == sourceAttachment);
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}
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}
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}
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