FiE-Game/Assets/Spine/SpineCSharp/Attachments/RegionAttachment.cs
2023-07-25 00:52:50 +05:00

183 lines
7.8 KiB
C#

/******************************************************************************
* 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 {
/// <summary>Attachment that displays a texture region.</summary>
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;
}
}
/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
/// <param name="bone">The parent bone.</param>
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
/// <param name="offset">The worldVertices index to begin writing values.</param>
/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
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;
}
}
}