|
|
- /******************************************************************************
- * 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>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.</summary>
- 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;
-
- /// <summary>Gets a unique ID for this attachment.</summary>
- 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);
- }
-
- /// <summary>Transforms local vertices to world coordinates.</summary>
- /// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param>
- /// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param>
- /// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param>
- /// <param name="offset">The <paramref name="worldVertices"/> index to begin writing values.</param>
- /// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param>
- 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;
- }
- }
- }
-
- /// <summary>Returns true if a deform originally applied to the specified attachment should be applied to this attachment.</summary>
- virtual public bool ApplyDeform (VertexAttachment sourceAttachment) {
- return this == sourceAttachment;
- }
- }
- }
|