Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
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#define IS_UNITY
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#endif
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using System;
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namespace Spine {
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#if IS_UNITY
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using Color32F = UnityEngine.Color;
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#endif
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/// <summary>Attachment that displays a texture region using a mesh.</summary>
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public class MeshAttachment : VertexAttachment, IHasSequence {
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internal readonly Sequence sequence;
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internal float[] regionUVs;
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internal int[] triangles;
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internal int hullLength;
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internal string path;
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// Color is a struct, set to protected to prevent
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// Color color = slot.color; color.a = 0.5;
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// modifying just a copy of the struct instead of the original
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// object as in reference implementation.
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protected Color32F color = new Color32F(1, 1, 1, 1);
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private MeshAttachment sourceMesh;
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public int HullLength { get { return hullLength; } set { hullLength = value; } }
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/// <summary>The UV pair for each vertex, normalized within the texture region.</summary>
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public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
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/// <summary>Triplets of vertex indices which describe the mesh's triangulation.</summary>
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public int[] Triangles { get { return triangles; } set { triangles = value; } }
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public Color32F GetColor () {
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return color;
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}
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public void SetColor (Color32F color) {
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this.color = color;
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}
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public void SetColor (float r, float g, float b, float a) {
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color = new Color32F(r, g, b, a);
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}
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public string Path { get { return path; } set { path = value; } }
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public Sequence Sequence { get { return sequence; } }
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/// <summary>
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/// The source mesh if this is a linked mesh, else null. A linked mesh shares the
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/// <see cref="VertexAttachment.Bones">Bones</see>, <see cref="VertexAttachment.Vertices">Vertices</see>,
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/// <see cref="RegionUVs"/>, <see cref="Triangles"/>, <see cref="HullLength"/>, <see cref="Edges"/>,
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/// <see cref="Width"/>, <see cref="Height"/> with the
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/// source mesh, but may have a different <see cref="name"/> or <see cref="path"/>, and therefore a different texture region.
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/// </summary>
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public MeshAttachment SourceMesh {
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get { return sourceMesh; }
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set {
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sourceMesh = 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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/// <summary>
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/// Vertex index pairs describing edges for controlling triangulation, or null if nonessential data was not exported. Mesh
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/// triangles do not cross edges. Triangulation is not performed at runtime.
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/// </summary>
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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, Sequence sequence)
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: base(name) {
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if (sequence == null) throw new ArgumentException("sequence cannot be null.", "sequence");
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this.sequence = sequence;
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}
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/// <summary>Copy constructor. Use <see cref="NewLinkedMesh"/> if the other mesh is a linked mesh.</summary>
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protected MeshAttachment (MeshAttachment other)
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: base(other) {
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if (sourceMesh != null) throw new ArgumentException("Use newLinkedMesh to copy a linked mesh.");
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path = other.path;
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color = other.color;
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regionUVs = new float[other.regionUVs.Length];
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Array.Copy(other.regionUVs, 0, regionUVs, 0, regionUVs.Length);
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triangles = new int[other.triangles.Length];
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Array.Copy(other.triangles, 0, triangles, 0, triangles.Length);
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hullLength = other.hullLength;
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sequence = new Sequence(other.sequence);
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// Nonessential.
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if (other.Edges != null) {
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Edges = new int[other.Edges.Length];
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Array.Copy(other.Edges, 0, Edges, 0, Edges.Length);
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}
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Width = other.Width;
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Height = other.Height;
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}
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public void UpdateSequence () {
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sequence.Update(this);
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}
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/// <summary>
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/// Returns a new mesh with the <see cref="SourceMesh"/> set to this mesh's source mesh, if any, else to this mesh.
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/// </summary>
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public MeshAttachment NewLinkedMesh () {
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var mesh = new MeshAttachment(Name, new Sequence(sequence));
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mesh.timelineAttachment = timelineAttachment;
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mesh.path = path;
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mesh.color = color;
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mesh.SourceMesh = sourceMesh != null ? sourceMesh : this;
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mesh.UpdateSequence();
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return mesh;
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}
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public override Attachment Copy () {
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return sourceMesh != null ? NewLinkedMesh() : new MeshAttachment(this);
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}
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/// <summary>
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/// Computes <see cref="Sequence.GetUVs(int)">UVs</see> for a mesh attachment.
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/// </summary>
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/// <param name="uvs">Output array for the computed UVs, same length as regionUVs.</param>
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internal static void ComputeUVs (TextureRegion region, float[] regionUVs, float[] uvs) {
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int n = uvs.Length;
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float u, v, width, height;
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AtlasRegion r = region as AtlasRegion;
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if (r != null) {
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u = r.u;
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v = r.v;
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float textureWidth = region.width / (region.u2 - region.u);
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float textureHeight = region.height / (region.v2 - region.v);
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switch (r.degrees) {
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case 90: {
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u -= (r.originalHeight - r.offsetY - r.packedWidth) / textureWidth;
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v -= (r.originalWidth - r.offsetX - r.packedHeight) / textureHeight;
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width = r.originalHeight / textureWidth;
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height = r.originalWidth / textureHeight;
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for (int i = 0; i < n; i += 2) {
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uvs[i] = u + regionUVs[i + 1] * width;
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uvs[i + 1] = v + (1 - regionUVs[i]) * height;
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}
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return;
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}
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case 180: {
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u -= (r.originalWidth - r.offsetX - r.packedWidth) / textureWidth;
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v -= r.offsetY / textureHeight;
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width = r.originalWidth / textureWidth;
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height = r.originalHeight / textureHeight;
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for (int i = 0; i < n; i += 2) {
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uvs[i] = u + (1 - regionUVs[i]) * width;
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uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
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}
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return;
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}
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case 270: {
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u -= r.offsetY / textureWidth;
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v -= r.offsetX / textureHeight;
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width = r.originalHeight / textureWidth;
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height = r.originalWidth / textureHeight;
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for (int i = 0; i < n; i += 2) {
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uvs[i] = u + (1 - regionUVs[i + 1]) * width;
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uvs[i + 1] = v + regionUVs[i] * height;
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}
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return;
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}
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default: {
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u -= r.offsetX / textureWidth;
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v -= (r.originalHeight - r.offsetY - r.packedHeight) / textureHeight;
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width = r.originalWidth / textureWidth;
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height = r.originalHeight / textureHeight;
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break;
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}
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}
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} else if (region == null) {
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u = v = 0;
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width = height = 1;
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} else {
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u = region.u;
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v = region.v;
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width = region.u2 - u;
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height = region.v2 - v;
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}
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for (int i = 0; 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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}
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