Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,173 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2026, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Text;
|
||||
|
||||
namespace Spine {
|
||||
/// <summary>
|
||||
/// Holds texture regions, UVs, and vertex offsets for rendering a region or mesh attachment. <see cref="Regions"/> must
|
||||
/// be populated and <see cref="Update(IHasSequence)"/> called before use.
|
||||
/// </summary>
|
||||
public class Sequence {
|
||||
static int nextID = 0;
|
||||
static readonly Object nextIdLock = new Object();
|
||||
|
||||
internal readonly int id;
|
||||
internal readonly TextureRegion[] regions;
|
||||
internal readonly bool pathSuffix;
|
||||
internal float[][] uvs, offsets;
|
||||
internal int start, digits, setupIndex;
|
||||
|
||||
/// <summary>The starting number for the numeric <see cref="GetPath(string, int)">path</see> suffix.</summary>
|
||||
public int Start { get { return start; } set { start = value; } }
|
||||
/// <summary>The minimum number of digits in the numeric <see cref="GetPath(string, int)">path</see> suffix, for zero
|
||||
/// padding. 0 for no zero padding.</summary>
|
||||
public int Digits { get { return digits; } set { digits = value; } }
|
||||
/// <summary>The index of the region to show for the setup pose.</summary>
|
||||
public int SetupIndex { get { return setupIndex; } set { setupIndex = value; } }
|
||||
/// <summary>The list of texture regions this sequence will display.</summary>
|
||||
public TextureRegion[] Regions { get { return regions; } }
|
||||
/// <summary>Returns true if the <see cref="GetPath(string, int)">path</see> has a numeric suffix.</summary>
|
||||
public bool HasPathSuffix { get { return pathSuffix; } }
|
||||
/// <summary>Returns a unique ID for this attachment.</summary>
|
||||
public int Id { get { return id; } }
|
||||
|
||||
/// <param name="count">The number of texture regions this sequence will display.</param>
|
||||
/// <param name="pathSuffix">If true, the <see cref="GetPath(string, int)">path</see> has a numeric suffix. If false, all
|
||||
/// regions will use the same path, so <c>count</c> should be 1.</param>
|
||||
public Sequence (int count, bool pathSuffix) {
|
||||
lock (Sequence.nextIdLock) {
|
||||
id = Sequence.nextID++;
|
||||
}
|
||||
regions = new TextureRegion[count];
|
||||
this.pathSuffix = pathSuffix;
|
||||
}
|
||||
|
||||
/// <summary>Copy constructor.</summary>
|
||||
public Sequence (Sequence other) {
|
||||
lock (Sequence.nextIdLock) {
|
||||
id = Sequence.nextID++;
|
||||
}
|
||||
int regionCount = other.regions.Length;
|
||||
regions = new TextureRegion[regionCount];
|
||||
Array.Copy(other.regions, 0, regions, 0, regionCount);
|
||||
|
||||
start = other.start;
|
||||
digits = other.digits;
|
||||
setupIndex = other.setupIndex;
|
||||
pathSuffix = other.pathSuffix;
|
||||
|
||||
if (other.uvs != null) {
|
||||
int length = other.uvs[0].Length;
|
||||
uvs = new float[regionCount][];
|
||||
for (int i = 0; i < regionCount; i++) {
|
||||
uvs[i] = new float[length];
|
||||
Array.Copy(other.uvs[i], 0, uvs[i], 0, length);
|
||||
}
|
||||
}
|
||||
if (other.offsets != null) {
|
||||
offsets = new float[regionCount][];
|
||||
for (int i = 0; i < regionCount; i++) {
|
||||
offsets[i] = new float[8];
|
||||
Array.Copy(other.offsets[i], 0, offsets[i], 0, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update (IHasSequence attachment) {
|
||||
int regionCount = regions.Length;
|
||||
RegionAttachment region = attachment as RegionAttachment;
|
||||
if (region != null) {
|
||||
uvs = new float[regionCount][];
|
||||
offsets = new float[regionCount][];
|
||||
for (int i = 0; i < regionCount; i++) {
|
||||
uvs[i] = new float[8];
|
||||
offsets[i] = new float[8];
|
||||
RegionAttachment.ComputeUVs(regions[i], region.x, region.y, region.scaleX, region.scaleY, region.rotation,
|
||||
region.width, region.height, offsets[i], uvs[i]);
|
||||
}
|
||||
} else {
|
||||
MeshAttachment mesh = attachment as MeshAttachment;
|
||||
if (mesh != null) {
|
||||
float[] regionUVs = mesh.regionUVs;
|
||||
uvs = new float[regionCount][];
|
||||
offsets = null;
|
||||
for (int i = 0; i < regionCount; i++) {
|
||||
uvs[i] = new float[regionUVs.Length];
|
||||
MeshAttachment.ComputeUVs(regions[i], regionUVs, uvs[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Returns the <see cref="Regions"/> index for the <see cref="SlotPose.SequenceIndex"/>.</summary>
|
||||
public int ResolveIndex (SlotPose pose) {
|
||||
int index = pose.SequenceIndex;
|
||||
if (index == -1) index = setupIndex;
|
||||
if (index >= regions.Length) index = regions.Length - 1;
|
||||
return index;
|
||||
}
|
||||
|
||||
/// <summary>Returns the texture region from <see cref="Regions"/> for the specified index.</summary>
|
||||
public TextureRegion GetRegion (int index) {
|
||||
return regions[index];
|
||||
}
|
||||
|
||||
/// <summary>Returns the UVs for the specified index. <see cref="Regions">Regions</see> must be populated and
|
||||
/// <see cref="Update(IHasSequence)"/> called before calling this method.</summary>
|
||||
public float[] GetUVs (int index) {
|
||||
return uvs[index];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns vertex offsets from the center of a <see cref="RegionAttachment"/>. Invalid to call for a <see cref="MeshAttachment"/>.
|
||||
/// </summary>
|
||||
public float[] GetOffsets (int index) {
|
||||
return offsets[index];
|
||||
}
|
||||
|
||||
/// <summary>Returns the specified base path with an optional numeric suffix for the specified index.</summary>
|
||||
public string GetPath (string basePath, int index) {
|
||||
if (!pathSuffix) return basePath;
|
||||
var buffer = new StringBuilder(basePath.Length + digits);
|
||||
buffer.Append(basePath);
|
||||
string frame = (start + index).ToString();
|
||||
for (int i = digits - frame.Length; i > 0; i--)
|
||||
buffer.Append('0');
|
||||
buffer.Append(frame);
|
||||
return buffer.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Controls how <see cref="Sequence.Regions"/> are displayed over time.</summary>
|
||||
public enum SequenceMode {
|
||||
Hold, Once, Loop, Pingpong, OnceReverse, LoopReverse, PingpongReverse
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user