Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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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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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.AttachmentTools {
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public static class AttachmentRegionExtensions {
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#region Runtime RegionAttachments
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/// <summary>
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/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary>
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public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) {
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return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation);
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}
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/// <summary>
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/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary>
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public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page, float rotation = 0f) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (page == null) throw new System.ArgumentNullException("page");
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AtlasRegion region = sprite.ToAtlasRegion(page);
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float unitsPerPixel = 1f / sprite.pixelsPerUnit;
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return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
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}
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/// <summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data.
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/// Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton".</summary>
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/// <remarks>The duplicate texture is cached for later re-use. See documentation of
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/// <see cref="SetRegion(Attachment, Sprite, Material, bool, bool, bool, bool, TextureFormat, bool)"/> for additional details.</remarks>
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public static RegionAttachment ToRegionAttachmentWithNewPMATexture (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (shader == null) throw new System.ArgumentNullException("shader");
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AtlasRegion region = sprite.ToAtlasRegionWithNewPMATexture(shader, textureFormat, mipmaps, materialPropertySource);
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float unitsPerPixel = 1f / sprite.pixelsPerUnit;
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return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
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}
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public static RegionAttachment ToRegionAttachmentWithNewPMATexture (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, float rotation = 0f) {
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return sprite.ToRegionAttachmentWithNewPMATexture(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource, rotation);
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}
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/// <summary>
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/// Creates a new RegionAttachment from a given AtlasRegion.</summary>
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public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f, float rotation = 0f) {
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if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName");
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if (region == null) throw new System.ArgumentNullException("region");
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// (AtlasAttachmentLoader.cs)
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Sequence sequence = new Sequence(1, false);
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sequence.Regions[0] = region;
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RegionAttachment attachment = new RegionAttachment(attachmentName, sequence);
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attachment.Path = region.name;
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attachment.ScaleX = 1;
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attachment.ScaleY = 1;
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attachment.Rotation = rotation;
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attachment.SetColor(Color.white);
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// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation.
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attachment.Width = region.originalWidth * scale;
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attachment.Height = region.originalHeight * scale;
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attachment.SetColor(Color.white);
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attachment.UpdateSequence();
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return attachment;
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}
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/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
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regionAttachment.ScaleX = scale.x;
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regionAttachment.ScaleY = scale.y;
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}
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/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
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regionAttachment.ScaleX = x;
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regionAttachment.ScaleY = y;
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}
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/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
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regionAttachment.X = offset.x;
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regionAttachment.Y = offset.y;
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}
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/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
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regionAttachment.X = x;
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regionAttachment.Y = y;
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}
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/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
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regionAttachment.Rotation = rotation;
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}
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#endregion
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#region SetRegion
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/// <summary>
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/// Sets the region of an attachment to match a Sprite image.</summary>
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/// <param name="attachment">The attachment to modify.</param>
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/// <param name="sprite">The sprite whose texture to use.</param>
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/// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
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/// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha duplicate of the original texture will be created.
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/// See remarks below for additional info.</param>
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/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
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/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the Attachment is a MeshAttachment, then
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/// a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
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/// any case when the Attachment is a MeshAttachment.</param>
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/// <param name="useOriginalRegionScale">If <c>true</c> and the Attachment is a RegionAttachment, then
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/// the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
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/// x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
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/// <param name="pmaTextureFormat">If <c>premultiplyAlpha</c> is <c>true</c>, the TextureFormat of the
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/// newly created PMA attachment Texture.</param>
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/// <param name="pmaMipmaps">If <c>premultiplyAlpha</c> is <c>true</c>, whether the newly created
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/// PMA attachment Texture has mipmaps enabled.</param>
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/// <remarks>When parameter <c>premultiplyAlpha</c> is set to <c>true</c>, a premultiply alpha duplicate of the
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/// original texture will be created. Additionally, this PMA Texture duplicate is cached for later re-use,
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/// which might steadily increase the Texture memory footprint when used excessively.
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/// See <see cref="AtlasUtilities.ClearCache()"/> on how to clear these cached textures.</remarks>
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public static void SetRegion (this Attachment attachment, Sprite sprite, Material sourceMaterial,
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bool premultiplyAlpha = true, bool useOriginalRegionSize = false,
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bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false,
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TextureFormat pmaTextureFormat = AtlasUtilities.SpineTextureFormat,
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bool pmaMipmaps = AtlasUtilities.UseMipMaps) {
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AtlasRegion atlasRegion = premultiplyAlpha ?
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sprite.ToAtlasRegionWithNewPMATexture(sourceMaterial, pmaTextureFormat, pmaMipmaps) :
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sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture });
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if (!pivotShiftsMeshUVCoords && attachment is MeshAttachment) {
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// prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
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atlasRegion.offsetX = 0;
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atlasRegion.offsetY = 0;
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}
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float scale = 1f / sprite.pixelsPerUnit;
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if (useOriginalRegionScale) {
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RegionAttachment regionAttachment = attachment as RegionAttachment;
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if (regionAttachment != null) {
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var firstRegion = regionAttachment.Sequence.GetRegion(0);
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scale = regionAttachment.Width / firstRegion.OriginalWidth;
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}
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}
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attachment.SetRegion(atlasRegion, useOriginalRegionSize, scale);
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}
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/// <summary>
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/// Sets the region of an attachment to use a new AtlasRegion.</summary>
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/// <param name="attachment">The attachment to modify.</param>
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/// <param name="atlasRegion">Atlas region.</param>
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/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the atlas region size.</param>
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/// <param name="scale">Unity units per pixel scale used to scale the atlas region size when not using the original region size.</param>
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public static void SetRegion (this Attachment attachment, AtlasRegion atlasRegion, bool useOriginalRegionSize = false, float scale = 0.01f) {
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RegionAttachment regionAttachment = attachment as RegionAttachment;
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if (regionAttachment != null) {
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regionAttachment.Sequence.Regions[0] = atlasRegion;
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if (!useOriginalRegionSize) {
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regionAttachment.Width = atlasRegion.width * scale;
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regionAttachment.Height = atlasRegion.height * scale;
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}
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regionAttachment.UpdateSequence();
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} else {
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MeshAttachment meshAttachment = attachment as MeshAttachment;
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if (meshAttachment != null) {
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meshAttachment.Sequence.Regions[0] = atlasRegion;
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meshAttachment.UpdateSequence();
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}
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}
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}
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#endregion
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}
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}
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