/****************************************************************************** * 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. *****************************************************************************/ #if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1) #define IS_UNITY #endif using System; namespace Spine { #if IS_UNITY using Color32F = UnityEngine.Color; #endif /// Attachment that displays a texture region. public class RegionAttachment : Attachment, IHasSequence { public const int BLX = 0, BLY = 1; public const int ULX = 2, ULY = 3; public const int URX = 4, URY = 5; public const int BRX = 6, BRY = 7; internal readonly Sequence sequence; internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height; // Color is a struct, set to protected to prevent // Color color = slot.color; color.a = 0.5; // modifying just a copy of the struct instead of the original // object as in reference implementation. protected Color32F color = new Color32F(1, 1, 1, 1); public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } /// The local rotation in degrees, counter clockwise. 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 Color32F GetColor () { return color; } public void SetColor (Color32F color) { this.color = color; } public void SetColor (float r, float g, float b, float a) { color = new Color32F(r, g, b, a); } public string Path { get; set; } public Sequence Sequence { get { return sequence; } } public RegionAttachment (string name, Sequence sequence) : base(name) { if (sequence == null) throw new ArgumentException("sequence cannot be null.", "sequence"); this.sequence = sequence; } /// Copy constructor. public RegionAttachment (RegionAttachment other) : base(other) { Path = other.Path; x = other.x; y = other.y; scaleX = other.scaleX; scaleY = other.scaleY; rotation = other.rotation; width = other.width; height = other.height; color = other.color; sequence = new Sequence(other.sequence); } /// /// Transforms the attachment's four vertices to world coordinates. If the attachment has a the region may /// be changed. /// /// See World transforms in the Spine /// Runtimes Guide. /// The output world vertices. Must have a length greater than or equal to offset + 8. /// The vertex offsets. /// The worldVertices index to begin writing values. /// The number of worldVertices entries between the value pairs written. public void ComputeWorldVertices (Slot slot, float[] vertexOffsets, float[] worldVertices, int offset, int stride = 2) { BonePose bone = slot.Bone.AppliedPose; float bwx = bone.worldX, bwy = bone.worldY; float a = bone.a, b = bone.b, c = bone.c, d = bone.d; // Vertex order is different from RegionAttachment.java float offsetX = vertexOffsets[BRX]; // 0 float offsetY = vertexOffsets[BRY]; // 1 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffsets[BLX]; // 2 offsetY = vertexOffsets[BLY]; // 3 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffsets[ULX]; // 4 offsetY = vertexOffsets[ULY]; // 5 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; offset += stride; offsetX = vertexOffsets[URX]; // 6 offsetY = vertexOffsets[URY]; // 7 worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy; //offset += stride; } /// /// Returns the vertex offsets for the specified slot pose. /// public float[] GetOffsets (SlotPose pose) { return sequence.GetOffsets(sequence.ResolveIndex(pose)); } public void UpdateSequence () { sequence.Update(this); } public override Attachment Copy () { return new RegionAttachment(this); } /// /// Computes UVs and offsets for a region attachment. /// /// Output array for the computed UVs, length of 8. /// Output array for the computed vertex offsets, length of 8. internal static void ComputeUVs (TextureRegion region, float x, float y, float scaleX, float scaleY, float rotation, float width, float height, float[] offset, float[] uvs) { float localX2 = width / 2, localY2 = height / 2; float localX = -localX2, localY = -localY2; bool rotated = false; AtlasRegion r = region as AtlasRegion; if (r != null) { localX += r.offsetX / r.originalWidth * width; localY += r.offsetY / r.originalHeight * height; if (r.degrees == 90) { rotated = true; localX2 -= (r.originalWidth - r.offsetX - r.packedHeight) / r.originalWidth * width; localY2 -= (r.originalHeight - r.offsetY - r.packedWidth) / r.originalHeight * height; } else { localX2 -= (r.originalWidth - r.offsetX - r.packedWidth) / r.originalWidth * width; localY2 -= (r.originalHeight - r.offsetY - r.packedHeight) / r.originalHeight * height; } } localX *= scaleX; localY *= scaleY; localX2 *= scaleX; localY2 *= scaleY; float rot = rotation * MathUtils.DegRad, cos = (float)Math.Cos(rot), sin = (float)Math.Sin(rot); 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; 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; if (region == null) { uvs[BLX] = 0; uvs[BLY] = 0; uvs[ULX] = 0; uvs[ULY] = 1; uvs[URX] = 1; uvs[URY] = 1; uvs[BRX] = 1; uvs[BRY] = 0; } else { uvs[BLX] = region.u2; uvs[ULY] = region.v2; uvs[URX] = region.u; uvs[BRY] = region.v; if (rotated) { uvs[BLY] = region.v; uvs[ULX] = region.u2; uvs[URY] = region.v2; uvs[BRX] = region.u; } else { uvs[BLY] = region.v2; uvs[ULX] = region.u; uvs[URY] = region.v; uvs[BRX] = region.u2; } } } } }