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2026-07-10 10:24:29 +08:00

230 lines
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C#

/******************************************************************************
* 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
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* 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
/// <summary>Attachment that displays a texture region.</summary>
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; } }
/// <summary>The local rotation in degrees, counter clockwise.</summary>
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;
}
/// <summary>Copy constructor.</summary>
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);
}
/// <summary><para>
/// Transforms the attachment's four vertices to world coordinates. If the attachment has a <see cref="Sequence"/> the region may
/// be changed.</para>
/// <para>
/// See <see href='https://esotericsoftware.com/spine-runtime-skeletons#World-transforms'>World transforms</a> in the Spine
/// Runtimes Guide.</para></summary>
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
/// <param name="vertexOffsets">The vertex <see cref="Sequence.GetOffsets(int)">offsets</see>.</param>
/// <param name="offset">The worldVertices index to begin writing values.</param>
/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
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;
}
/// <summary>
/// Returns the vertex <see cref="Sequence.GetOffsets(int)">offsets</see> for the specified slot pose.
/// </summary>
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);
}
/// <summary>
/// Computes <see cref="Sequence.GetUVs(int)">UVs</see> and <see cref="Sequence.GetOffsets(int)">offsets</see> for a region attachment.
/// </summary>
/// <param name="uvs">Output array for the computed UVs, length of 8.</param>
/// <param name="offset">Output array for the computed vertex offsets, length of 8.</param>
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;
}
}
}
}
}