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AIC-Project/Client/Assets/Spine/Runtime/spine-csharp/Attachments/MeshAttachment.cs
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2026-07-10 10:24:29 +08:00

237 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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*****************************************************************************/
#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 using a mesh.</summary>
public class MeshAttachment : VertexAttachment, IHasSequence {
internal readonly Sequence sequence;
internal float[] regionUVs;
internal int[] triangles;
internal int hullLength;
internal string path;
// 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);
private MeshAttachment sourceMesh;
public int HullLength { get { return hullLength; } set { hullLength = value; } }
/// <summary>The UV pair for each vertex, normalized within the texture region.</summary>
public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
/// <summary>Triplets of vertex indices which describe the mesh's triangulation.</summary>
public int[] Triangles { get { return triangles; } set { triangles = 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 { return path; } set { path = value; } }
public Sequence Sequence { get { return sequence; } }
/// <summary>
/// The source mesh if this is a linked mesh, else null. A linked mesh shares the
/// <see cref="VertexAttachment.Bones">Bones</see>, <see cref="VertexAttachment.Vertices">Vertices</see>,
/// <see cref="RegionUVs"/>, <see cref="Triangles"/>, <see cref="HullLength"/>, <see cref="Edges"/>,
/// <see cref="Width"/>, <see cref="Height"/> with the
/// source mesh, but may have a different <see cref="name"/> or <see cref="path"/>, and therefore a different texture region.
/// </summary>
public MeshAttachment SourceMesh {
get { return sourceMesh; }
set {
sourceMesh = value;
if (value != null) {
bones = value.bones;
vertices = value.vertices;
worldVerticesLength = value.worldVerticesLength;
regionUVs = value.regionUVs;
triangles = value.triangles;
HullLength = value.HullLength;
Edges = value.Edges;
Width = value.Width;
Height = value.Height;
}
}
}
// Nonessential.
/// <summary>
/// Vertex index pairs describing edges for controlling triangulation, or null if nonessential data was not exported. Mesh
/// triangles do not cross edges. Triangulation is not performed at runtime.
/// </summary>
public int[] Edges { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public MeshAttachment (string name, Sequence sequence)
: base(name) {
if (sequence == null) throw new ArgumentException("sequence cannot be null.", "sequence");
this.sequence = sequence;
}
/// <summary>Copy constructor. Use <see cref="NewLinkedMesh"/> if the other mesh is a linked mesh.</summary>
protected MeshAttachment (MeshAttachment other)
: base(other) {
if (sourceMesh != null) throw new ArgumentException("Use newLinkedMesh to copy a linked mesh.");
path = other.path;
color = other.color;
regionUVs = new float[other.regionUVs.Length];
Array.Copy(other.regionUVs, 0, regionUVs, 0, regionUVs.Length);
triangles = new int[other.triangles.Length];
Array.Copy(other.triangles, 0, triangles, 0, triangles.Length);
hullLength = other.hullLength;
sequence = new Sequence(other.sequence);
// Nonessential.
if (other.Edges != null) {
Edges = new int[other.Edges.Length];
Array.Copy(other.Edges, 0, Edges, 0, Edges.Length);
}
Width = other.Width;
Height = other.Height;
}
public void UpdateSequence () {
sequence.Update(this);
}
/// <summary>
/// Returns a new mesh with the <see cref="SourceMesh"/> set to this mesh's source mesh, if any, else to this mesh.
/// </summary>
public MeshAttachment NewLinkedMesh () {
var mesh = new MeshAttachment(Name, new Sequence(sequence));
mesh.timelineAttachment = timelineAttachment;
mesh.path = path;
mesh.color = color;
mesh.SourceMesh = sourceMesh != null ? sourceMesh : this;
mesh.UpdateSequence();
return mesh;
}
public override Attachment Copy () {
return sourceMesh != null ? NewLinkedMesh() : new MeshAttachment(this);
}
/// <summary>
/// Computes <see cref="Sequence.GetUVs(int)">UVs</see> for a mesh attachment.
/// </summary>
/// <param name="uvs">Output array for the computed UVs, same length as regionUVs.</param>
internal static void ComputeUVs (TextureRegion region, float[] regionUVs, float[] uvs) {
int n = uvs.Length;
float u, v, width, height;
AtlasRegion r = region as AtlasRegion;
if (r != null) {
u = r.u;
v = r.v;
float textureWidth = region.width / (region.u2 - region.u);
float textureHeight = region.height / (region.v2 - region.v);
switch (r.degrees) {
case 90: {
u -= (r.originalHeight - r.offsetY - r.packedWidth) / textureWidth;
v -= (r.originalWidth - r.offsetX - r.packedHeight) / textureHeight;
width = r.originalHeight / textureWidth;
height = r.originalWidth / textureHeight;
for (int i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + (1 - regionUVs[i]) * height;
}
return;
}
case 180: {
u -= (r.originalWidth - r.offsetX - r.packedWidth) / textureWidth;
v -= r.offsetY / textureHeight;
width = r.originalWidth / textureWidth;
height = r.originalHeight / textureHeight;
for (int i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i]) * width;
uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
}
return;
}
case 270: {
u -= r.offsetY / textureWidth;
v -= r.offsetX / textureHeight;
width = r.originalHeight / textureWidth;
height = r.originalWidth / textureHeight;
for (int i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width;
uvs[i + 1] = v + regionUVs[i] * height;
}
return;
}
default: {
u -= r.offsetX / textureWidth;
v -= (r.originalHeight - r.offsetY - r.packedHeight) / textureHeight;
width = r.originalWidth / textureWidth;
height = r.originalHeight / textureHeight;
break;
}
}
} else if (region == null) {
u = v = 0;
width = height = 1;
} else {
u = region.u;
v = region.v;
width = region.u2 - u;
height = region.v2 - v;
}
for (int i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
}
}
}