/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
package com.esotericsoftware.spine.attachments;
import com.esotericsoftware.spine.Bone;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.Slot;
import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.NumberUtils;
/** Attachment that displays a texture region. */
public class RegionAttachment extends Attachment {
private TextureRegion region;
private float x, y, scaleX = 1, scaleY = 1, rotation, width, height;
private final float[] vertices = new float[20];
private final float[] offset = new float[8];
public RegionAttachment (String name) {
super(name);
}
public void updateOffset () {
float width = getWidth();
float height = getHeight();
float localX2 = width / 2;
float localY2 = height / 2;
float localX = -localX2;
float localY = -localY2;
if (region instanceof AtlasRegion) {
AtlasRegion region = (AtlasRegion)this.region;
if (region.rotate) {
localX += region.offsetX / region.originalWidth * height;
localY += region.offsetY / region.originalHeight * width;
localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * height;
localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * width;
} else {
localX += region.offsetX / region.originalWidth * width;
localY += region.offsetY / region.originalHeight * height;
localX2 -= (region.originalWidth - region.offsetX - region.packedWidth) / region.originalWidth * width;
localY2 -= (region.originalHeight - region.offsetY - region.packedHeight) / region.originalHeight * height;
}
}
float scaleX = getScaleX();
float scaleY = getScaleY();
localX *= scaleX;
localY *= scaleY;
localX2 *= scaleX;
localY2 *= scaleY;
float rotation = getRotation();
float cos = MathUtils.cosDeg(rotation);
float sin = MathUtils.sinDeg(rotation);
float x = getX();
float y = getY();
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;
float[] offset = this.offset;
offset[0] = localXCos - localYSin;
offset[1] = localYCos + localXSin;
offset[2] = localXCos - localY2Sin;
offset[3] = localY2Cos + localXSin;
offset[4] = localX2Cos - localY2Sin;
offset[5] = localY2Cos + localX2Sin;
offset[6] = localX2Cos - localYSin;
offset[7] = localYCos + localX2Sin;
}
public void setRegion (TextureRegion region) {
if (region == null) throw new IllegalArgumentException("region cannot be null.");
this.region = region;
float[] vertices = this.vertices;
if (region instanceof AtlasRegion && ((AtlasRegion)region).rotate) {
vertices[U2] = region.getU();
vertices[V2] = region.getV2();
vertices[U3] = region.getU();
vertices[V3] = region.getV();
vertices[U4] = region.getU2();
vertices[V4] = region.getV();
vertices[U1] = region.getU2();
vertices[V1] = region.getV2();
} else {
vertices[U1] = region.getU();
vertices[V1] = region.getV2();
vertices[U2] = region.getU();
vertices[V2] = region.getV();
vertices[U3] = region.getU2();
vertices[V3] = region.getV();
vertices[U4] = region.getU2();
vertices[V4] = region.getV2();
}
updateOffset();
}
public TextureRegion getRegion () {
if (region == null) throw new IllegalStateException("Region has not been set: " + this);
return region;
}
public void updateVertices (Slot slot) {
Skeleton skeleton = slot.getSkeleton();
Color skeletonColor = skeleton.getColor();
Color slotColor = slot.getColor();
float color = NumberUtils.intToFloatColor( //
((int)(255 * skeletonColor.a * slotColor.a) << 24) //
| ((int)(255 * skeletonColor.b * slotColor.b) << 16) //
| ((int)(255 * skeletonColor.g * slotColor.g) << 8) //
| ((int)(255 * skeletonColor.r * slotColor.r)));
float[] vertices = this.vertices;
vertices[C1] = color;
vertices[C2] = color;
vertices[C3] = color;
vertices[C4] = color;
float[] offset = this.offset;
Bone bone = slot.getBone();
float x = bone.getWorldX() + skeleton.getX();
float y = bone.getWorldY() + skeleton.getY();
float m00 = bone.getM00();
float m01 = bone.getM01();
float m10 = bone.getM10();
float m11 = bone.getM11();
vertices[X1] = offset[0] * m00 + offset[1] * m01 + x;
vertices[Y1] = offset[0] * m10 + offset[1] * m11 + y;
vertices[X2] = offset[2] * m00 + offset[3] * m01 + x;
vertices[Y2] = offset[2] * m10 + offset[3] * m11 + y;
vertices[X3] = offset[4] * m00 + offset[5] * m01 + x;
vertices[Y3] = offset[4] * m10 + offset[5] * m11 + y;
vertices[X4] = offset[6] * m00 + offset[7] * m01 + x;
vertices[Y4] = offset[6] * m10 + offset[7] * m11 + y;
}
public float[] getVertices () {
return vertices;
}
public float getX () {
return x;
}
public void setX (float x) {
this.x = x;
}
public float getY () {
return y;
}
public void setY (float y) {
this.y = y;
}
public float getScaleX () {
return scaleX;
}
public void setScaleX (float scaleX) {
this.scaleX = scaleX;
}
public float getScaleY () {
return scaleY;
}
public void setScaleY (float scaleY) {
this.scaleY = scaleY;
}
public float getRotation () {
return rotation;
}
public void setRotation (float rotation) {
this.rotation = rotation;
}
public float getWidth () {
return width;
}
public void setWidth (float width) {
this.width = width;
}
public float getHeight () {
return height;
}
public void setHeight (float height) {
this.height = height;
}
}