Package com.esotericsoftware.spine.attachments

Source Code of com.esotericsoftware.spine.attachments.MeshAttachment

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE 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 com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.NumberUtils;

/** Attachment that displays a texture region. */
public class MeshAttachment extends Attachment {
  private TextureRegion region;
  private String path;
  private float[] vertices, regionUVs;
  private short[] triangles;
  private float[] worldVertices;
  private final Color color = new Color(1, 1, 1, 1);
  private int hullLength;

  // Nonessential.
  private int[] edges;
  private float width, height;

  public MeshAttachment (String name) {
    super(name);
  }

  public void setRegion (TextureRegion region) {
    if (region == null) throw new IllegalArgumentException("region cannot be null.");
    this.region = region;
  }

  public TextureRegion getRegion () {
    if (region == null) throw new IllegalStateException("Region has not been set: " + this);
    return region;
  }

  public void updateUVs () {
    int verticesLength = vertices.length;
    int worldVerticesLength = verticesLength / 2 * 5;
    if (worldVertices == null || worldVertices.length != worldVerticesLength) worldVertices = new float[worldVerticesLength];

    float u, v, width, height;
    if (region == null) {
      u = v = 0;
      width = height = 1;
    } else {
      u = region.getU();
      v = region.getV();
      width = region.getU2() - u;
      height = region.getV2() - v;
    }
    float[] regionUVs = this.regionUVs;
    if (region instanceof AtlasRegion && ((AtlasRegion)region).rotate) {
      for (int i = 0, w = 3; i < verticesLength; i += 2, w += 5) {
        worldVertices[w] = u + regionUVs[i + 1] * width;
        worldVertices[w + 1] = v + height - regionUVs[i] * height;
      }
    } else {
      for (int i = 0, w = 3; i < verticesLength; i += 2, w += 5) {
        worldVertices[w] = u + regionUVs[i] * width;
        worldVertices[w + 1] = v + regionUVs[i + 1] * height;
      }
    }
  }

  public void updateWorldVertices (Slot slot, boolean premultipliedAlpha) {
    Skeleton skeleton = slot.getSkeleton();
    Color skeletonColor = skeleton.getColor();
    Color slotColor = slot.getColor();
    Color meshColor = color;
    float a = skeletonColor.a * slotColor.a * meshColor.a * 255;
    float multiplier = premultipliedAlpha ? a : 255;
    float color = NumberUtils.intToFloatColor( //
      ((int)a << 24) //
        | ((int)(skeletonColor.b * slotColor.b * meshColor.b * multiplier) << 16) //
        | ((int)(skeletonColor.g * slotColor.g * meshColor.g * multiplier) << 8) //
        | (int)(skeletonColor.r * slotColor.r * meshColor.r * multiplier));

    float[] worldVertices = this.worldVertices;
    FloatArray slotVertices = slot.getAttachmentVertices();
    float[] vertices = this.vertices;
    if (slotVertices.size == vertices.length) vertices = slotVertices.items;
    Bone bone = slot.getBone();
    float x = skeleton.getX() + bone.getWorldX(), y = skeleton.getY() + bone.getWorldY();
    float m00 = bone.getM00(), m01 = bone.getM01(), m10 = bone.getM10(), m11 = bone.getM11();
    for (int v = 0, w = 0, n = worldVertices.length; w < n; v += 2, w += 5) {
      float vx = vertices[v];
      float vy = vertices[v + 1];
      worldVertices[w] = vx * m00 + vy * m01 + x;
      worldVertices[w + 1] = vx * m10 + vy * m11 + y;
      worldVertices[w + 2] = color;
    }
  }

  public float[] getWorldVertices () {
    return worldVertices;
  }

  public float[] getVertices () {
    return vertices;
  }

  public void setVertices (float[] vertices) {
    this.vertices = vertices;
  }

  public short[] getTriangles () {
    return triangles;
  }

  public void setTriangles (short[] triangles) {
    this.triangles = triangles;
  }

  public float[] getRegionUVs () {
    return regionUVs;
  }

  public void setRegionUVs (float[] regionUVs) {
    this.regionUVs = regionUVs;
  }

  public Color getColor () {
    return color;
  }

  public String getPath () {
    return path;
  }

  public void setPath (String path) {
    this.path = path;
  }

  public int getHullLength () {
    return hullLength;
  }

  public void setHullLength (int hullLength) {
    this.hullLength = hullLength;
  }

  public int[] getEdges () {
    return edges;
  }

  public void setEdges (int[] edges) {
    this.edges = edges;
  }

  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;
  }
}
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