/******************************************************************************
* 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 static com.badlogic.gdx.graphics.g2d.Batch.*;
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 {
static public final int BLX = 0;
static public final int BLY = 1;
static public final int ULX = 2;
static public final int ULY = 3;
static public final int URX = 4;
static public final int URY = 5;
static public final int BRX = 6;
static public final int BRY = 7;
private TextureRegion region;
private String path;
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];
private final Color color = new Color(1, 1, 1, 1);
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 * width;
localY += region.offsetY / region.originalHeight * height;
localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * width;
localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * height;
} 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[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;
}
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[U3] = region.getU();
vertices[V3] = region.getV2();
vertices[U4] = region.getU();
vertices[V4] = region.getV();
vertices[U1] = region.getU2();
vertices[V1] = region.getV();
vertices[U2] = region.getU2();
vertices[V2] = region.getV2();
} else {
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();
}
}
public TextureRegion getRegion () {
if (region == null) throw new IllegalStateException("Region has not been set: " + this);
return region;
}
public void updateWorldVertices (Slot slot, boolean premultipliedAlpha) {
Skeleton skeleton = slot.getSkeleton();
Color skeletonColor = skeleton.getColor();
Color slotColor = slot.getColor();
Color regionColor = color;
float a = skeletonColor.a * slotColor.a * regionColor.a * 255;
float multiplier = premultipliedAlpha ? a : 255;
float color = NumberUtils.intToFloatColor( //
((int)a << 24) //
| ((int)(skeletonColor.b * slotColor.b * regionColor.b * multiplier) << 16) //
| ((int)(skeletonColor.g * slotColor.g * regionColor.g * multiplier) << 8) //
| (int)(skeletonColor.r * slotColor.r * regionColor.r * multiplier));
float[] vertices = this.vertices;
float[] offset = this.offset;
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();
float offsetX, offsetY;
offsetX = offset[BRX];
offsetY = offset[BRY];
vertices[X1] = offsetX * m00 + offsetY * m01 + x; // br
vertices[Y1] = offsetX * m10 + offsetY * m11 + y;
vertices[C1] = color;
offsetX = offset[BLX];
offsetY = offset[BLY];
vertices[X2] = offsetX * m00 + offsetY * m01 + x; // bl
vertices[Y2] = offsetX * m10 + offsetY * m11 + y;
vertices[C2] = color;
offsetX = offset[ULX];
offsetY = offset[ULY];
vertices[X3] = offsetX * m00 + offsetY * m01 + x; // ul
vertices[Y3] = offsetX * m10 + offsetY * m11 + y;
vertices[C3] = color;
offsetX = offset[URX];
offsetY = offset[URY];
vertices[X4] = offsetX * m00 + offsetY * m01 + x; // ur
vertices[Y4] = offsetX * m10 + offsetY * m11 + y;
vertices[C4] = color;
}
public float[] getWorldVertices () {
return vertices;
}
public float[] getOffset () {
return offset;
}
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;
}
public Color getColor () {
return color;
}
public String getPath () {
return path;
}
public void setPath (String path) {
this.path = path;
}
}