Package com.esotericsoftware.spine.attachments

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

/******************************************************************************
* 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 SkinnedMeshAttachment extends Attachment {
  private TextureRegion region;
  private String path;
  private int[] bones;
  private float[] weights, 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 SkinnedMeshAttachment (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 () {
    float[] regionUVs = this.regionUVs;
    int verticesLength = regionUVs.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;
    }
    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 meshColor = slot.getColor();
    Color regionColor = color;
    float a = skeletonColor.a * meshColor.a * regionColor.a * 255;
    float multiplier = premultipliedAlpha ? a : 255;
    float color = NumberUtils.intToFloatColor( //
      ((int)a << 24) //
        | ((int)(skeletonColor.b * meshColor.b * regionColor.b * multiplier) << 16) //
        | ((int)(skeletonColor.g * meshColor.g * regionColor.g * multiplier) << 8) //
        | (int)(skeletonColor.r * meshColor.r * regionColor.r * multiplier));

    float[] worldVertices = this.worldVertices;
    float x = skeleton.getX(), y = skeleton.getY();
    Object[] skeletonBones = skeleton.getBones().items;
    float[] weights = this.weights;
    int[] bones = this.bones;

    FloatArray ffdArray = slot.getAttachmentVertices();
    if (ffdArray.size == 0) {
      for (int w = 0, v = 0, b = 0, n = bones.length; v < n; w += 5) {
        float wx = 0, wy = 0;
        int nn = bones[v++] + v;
        for (; v < nn; v++, b += 3) {
          Bone bone = (Bone)skeletonBones[bones[v]];
          float vx = weights[b], vy = weights[b + 1], weight = weights[b + 2];
          wx += (vx * bone.getM00() + vy * bone.getM01() + bone.getWorldX()) * weight;
          wy += (vx * bone.getM10() + vy * bone.getM11() + bone.getWorldY()) * weight;
        }
        worldVertices[w] = wx + x;
        worldVertices[w + 1] = wy + y;
        worldVertices[w + 2] = color;
      }
    } else {
      float[] ffd = ffdArray.items;
      for (int w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 5) {
        float wx = 0, wy = 0;
        int nn = bones[v++] + v;
        for (; v < nn; v++, b += 3, f += 2) {
          Bone bone = (Bone)skeletonBones[bones[v]];
          float vx = weights[b] + ffd[f], vy = weights[b + 1] + ffd[f + 1], weight = weights[b + 2];
          wx += (vx * bone.getM00() + vy * bone.getM01() + bone.getWorldX()) * weight;
          wy += (vx * bone.getM10() + vy * bone.getM11() + bone.getWorldY()) * weight;
        }
        worldVertices[w] = wx + x;
        worldVertices[w + 1] = wy + y;
        worldVertices[w + 2] = color;
      }
    }
  }

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

  public int[] getBones () {
    return bones;
  }

  /** For each vertex, the number of bones affecting the vertex followed by that many bone indices. Ie: count, boneIndex, ... */
  public void setBones (int[] bones) {
    this.bones = bones;
  }

  public float[] getWeights () {
    return weights;
  }

  /** For each bone affecting the vertex, the vertex position in the bone's coordinate system and the weight for the bone's
   * influence. Ie: x, y, weight, ... */
  public void setWeights (float[] weights) {
    this.weights = weights;
  }

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

  /** Vertex number triplets which describe the mesh's triangulation. */
  public void setTriangles (short[] triangles) {
    this.triangles = triangles;
  }

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

  /** For each vertex, a texure coordinate pair. Ie: u, v, ... */
  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 void setEdges (int[] edges) {
    this.edges = edges;
  }

  public int[] getEdges () {
    return 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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