Package com.esotericsoftware.spine.attachments

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

/*******************************************************************************
* 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;
  }
}
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