/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) 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 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; import com.esotericsoftware.spine.Bone; import com.esotericsoftware.spine.Skeleton; import com.esotericsoftware.spine.Slot; /** An attachment that displays a textured quadrilateral. * <p> * See <a href="http://esotericsoftware.com/spine-regions">Region attachments</a> in the Spine User Guide. */ 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); } /** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */ 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 = (float)Math.cos(MathUtils.degRad * rotation); float sin = (float)Math.sin(MathUtils.degRad * 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; } /** @return The updated world vertices. */ public float[] updateWorldVertices (Slot slot, boolean premultipliedAlpha) { Skeleton skeleton = slot.getSkeleton(); Color skeletonColor = skeleton.getColor(); Color slotColor = slot.getColor(); Color regionColor = color; float alpha = skeletonColor.a * slotColor.a * regionColor.a * 255; float multiplier = premultipliedAlpha ? alpha : 255; float color = NumberUtils.intToFloatColor( // ((int)alpha << 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 = bone.getWorldX(), y = bone.getWorldY(); float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD(); float offsetX, offsetY; offsetX = offset[BRX]; offsetY = offset[BRY]; vertices[X1] = offsetX * a + offsetY * b + x; // br vertices[Y1] = offsetX * c + offsetY * d + y; vertices[C1] = color; offsetX = offset[BLX]; offsetY = offset[BLY]; vertices[X2] = offsetX * a + offsetY * b + x; // bl vertices[Y2] = offsetX * c + offsetY * d + y; vertices[C2] = color; offsetX = offset[ULX]; offsetY = offset[ULY]; vertices[X3] = offsetX * a + offsetY * b + x; // ul vertices[Y3] = offsetX * c + offsetY * d + y; vertices[C3] = color; offsetX = offset[URX]; offsetY = offset[URY]; vertices[X4] = offsetX * a + offsetY * b + x; // ur vertices[Y4] = offsetX * c + offsetY * d + y; vertices[C4] = color; return vertices; } public float[] getWorldVertices () { return vertices; } /** For each of the 4 vertices, a pair of <code>x,y</code> values that is the local position of the vertex. * <p> * See {@link #updateOffset()}. */ public float[] getOffset () { return offset; } /** The local x translation. */ public float getX () { return x; } public void setX (float x) { this.x = x; } /** The local y translation. */ public float getY () { return y; } public void setY (float y) { this.y = y; } /** The local scaleX. */ public float getScaleX () { return scaleX; } public void setScaleX (float scaleX) { this.scaleX = scaleX; } /** The local scaleY. */ public float getScaleY () { return scaleY; } public void setScaleY (float scaleY) { this.scaleY = scaleY; } /** The local rotation. */ public float getRotation () { return rotation; } public void setRotation (float rotation) { this.rotation = rotation; } /** The width of the region attachment in Spine. */ public float getWidth () { return width; } public void setWidth (float width) { this.width = width; } /** The height of the region attachment in Spine. */ public float getHeight () { return height; } public void setHeight (float height) { this.height = height; } /** The color to tint the region attachment. */ public Color getColor () { return color; } /** The name of the texture region for this attachment. */ public String getPath () { return path; } public void setPath (String path) { this.path = path; } }