/****************************************************************************** * 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 com.badlogic.gdx.utils.FloatArray; import com.esotericsoftware.spine.Bone; import com.esotericsoftware.spine.Skeleton; import com.esotericsoftware.spine.Slot; /** Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's * {@link Slot#getAttachmentVertices()}. */ public class VertexAttachment extends Attachment { int[] bones; float[] vertices; int worldVerticesLength; public VertexAttachment (String name) { super(name); } /** Transforms the attachment's local {@link #getVertices()} to world coordinates, using 0 for <code>start</code> and * <code>offset</code>. * <p> * See {@link #computeWorldVertices(Slot, int, int, float[], int)}. */ public void computeWorldVertices (Slot slot, float[] worldVertices) { computeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0); } /** Transforms the attachment's local {@link #getVertices()} to world coordinates. If the slot has * {@link Slot#getAttachmentVertices()}, they are used to deform the vertices. * <p> * See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine * Runtimes Guide. * @param start The index of the first {@link #getVertices()} value to transform. Each vertex has 2 values, x and y. * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - <code>start</code>. * @param worldVertices The output world vertices. Must have a length >= <code>offset</code> + <code>count</code>. * @param offset The <code>worldVertices</code> index to begin writing values. */ public void computeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset) { count += offset; Skeleton skeleton = slot.getSkeleton(); FloatArray deformArray = slot.getAttachmentVertices(); float[] vertices = this.vertices; int[] bones = this.bones; if (bones == null) { if (deformArray.size > 0) vertices = deformArray.items; Bone bone = slot.getBone(); float x = bone.getWorldX(), y = bone.getWorldY(); float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD(); for (int v = start, w = offset; w < count; v += 2, w += 2) { float vx = vertices[v], vy = vertices[v + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } int v = 0, skip = 0; for (int i = 0; i < start; i += 2) { int n = bones[v]; v += n + 1; skip += n; } Object[] skeletonBones = skeleton.getBones().items; if (deformArray.size == 0) { for (int w = offset, b = skip * 3; w < count; w += 2) { float wx = 0, wy = 0; int n = bones[v++]; n += v; for (; v < n; v++, b += 3) { Bone bone = (Bone)skeletonBones[bones[v]]; float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; wx += (vx * bone.getA() + vy * bone.getB() + bone.getWorldX()) * weight; wy += (vx * bone.getC() + vy * bone.getD() + bone.getWorldY()) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } else { float[] deform = deformArray.items; for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) { float wx = 0, wy = 0; int n = bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { Bone bone = (Bone)skeletonBones[bones[v]]; float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; wx += (vx * bone.getA() + vy * bone.getB() + bone.getWorldX()) * weight; wy += (vx * bone.getC() + vy * bone.getD() + bone.getWorldY()) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } } /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. The default * implementation returns true only when <code>sourceAttachment</code> is this attachment. */ public boolean applyDeform (VertexAttachment sourceAttachment) { return this == sourceAttachment; } /** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting * the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#getBones()}. Will be null * if this attachment has no weights. */ public int[] getBones () { return bones; } /** @param bones May be null if this attachment has no weights. */ public void setBones (int[] bones) { this.bones = bones; } /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are <code>x,y</code> * entries for each vertex. For a weighted attachment, the values are <code>x,y,weight</code> entries for each bone affecting * each vertex. */ public float[] getVertices () { return vertices; } public void setVertices (float[] vertices) { this.vertices = vertices; } /** The maximum length required of the <code>worldVertices</code> passed to * {@link #computeWorldVertices(Slot, int, int, float[], int)}. */ public int getWorldVerticesLength () { return worldVerticesLength; } public void setWorldVerticesLength (int worldVerticesLength) { this.worldVerticesLength = worldVerticesLength; } }