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/******************************************************************************
 * 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,
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 *****************************************************************************/

package com.esotericsoftware.spine.attachments;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.esotericsoftware.spine.Animation.DeformTimeline;

/** An attachment that displays a textured mesh. A mesh has hull vertices and internal vertices within the hull. Holes are not
 * supported. Each vertex has UVs (texture coordinates) and triangles are used to map an image on to the mesh.
 * 

* See Mesh attachments in the Spine User Guide. */ public class MeshAttachment extends VertexAttachment { private TextureRegion region; private String path; private float[] regionUVs, uvs; private short[] triangles; private final Color color = new Color(1, 1, 1, 1); private int hullLength; private MeshAttachment parentMesh; private boolean inheritDeform; // Nonessential. private short[] edges; private float width, height; public MeshAttachment (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; } /** Calculates {@link #uvs} using {@link #regionUVs} and the {@link #region}. Must be called after changing the region UVs or * region. */ public void updateUVs () { 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; } float[] regionUVs = this.regionUVs; if (this.uvs == null || this.uvs.length != regionUVs.length) this.uvs = new float[regionUVs.length]; float[] uvs = this.uvs; if (region instanceof AtlasRegion && ((AtlasRegion)region).rotate) { for (int i = 0, n = uvs.length; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + height - regionUVs[i] * height; } } else { for (int i = 0, n = uvs.length; i < n; i += 2) { uvs[i] = u + regionUVs[i] * width; uvs[i + 1] = v + regionUVs[i + 1] * height; } } } /** Returns true if the sourceAttachment is this mesh, else returns true if {@link #inheritDeform} is true and the * the sourceAttachment is the {@link #parentMesh}. */ public boolean applyDeform (VertexAttachment sourceAttachment) { return this == sourceAttachment || (inheritDeform && parentMesh == sourceAttachment); } /** Triplets of vertex indices which describe the mesh's triangulation. */ public short[] getTriangles () { return triangles; } public void setTriangles (short[] triangles) { this.triangles = triangles; } /** The UV pair for each vertex, normalized within the texture region. */ public float[] getRegionUVs () { return regionUVs; } /** Sets the texture coordinates for the region. The values are u,v pairs for each vertex. */ public void setRegionUVs (float[] regionUVs) { this.regionUVs = regionUVs; } /** The UV pair for each vertex, normalized within the entire texture. *

* See {@link #updateUVs}. */ public float[] getUVs () { return uvs; } public void setUVs (float[] uvs) { this.uvs = uvs; } /** The color to tint the mesh. */ 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; } /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */ public int getHullLength () { return hullLength; } public void setHullLength (int hullLength) { this.hullLength = hullLength; } public void setEdges (short[] edges) { this.edges = edges; } /** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if * nonessential data was exported. Triangulation is not performed at runtime. */ public short[] getEdges () { return edges; } /** The width of the mesh's image. Available only when nonessential data was exported. */ public float getWidth () { return width; } public void setWidth (float width) { this.width = width; } /** The height of the mesh's image. Available only when nonessential data was exported. */ public float getHeight () { return height; } public void setHeight (float height) { this.height = height; } /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices}, * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */ public MeshAttachment getParentMesh () { return parentMesh; } /** @param parentMesh May be null. */ public void setParentMesh (MeshAttachment parentMesh) { this.parentMesh = parentMesh; if (parentMesh != null) { bones = parentMesh.bones; vertices = parentMesh.vertices; regionUVs = parentMesh.regionUVs; triangles = parentMesh.triangles; hullLength = parentMesh.hullLength; worldVerticesLength = parentMesh.worldVerticesLength; edges = parentMesh.edges; width = parentMesh.width; height = parentMesh.height; } } /** When this is a linked mesh (see {@link #parentMesh}), if true, any {@link DeformTimeline} for the {@link #parentMesh} is * also applied to this mesh. If false, this linked mesh may have its own deform timelines. *

* See {@link #applyDeform(VertexAttachment)}. */ public boolean getInheritDeform () { return inheritDeform; } public void setInheritDeform (boolean inheritDeform) { this.inheritDeform = inheritDeform; } }





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