All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.esotericsoftware.spine.attachments.VertexAttachment Maven / Gradle / Ivy

/******************************************************************************
 * 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 java.util.concurrent.atomic.AtomicInteger;

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 {
	static private final AtomicInteger nextID = new AtomicInteger();

	private final int id = (nextID.getAndIncrement() & 65535) << 11;
	int[] bones;
	float[] vertices;
	int worldVerticesLength;

	public VertexAttachment (String name) {
		super(name);
	}

	/** Transforms the attachment's local {@link #getVertices()} to world coordinates. If the slot has
	 * {@link Slot#getAttachmentVertices()}, they are used to deform the vertices.
	 * 

* See World transforms 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()} - start. * @param worldVertices The output world vertices. Must have a length >= offset + count * * stride / 2. * @param offset The worldVertices index to begin writing values. * @param stride The number of worldVertices entries between the value pairs written. */ public void computeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride) { count = offset + (count >> 1) * stride; 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 += stride) { 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 += stride) { 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 += stride) { 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 sourceAttachment 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 x,y * entries for each vertex. For a weighted attachment, the values are x,y,weight entries for each bone affecting * each vertex. */ public float[] getVertices () { return vertices; } public void setVertices (float[] vertices) { this.vertices = vertices; } /** The maximum number of world vertex values that can be output by * {@link #computeWorldVertices(Slot, int, int, float[], int, int)} using the count parameter. */ public int getWorldVerticesLength () { return worldVerticesLength; } public void setWorldVerticesLength (int worldVerticesLength) { this.worldVerticesLength = worldVerticesLength; } /** Returns a unique ID for this attachment. */ public int getId () { return id; } }





© 2015 - 2024 Weber Informatics LLC | Privacy Policy