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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
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 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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package com.esotericsoftware.spine.attachments;

import static com.esotericsoftware.spine.utils.SpineUtils.*;

import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Null;

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#getDeform()}. */
abstract public class VertexAttachment extends Attachment {
	static private int nextID;

	private final int id = nextID();
	@Null int[] bones;
	float[] vertices;
	int worldVerticesLength;
	@Null VertexAttachment deformAttachment = this;

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

	/** Transforms the attachment's local {@link #getVertices()} to world coordinates. If the slot's {@link Slot#getDeform()} is
	 * not empty, it is 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; FloatArray deformArray = slot.getDeform(); 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 = slot.getSkeleton().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; } } } /** Deform keys for the deform attachment are also applied to this attachment. * @return May be null if no deform keys should be applied. */ public @Null VertexAttachment getDeformAttachment () { return deformAttachment; } /** @param deformAttachment May be null if no deform keys should be applied. */ public void setDeformAttachment (@Null VertexAttachment deformAttachment) { this.deformAttachment = deformAttachment; } /** 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 @Null int[] getBones () { return bones; } /** @param bones May be null if this attachment has no weights. */ public void setBones (@Null 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; } /** Does not copy id (generated) or name (set on construction). */ void copyTo (VertexAttachment attachment) { if (bones != null) { attachment.bones = new int[bones.length]; arraycopy(bones, 0, attachment.bones, 0, bones.length); } else attachment.bones = null; if (vertices != null) { attachment.vertices = new float[vertices.length]; arraycopy(vertices, 0, attachment.vertices, 0, vertices.length); } else attachment.vertices = null; attachment.worldVerticesLength = worldVerticesLength; attachment.deformAttachment = deformAttachment; } static private synchronized int nextID () { return nextID++; } }





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