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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated September 24, 2021. Replaces all prior versions.
 *
 * Copyright (c) 2013-2021, 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
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

package com.esotericsoftware.spine.attachments;

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

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.utils.Null;

import com.esotericsoftware.spine.Bone;
import com.esotericsoftware.spine.Slot;

/** An attachment that displays a textured quadrilateral.
 * 

* See Region attachments in the Spine User Guide. */ public class RegionAttachment extends Attachment implements HasTextureRegion { static public final int BLX = 0, BLY = 1; static public final int ULX = 2, ULY = 3; static public final int URX = 4, URY = 5; static public final int BRX = 6, BRY = 7; private TextureRegion region; private String path; private float x, y, scaleX = 1, scaleY = 1, rotation, width, height; private final float[] uvs = new float[8]; private final float[] offset = new float[8]; private final Color color = new Color(1, 1, 1, 1); private @Null Sequence sequence; public RegionAttachment (String name) { super(name); } /** Copy constructor. */ protected RegionAttachment (RegionAttachment other) { super(other); region = other.region; path = other.path; x = other.x; y = other.y; scaleX = other.scaleX; scaleY = other.scaleY; rotation = other.rotation; width = other.width; height = other.height; arraycopy(other.uvs, 0, uvs, 0, 8); arraycopy(other.offset, 0, offset, 0, 8); color.set(other.color); sequence = other.sequence != null ? new Sequence(other.sequence) : null; } /** Calculates the {@link #offset} and {@link #uvs} using the region and the attachment's transform. Must be called if the * region, the region's properties, or the transform are changed. */ public void updateRegion () { float width = getWidth(); float height = getHeight(); float localX2 = width / 2; float localY2 = height / 2; float localX = -localX2; float localY = -localY2; boolean rotated = false; if (region instanceof AtlasRegion) { AtlasRegion region = (AtlasRegion)this.region; localX += region.offsetX / region.originalWidth * width; localY += region.offsetY / region.originalHeight * height; if (region.degrees == 90) { rotated = true; localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * width; localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * height; } else { 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(degRad * rotation); float sin = (float)Math.sin(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; float[] uvs = this.uvs; if (rotated) { uvs[URX] = region.getU(); uvs[URY] = region.getV2(); uvs[BRX] = region.getU(); uvs[BRY] = region.getV(); uvs[BLX] = region.getU2(); uvs[BLY] = region.getV(); uvs[ULX] = region.getU2(); uvs[ULY] = region.getV2(); } else { uvs[ULX] = region.getU(); uvs[ULY] = region.getV2(); uvs[URX] = region.getU(); uvs[URY] = region.getV(); uvs[BRX] = region.getU2(); uvs[BRY] = region.getV(); uvs[BLX] = region.getU2(); uvs[BLY] = region.getV2(); } } public void setRegion (TextureRegion region) { if (region == null) throw new IllegalArgumentException("region cannot be null."); this.region = region; } public @Null TextureRegion getRegion () { return region; } /** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may * be changed. *

* See World transforms in the Spine * Runtimes Guide. * @param worldVertices The output world vertices. Must have a length >= offset + 8. * @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, float[] worldVertices, int offset, int stride) { if (sequence != null) sequence.apply(slot, this); float[] vertexOffset = 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 = vertexOffset[BRX]; offsetY = vertexOffset[BRY]; worldVertices[offset] = offsetX * a + offsetY * b + x; // br worldVertices[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[BLX]; offsetY = vertexOffset[BLY]; worldVertices[offset] = offsetX * a + offsetY * b + x; // bl worldVertices[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[ULX]; offsetY = vertexOffset[ULY]; worldVertices[offset] = offsetX * a + offsetY * b + x; // ul worldVertices[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[URX]; offsetY = vertexOffset[URY]; worldVertices[offset] = offsetX * a + offsetY * b + x; // ur worldVertices[offset + 1] = offsetX * c + offsetY * d + y; } /** For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. *

* See {@link #updateRegion()}. */ public float[] getOffset () { return offset; } public float[] getUVs () { return uvs; } /** 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; } public Color getColor () { return color; } public String getPath () { return path; } public void setPath (String path) { this.path = path; } public @Null Sequence getSequence () { return sequence; } public void setSequence (@Null Sequence sequence) { this.sequence = sequence; } public RegionAttachment copy () { return new RegionAttachment(this); } }





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