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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
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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.Slot;

/** 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 implements HasTextureRegion { 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 @Null MeshAttachment parentMesh; private @Null Sequence sequence; // Nonessential. private @Null short[] edges; private float width, height; public MeshAttachment (String name) { super(name); } /** Copy constructor. Use {@link #newLinkedMesh()} if the other mesh is a linked mesh. */ protected MeshAttachment (MeshAttachment other) { super(other); if (parentMesh != null) throw new IllegalArgumentException("Use newLinkedMesh to copy a linked mesh."); region = other.region; path = other.path; color.set(other.color); regionUVs = new float[other.regionUVs.length]; arraycopy(other.regionUVs, 0, regionUVs, 0, regionUVs.length); uvs = new float[other.uvs.length]; arraycopy(other.uvs, 0, uvs, 0, uvs.length); triangles = new short[other.triangles.length]; arraycopy(other.triangles, 0, triangles, 0, triangles.length); hullLength = other.hullLength; sequence = other.sequence != null ? new Sequence(other.sequence) : null; // Nonessential. if (other.edges != null) { edges = new short[other.edges.length]; arraycopy(other.edges, 0, edges, 0, edges.length); } width = other.width; height = other.height; } public void setRegion (TextureRegion region) { if (region == null) throw new IllegalArgumentException("region cannot be null."); this.region = region; } public @Null TextureRegion getRegion () { return region; } /** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or * the {@link #regionUVs} are changed. */ public void updateRegion () { float[] regionUVs = this.regionUVs; if (this.uvs == null || this.uvs.length != regionUVs.length) this.uvs = new float[regionUVs.length]; float[] uvs = this.uvs; int n = uvs.length; float u, v, width, height; if (region instanceof AtlasRegion) { u = region.getU(); v = region.getV(); AtlasRegion region = (AtlasRegion)this.region; float textureWidth = region.getTexture().getWidth(), textureHeight = region.getTexture().getHeight(); switch (region.degrees) { case 90: u -= (region.originalHeight - region.offsetY - region.packedWidth) / textureWidth; v -= (region.originalWidth - region.offsetX - region.packedHeight) / textureHeight; width = region.originalHeight / textureWidth; height = region.originalWidth / textureHeight; for (int i = 0; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + (1 - regionUVs[i]) * height; } return; case 180: u -= (region.originalWidth - region.offsetX - region.packedWidth) / textureWidth; v -= region.offsetY / textureHeight; width = region.originalWidth / textureWidth; height = region.originalHeight / textureHeight; for (int i = 0; i < n; i += 2) { uvs[i] = u + (1 - regionUVs[i]) * width; uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height; } return; case 270: u -= region.offsetY / textureWidth; v -= region.offsetX / textureHeight; width = region.originalHeight / textureWidth; height = region.originalWidth / textureHeight; for (int i = 0; i < n; i += 2) { uvs[i] = u + (1 - regionUVs[i + 1]) * width; uvs[i + 1] = v + regionUVs[i] * height; } return; } u -= region.offsetX / textureWidth; v -= (region.originalHeight - region.offsetY - region.packedHeight) / textureHeight; width = region.originalWidth / textureWidth; height = region.originalHeight / textureHeight; } else if (region == null) { u = v = 0; width = height = 1; } else { u = region.getU(); v = region.getV(); width = region.getU2() - u; height = region.getV2() - v; } for (int i = 0; i < n; i += 2) { uvs[i] = u + regionUVs[i] * width; uvs[i + 1] = v + regionUVs[i + 1] * height; } } /** If the attachment has a {@link #sequence}, the region may be changed. */ public void computeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride) { if (sequence != null) sequence.apply(slot, this); super.computeWorldVertices(slot, start, count, worldVertices, offset, stride); } /** 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 #updateRegion()}. */ public float[] getUVs () { return uvs; } public void setUVs (float[] uvs) { this.uvs = uvs; } public Color getColor () { return color; } 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 controlling triangulation, or be null if nonessential data was not exported. Mesh * triangles will never cross edges. Triangulation is not performed at runtime. */ public @Null short[] getEdges () { return edges; } /** The width of the mesh's image, or zero if nonessential data was not exported. */ public float getWidth () { return width; } public void setWidth (float width) { this.width = width; } /** The height of the mesh's image, or zero if nonessential data was not exported. */ public float getHeight () { return height; } public void setHeight (float height) { this.height = height; } public @Null Sequence getSequence () { return sequence; } public void setSequence (@Null Sequence sequence) { this.sequence = sequence; } /** 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 @Null MeshAttachment getParentMesh () { return parentMesh; } public void setParentMesh (@Null 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; } } /** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. */ public MeshAttachment newLinkedMesh () { MeshAttachment mesh = new MeshAttachment(name); mesh.timelineAttachment = timelineAttachment; mesh.region = region; mesh.path = path; mesh.color.set(color); mesh.setParentMesh(parentMesh != null ? parentMesh : this); if (mesh.getRegion() != null) mesh.updateRegion(); return mesh; } public MeshAttachment copy () { return parentMesh != null ? newLinkedMesh() : new MeshAttachment(this); } }





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