Please wait. This can take some minutes ...
Many resources are needed to download a project. Please understand that we have to compensate our server costs. Thank you in advance.
Project price only 1 $
You can buy this project and download/modify it how often you want.
com.talosvfx.talos.runtime.render.drawables.SpriteAnimationDrawable Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2019 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.talosvfx.talos.runtime.render.drawables;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.talosvfx.talos.runtime.Particle;
import com.talosvfx.talos.runtime.ParticleDrawable;
public class SpriteAnimationDrawable extends ParticleDrawable {
private TextureRegion region;
private float aspectRatio;
private float globalPhase;
private float phase;
private class Frame {
public float u1;
public float v1;
public float u2;
public float v2;
}
Animation animation;
private float[] vertices;
private short[] indexes;
Vector2 origin = new Vector2();
Vector2 tmp = new Vector2();
public SpriteAnimationDrawable() {
makeVertices();
}
public SpriteAnimationDrawable(TextureRegion region, int rows, int cols) {
set(region, rows, cols);
makeVertices();
}
private void makeVertices() {
int attributeCount = 5;
vertices = new float[4 * attributeCount];
indexes = new short[2 * 3];
}
private void updateVertices(float x, float y, float width, float height, Color color, float u, float v, float u2, float v2, float rotation) {
int idx = 0;
origin.set(x + width/2f, y + width/2f);
tmp.set(x, y).rotateAround(origin, rotation);
vertices[idx++] = tmp.x;
vertices[idx++] = tmp.y;
vertices[idx++] = color.toFloatBits();
vertices[idx++] = u;
vertices[idx++] = v;
tmp.set(x, y+height).rotateAround(origin, rotation);
vertices[idx++] = tmp.x;
vertices[idx++] = tmp.y;
vertices[idx++] = color.toFloatBits();
vertices[idx++] = u;
vertices[idx++] = v2;
tmp.set(x+width, y+height).rotateAround(origin, rotation);
vertices[idx++] = tmp.x;
vertices[idx++] = tmp.y;
vertices[idx++] = color.toFloatBits();
vertices[idx++] = u2;
vertices[idx++] = v2;
tmp.set(x+width, y).rotateAround(origin, rotation);
vertices[idx++] = tmp.x;
vertices[idx++] = tmp.y;
vertices[idx++] = color.toFloatBits();
vertices[idx++] = u2;
vertices[idx++] = v;
idx = 0;
indexes[idx++] = 0;
indexes[idx++] = 1;
indexes[idx++] = 2;
indexes[idx++] = 0;
indexes[idx++] = 2;
indexes[idx++] = 3;
}
public void set(int rows, int cols) {
set(region, rows, cols);
}
public void set(TextureRegion region, int rows, int cols) {
this.region = region;
Array frames = new Array<>();
float uSize = (region.getU2()-region.getU())/cols;
float vSize = (region.getV2()-region.getV())/rows;
for(int r = 0; r < rows; r++) {
for(int c = 0; c < cols; c++) {
Frame frame = new Frame();
frame.u1 = region.getU() + c * uSize;
frame.u2 = region.getU() + (c+1) * uSize;
frame.v2 = region.getV() + r * vSize;
frame.v1 = region.getV() + (r+1) * vSize; // we are flipping the V's
frames.add(frame);
}
}
animation = new Animation<>(1f/(rows*cols), frames);
setAspectRatio(uSize/vSize);
}
@Override
public void draw(Batch batch, float x, float y, float width, float height, float rotation) {
if(batch instanceof PolygonSpriteBatch) {
PolygonSpriteBatch polygonSpriteBatch = (PolygonSpriteBatch) batch;
Frame frame = animation.getKeyFrame(phase, false);
updateVertices(x-width/2f, y-height/2f, width, height, batch.getColor(), frame.u1, frame.v1, frame.u2, frame.v2, rotation);
polygonSpriteBatch.draw(region.getTexture(), vertices, 0, vertices.length, indexes, 0, indexes.length);
}
}
@Override
public void draw (Batch batch, Particle particle, Color color) {
float rotation = particle.rotation;
float width = particle.size.x;
float height = particle.size.y;
float y = particle.getY();
float x = particle.getX();
draw(batch, x, y, width, height, rotation);
}
@Override
public float getAspectRatio() {
return aspectRatio;
}
public void setAspectRatio(float aspectRatio) {
this.aspectRatio = aspectRatio;
}
@Override
public void setCurrentParticle(Particle particle) {
phase = globalPhase + particle.seed;
phase = phase - (int)phase; // normalize to 0-1
}
@Override
public TextureRegion getTextureRegion() {
return region;
}
public void setPhase(float phase) {
globalPhase = phase;
globalPhase = globalPhase - (int)phase; // normalize to 0-1
}
}