/
VertexAttachment.java
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/
VertexAttachment.java
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.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 Attachment timelineAttachment = this;
@Null int[] bones;
float[] vertices;
int worldVerticesLength;
public VertexAttachment (String name) {
super(name);
}
/** Copy constructor. */
public VertexAttachment (VertexAttachment other) {
super(other);
timelineAttachment = other.timelineAttachment;
if (other.bones != null) {
bones = new int[other.bones.length];
arraycopy(other.bones, 0, bones, 0, bones.length);
} else
bones = null;
if (other.vertices != null) {
vertices = new float[other.vertices.length];
arraycopy(other.vertices, 0, vertices, 0, vertices.length);
} else
vertices = null;
worldVerticesLength = other.worldVerticesLength;
}
/** 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.
* <p>
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> 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()} - <code>start</code>.
* @param worldVertices The output world vertices. Must have a length >= <code>offset</code> + <code>count</code> *
* <code>stride</code> / 2.
* @param offset The <code>worldVertices</code> index to begin writing values.
* @param stride The number of <code>worldVertices</code> 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;
}
}
}
/** 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 <code>x,y</code>
* entries for each vertex. For a weighted attachment, the values are <code>x,y,weight</code> 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 <code>count</code> parameter. */
public int getWorldVerticesLength () {
return worldVerticesLength;
}
public void setWorldVerticesLength (int worldVerticesLength) {
this.worldVerticesLength = worldVerticesLength;
}
/** Timelines for the timeline attachment are also applied to this attachment.
* @return May be null if no attachment-specific timelines should be applied. */
public @Null Attachment getTimelineAttachment () {
return timelineAttachment;
}
/** @param timelineAttachment May be null if no attachment-specific timelines should be applied. */
public void setTimelineAttachment (Attachment timelineAttachment) {
this.timelineAttachment = timelineAttachment;
}
/** Returns a unique ID for this attachment. */
public int getId () {
return id;
}
static private synchronized int nextID () {
return nextID++;
}
}