Beispiel #1
0
        public void Draw(Skeleton skeleton)
        {
            float[]     vertices = this.vertices;
            List <Slot> drawOrder = skeleton.DrawOrder;
            float       skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;

            for (int i = 0, n = drawOrder.Count; i < n; i++)
            {
                Slot       slot       = drawOrder[i];
                Attachment attachment = slot.Attachment;
                if (attachment is RegionAttachment)
                {
                    RegionAttachment regionAttachment = (RegionAttachment)attachment;
                    BlendState       blend            = slot.Data.AdditiveBlending ? BlendState.Additive : defaultBlendState;
                    if (device.BlendState != blend)
                    {
                        End();
                        device.BlendState = blend;
                    }

                    MeshItem item = batcher.NextItem(4, 6);
                    item.triangles = quadTriangles;
                    VertexPositionColorTexture[] itemVertices = item.vertices;

                    AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A * regionAttachment.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(
                            skeletonR * slot.R * regionAttachment.R * a,
                            skeletonG * slot.G * regionAttachment.G * a,
                            skeletonB * slot.B * regionAttachment.B * a, a);
                    }
                    else
                    {
                        color = new Color(
                            skeletonR * slot.R * regionAttachment.R,
                            skeletonG * slot.G * regionAttachment.G,
                            skeletonB * slot.B * regionAttachment.B, a);
                    }
                    itemVertices[TL].Color = color;
                    itemVertices[BL].Color = color;
                    itemVertices[BR].Color = color;
                    itemVertices[TR].Color = color;

                    regionAttachment.ComputeWorldVertices(slot.Bone, vertices);
                    itemVertices[TL].Position.X = vertices[RegionAttachment.X1];
                    itemVertices[TL].Position.Y = vertices[RegionAttachment.Y1];
                    itemVertices[TL].Position.Z = 0;
                    itemVertices[BL].Position.X = vertices[RegionAttachment.X2];
                    itemVertices[BL].Position.Y = vertices[RegionAttachment.Y2];
                    itemVertices[BL].Position.Z = 0;
                    itemVertices[BR].Position.X = vertices[RegionAttachment.X3];
                    itemVertices[BR].Position.Y = vertices[RegionAttachment.Y3];
                    itemVertices[BR].Position.Z = 0;
                    itemVertices[TR].Position.X = vertices[RegionAttachment.X4];
                    itemVertices[TR].Position.Y = vertices[RegionAttachment.Y4];
                    itemVertices[TR].Position.Z = 0;

                    float[] uvs = regionAttachment.UVs;
                    itemVertices[TL].TextureCoordinate.X = uvs[RegionAttachment.X1];
                    itemVertices[TL].TextureCoordinate.Y = uvs[RegionAttachment.Y1];
                    itemVertices[BL].TextureCoordinate.X = uvs[RegionAttachment.X2];
                    itemVertices[BL].TextureCoordinate.Y = uvs[RegionAttachment.Y2];
                    itemVertices[BR].TextureCoordinate.X = uvs[RegionAttachment.X3];
                    itemVertices[BR].TextureCoordinate.Y = uvs[RegionAttachment.Y3];
                    itemVertices[TR].TextureCoordinate.X = uvs[RegionAttachment.X4];
                    itemVertices[TR].TextureCoordinate.Y = uvs[RegionAttachment.Y4];
                }
                else if (attachment is MeshAttachment)
                {
                    MeshAttachment mesh        = (MeshAttachment)attachment;
                    int            vertexCount = mesh.Vertices.Length;
                    if (vertices.Length < vertexCount)
                    {
                        vertices = new float[vertexCount];
                    }
                    mesh.ComputeWorldVertices(slot, vertices);

                    int[]    triangles = mesh.Triangles;
                    MeshItem item      = batcher.NextItem(vertexCount, triangles.Length);
                    item.triangles = triangles;

                    AtlasRegion region = (AtlasRegion)mesh.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A * mesh.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R * a,
                            skeletonG * slot.G * mesh.G * a,
                            skeletonB * slot.B * mesh.B * a, a);
                    }
                    else
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R,
                            skeletonG * slot.G * mesh.G,
                            skeletonB * slot.B * mesh.B, a);
                    }

                    float[] uvs = mesh.UVs;
                    VertexPositionColorTexture[] itemVertices = item.vertices;
                    for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2)
                    {
                        itemVertices[ii].Color               = color;
                        itemVertices[ii].Position.X          = vertices[v];
                        itemVertices[ii].Position.Y          = vertices[v + 1];
                        itemVertices[ii].Position.Z          = 0;
                        itemVertices[ii].TextureCoordinate.X = uvs[v];
                        itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
                    }
                }
                else if (attachment is SkinnedMeshAttachment)
                {
                    SkinnedMeshAttachment mesh = (SkinnedMeshAttachment)attachment;
                    int vertexCount            = mesh.UVs.Length;
                    if (vertices.Length < vertexCount)
                    {
                        vertices = new float[vertexCount];
                    }
                    mesh.ComputeWorldVertices(slot, vertices);

                    int[]    triangles = mesh.Triangles;
                    MeshItem item      = batcher.NextItem(vertexCount, triangles.Length);
                    item.triangles = triangles;

                    AtlasRegion region = (AtlasRegion)mesh.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A * mesh.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R * a,
                            skeletonG * slot.G * mesh.G * a,
                            skeletonB * slot.B * mesh.B * a, a);
                    }
                    else
                    {
                        color = new Color(
                            skeletonR * slot.R * mesh.R,
                            skeletonG * slot.G * mesh.G,
                            skeletonB * slot.B * mesh.B, a);
                    }

                    float[] uvs = mesh.UVs;
                    VertexPositionColorTexture[] itemVertices = item.vertices;
                    for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2)
                    {
                        itemVertices[ii].Color               = color;
                        itemVertices[ii].Position.X          = vertices[v];
                        itemVertices[ii].Position.Y          = vertices[v + 1];
                        itemVertices[ii].Position.Z          = 0;
                        itemVertices[ii].TextureCoordinate.X = uvs[v];
                        itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
                    }
                }
            }
        }
Beispiel #2
0
        public void Draw(Skeleton skeleton)
        {
            List <Slot> drawOrder = skeleton.DrawOrder;
            float       skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;

            for (int i = 0, n = drawOrder.Count; i < n; i++)
            {
                Slot             slot             = drawOrder[i];
                RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
                if (regionAttachment != null)
                {
                    BlendState blend = slot.Data.AdditiveBlending ? BlendState.Additive : defaultBlendState;
                    if (device.BlendState != blend)
                    {
                        End();
                        device.BlendState = blend;
                    }

                    RegionItem item = batcher.NextItem();

                    AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
                    item.texture = (Texture2D)region.page.rendererObject;

                    Color color;
                    float a = skeletonA * slot.A;
                    if (premultipliedAlpha)
                    {
                        color = new Color(skeletonR * slot.R * a, skeletonG * slot.G * a, skeletonB * slot.B * a, a);
                    }
                    else
                    {
                        color = new Color(skeletonR * slot.R, skeletonG * slot.G, skeletonB * slot.B, a);
                    }
                    item.vertexTL.Color = color;
                    item.vertexBL.Color = color;
                    item.vertexBR.Color = color;
                    item.vertexTR.Color = color;

                    float[] vertices = this.vertices;
                    regionAttachment.ComputeWorldVertices(slot.Bone, vertices);
                    item.vertexTL.Position.X = vertices[RegionAttachment.X1];
                    item.vertexTL.Position.Y = vertices[RegionAttachment.Y1];
                    item.vertexTL.Position.Z = 0;
                    item.vertexBL.Position.X = vertices[RegionAttachment.X2];
                    item.vertexBL.Position.Y = vertices[RegionAttachment.Y2];
                    item.vertexBL.Position.Z = 0;
                    item.vertexBR.Position.X = vertices[RegionAttachment.X3];
                    item.vertexBR.Position.Y = vertices[RegionAttachment.Y3];
                    item.vertexBR.Position.Z = 0;
                    item.vertexTR.Position.X = vertices[RegionAttachment.X4];
                    item.vertexTR.Position.Y = vertices[RegionAttachment.Y4];
                    item.vertexTR.Position.Z = 0;

                    float[] uvs = regionAttachment.UVs;
                    item.vertexTL.TextureCoordinate.X = uvs[RegionAttachment.X1];
                    item.vertexTL.TextureCoordinate.Y = uvs[RegionAttachment.Y1];
                    item.vertexBL.TextureCoordinate.X = uvs[RegionAttachment.X2];
                    item.vertexBL.TextureCoordinate.Y = uvs[RegionAttachment.Y2];
                    item.vertexBR.TextureCoordinate.X = uvs[RegionAttachment.X3];
                    item.vertexBR.TextureCoordinate.Y = uvs[RegionAttachment.Y3];
                    item.vertexTR.TextureCoordinate.X = uvs[RegionAttachment.X4];
                    item.vertexTR.TextureCoordinate.Y = uvs[RegionAttachment.Y4];
                }
            }
        }
Beispiel #3
0
        private Attachment ReadAttachment(Skin skin, String name, Dictionary <String, Object> map)
        {
            if (map.ContainsKey("name"))
            {
                name = (String)map["name"];
            }

            var type = AttachmentType.region;

            if (map.ContainsKey("type"))
            {
                type = (AttachmentType)Enum.Parse(typeof(AttachmentType), (String)map["type"], false);
            }

            String path = name;

            if (map.ContainsKey("path"))
            {
                path = (String)map["path"];
            }

            switch (type)
            {
            case AttachmentType.region:
                RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
                if (region == null)
                {
                    return(null);
                }
                region.Path     = path;
                region.x        = GetFloat(map, "x", 0) * Scale;
                region.y        = GetFloat(map, "y", 0) * Scale;
                region.scaleX   = GetFloat(map, "scaleX", 1);
                region.scaleY   = GetFloat(map, "scaleY", 1);
                region.rotation = GetFloat(map, "rotation", 0);
                region.width    = GetFloat(map, "width", 32) * Scale;
                region.height   = GetFloat(map, "height", 32) * Scale;
                region.UpdateOffset();

                if (map.ContainsKey("color"))
                {
                    var color = (String)map["color"];
                    region.r = ToColor(color, 0);
                    region.g = ToColor(color, 1);
                    region.b = ToColor(color, 2);
                    region.a = ToColor(color, 3);
                }

                return(region);

            case AttachmentType.mesh: {
                MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path);
                if (mesh == null)
                {
                    return(null);
                }

                mesh.Path      = path;
                mesh.vertices  = GetFloatArray(map, "vertices", Scale);
                mesh.triangles = GetIntArray(map, "triangles");
                mesh.regionUVs = GetFloatArray(map, "uvs", 1);
                mesh.UpdateUVs();

                if (map.ContainsKey("color"))
                {
                    var color = (String)map["color"];
                    mesh.r = ToColor(color, 0);
                    mesh.g = ToColor(color, 1);
                    mesh.b = ToColor(color, 2);
                    mesh.a = ToColor(color, 3);
                }

                mesh.HullLength = GetInt(map, "hull", 0) * 2;
                if (map.ContainsKey("edges"))
                {
                    mesh.Edges = GetIntArray(map, "edges");
                }
                mesh.Width  = GetInt(map, "width", 0) * Scale;
                mesh.Height = GetInt(map, "height", 0) * Scale;

                return(mesh);
            }

            case AttachmentType.skinnedmesh: {
                SkinnedMeshAttachment mesh = attachmentLoader.NewSkinnedMeshAttachment(skin, name, path);
                if (mesh == null)
                {
                    return(null);
                }

                mesh.Path = path;
                float[] uvs      = GetFloatArray(map, "uvs", 1);
                float[] vertices = GetFloatArray(map, "vertices", 1);
                var     weights  = new List <float>(uvs.Length * 3 * 3);
                var     bones    = new List <int>(uvs.Length * 3);
                float   scale    = Scale;
                for (int i = 0, n = vertices.Length; i < n;)
                {
                    int boneCount = (int)vertices[i++];
                    bones.Add(boneCount);
                    for (int nn = i + boneCount * 4; i < nn;)
                    {
                        bones.Add((int)vertices[i]);
                        weights.Add(vertices[i + 1] * scale);
                        weights.Add(vertices[i + 2] * scale);
                        weights.Add(vertices[i + 3]);
                        i += 4;
                    }
                }
                mesh.bones     = bones.ToArray();
                mesh.weights   = weights.ToArray();
                mesh.triangles = GetIntArray(map, "triangles");
                mesh.regionUVs = uvs;
                mesh.UpdateUVs();

                if (map.ContainsKey("color"))
                {
                    var color = (String)map["color"];
                    mesh.r = ToColor(color, 0);
                    mesh.g = ToColor(color, 1);
                    mesh.b = ToColor(color, 2);
                    mesh.a = ToColor(color, 3);
                }

                mesh.HullLength = GetInt(map, "hull", 0) * 2;
                if (map.ContainsKey("edges"))
                {
                    mesh.Edges = GetIntArray(map, "edges");
                }
                mesh.Width  = GetInt(map, "width", 0) * Scale;
                mesh.Height = GetInt(map, "height", 0) * Scale;

                return(mesh);
            }

            case AttachmentType.boundingbox:
                BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
                if (box == null)
                {
                    return(null);
                }
                box.vertices = GetFloatArray(map, "vertices", Scale);
                return(box);
            }
            return(null);
        }