Пример #1
0
 private Spine.AtlasRegion CreateRegion(Texture2D texture)
 {
     Spine.AtlasRegion region = new Spine.AtlasRegion();
     region.width          = texture.width;
     region.height         = texture.height;
     region.originalWidth  = texture.width;
     region.originalHeight = texture.height;
     region.rotate         = false;
     region.page           = new Spine.AtlasPage();
     region.page.name      = texture.name;
     region.page.width     = texture.width;
     region.page.height    = texture.height;
     region.page.uWrap     = Spine.TextureWrap.ClampToEdge;
     region.page.vWrap     = Spine.TextureWrap.ClampToEdge;
     return(region);
 }
Пример #2
0
    public RegionAttachment NewRegionAttachment(Skin skin, string name, string path)
    {
        RegionAttachment attachment = new RegionAttachment(name);

        Texture2D tex = sprite.texture;
        int instanceId = tex.GetInstanceID();
        AtlasRegion atlasRegion;

        //check cache first
        if (atlasTable.ContainsKey(instanceId)) {
            atlasRegion = atlasTable[instanceId];
        } else {
            //Setup new material
            Material mat = new Material(shader);
            if (sprite.packed)
                mat.name = "Unity Packed Sprite Material";
            else
                mat.name = sprite.name + " Sprite Material";
            mat.mainTexture = tex;

            //create faux-region to play nice with SkeletonRenderer
            atlasRegion = new AtlasRegion();
            AtlasPage page = new AtlasPage();
            page.rendererObject = mat;
            atlasRegion.page = page;

            //cache it
            atlasTable[instanceId] = atlasRegion;
        }

        Rect texRect = sprite.textureRect;

        //normalize rect to UV space of packed atlas
        texRect.x = Mathf.InverseLerp(0, tex.width, texRect.x);
        texRect.y = Mathf.InverseLerp(0, tex.height, texRect.y);
        texRect.width = Mathf.InverseLerp(0, tex.width, texRect.width);
        texRect.height = Mathf.InverseLerp(0, tex.height, texRect.height);

        Bounds bounds = sprite.bounds;
        Vector3 size = bounds.size;

        //TODO: make sure this rotation thing actually works
        bool rotated = false;
        if (sprite.packed)
            rotated = sprite.packingRotation == SpritePackingRotation.Any;

        //do some math and assign UVs and sizes
        attachment.SetUVs(texRect.xMin, texRect.yMax, texRect.xMax, texRect.yMin, rotated);
        attachment.RendererObject = atlasRegion;
        attachment.SetColor(Color.white);
        attachment.ScaleX = 1;
        attachment.ScaleY = 1;
        attachment.RegionOffsetX = sprite.rect.width * (0.5f - Mathf.InverseLerp(bounds.min.x, bounds.max.x, 0)) / sprite.pixelsPerUnit;
        attachment.RegionOffsetY = sprite.rect.height * (0.5f - Mathf.InverseLerp(bounds.min.y, bounds.max.y, 0)) / sprite.pixelsPerUnit;
        attachment.Width = size.x;
        attachment.Height = size.y;
        attachment.RegionWidth = size.x;
        attachment.RegionHeight = size.y;
        attachment.RegionOriginalWidth = size.x;
        attachment.RegionOriginalHeight = size.y;
        attachment.UpdateOffset();

        return attachment;
    }
Пример #3
0
		private void Load (TextReader reader, String imagesDir, TextureLoader textureLoader) {
			if (textureLoader == null) throw new ArgumentNullException("textureLoader cannot be null.");
			this.textureLoader = textureLoader;

			String[] tuple = new String[4];
			AtlasPage page = null;
			while (true) {
				String line = reader.ReadLine();
				if (line == null) break;
				if (line.Trim().Length == 0)
					page = null;
				else if (page == null) {
					page = new AtlasPage();
					page.name = line;

					if (readTuple(reader, tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
						page.width = int.Parse(tuple[0]);
						page.height = int.Parse(tuple[1]);
						readTuple(reader, tuple);
					}
					page.format = (Format)Enum.Parse(typeof(Format), tuple[0], false);

					readTuple(reader, tuple);
					page.minFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0], false);
					page.magFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1], false);

					String direction = readValue(reader);
					page.uWrap = TextureWrap.ClampToEdge;
					page.vWrap = TextureWrap.ClampToEdge;
					if (direction == "x")
						page.uWrap = TextureWrap.Repeat;
					else if (direction == "y")
						page.vWrap = TextureWrap.Repeat;
					else if (direction == "xy")
						page.uWrap = page.vWrap = TextureWrap.Repeat;

					textureLoader.Load(page, Path.Combine(imagesDir, line));

					pages.Add(page);

				} else {
					AtlasRegion region = new AtlasRegion();
					region.name = line;
					region.page = page;

					region.rotate = Boolean.Parse(readValue(reader));

					readTuple(reader, tuple);
					int x = int.Parse(tuple[0]);
					int y = int.Parse(tuple[1]);

					readTuple(reader, tuple);
					int width = int.Parse(tuple[0]);
					int height = int.Parse(tuple[1]);

					region.u = x / (float)page.width;
					region.v = y / (float)page.height;
					if (region.rotate) {
						region.u2 = (x + height) / (float)page.width;
						region.v2 = (y + width) / (float)page.height;
					} else {
						region.u2 = (x + width) / (float)page.width;
						region.v2 = (y + height) / (float)page.height;
					}
					region.x = x;
					region.y = y;
					region.width = Math.Abs(width);
					region.height = Math.Abs(height);

					if (readTuple(reader, tuple) == 4) { // split is optional
						region.splits = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
								int.Parse(tuple[2]), int.Parse(tuple[3])};

						if (readTuple(reader, tuple) == 4) { // pad is optional, but only present with splits
							region.pads = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
									int.Parse(tuple[2]), int.Parse(tuple[3])};

							readTuple(reader, tuple);
						}
					}

					region.originalWidth = int.Parse(tuple[0]);
					region.originalHeight = int.Parse(tuple[1]);

					readTuple(reader, tuple);
					region.offsetX = int.Parse(tuple[0]);
					region.offsetY = int.Parse(tuple[1]);

					region.index = int.Parse(readValue(reader));

					regions.Add(region);
				}
			}
		}
Пример #4
0
	public static string GetPathSafeRegionName (AtlasRegion region) {
		return region.name.Replace("/", "_");
	}
Пример #5
0
	public static GameObject BakeRegion (AtlasAsset atlasAsset, AtlasRegion region, bool autoSave = true) {
		Atlas atlas = atlasAsset.GetAtlas();
		string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
		string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
		string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
		string bakedPrefabPath = Path.Combine(bakedDirPath, GetPathSafeRegionName(region) + ".prefab").Replace("\\", "/");

		GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(GameObject));
		GameObject root;
		Mesh mesh;
		bool isNewPrefab = false;

		if (!Directory.Exists(bakedDirPath))
			Directory.CreateDirectory(bakedDirPath);

		if (prefab == null) {
			root = new GameObject("temp", typeof(MeshFilter), typeof(MeshRenderer));
			prefab = (GameObject)PrefabUtility.CreatePrefab(bakedPrefabPath, root);
			isNewPrefab = true;
			Object.DestroyImmediate(root);
		}

		mesh = (Mesh)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(Mesh));

		Material mat = null;
		mesh = atlasAsset.GenerateMesh(region.name, mesh, out mat);
		if (isNewPrefab) {
			AssetDatabase.AddObjectToAsset(mesh, prefab);
			prefab.GetComponent<MeshFilter>().sharedMesh = mesh;
		}

		EditorUtility.SetDirty(mesh);
		EditorUtility.SetDirty(prefab);

		if (autoSave) {
			AssetDatabase.SaveAssets();
			AssetDatabase.Refresh();
		}


		prefab.GetComponent<MeshRenderer>().sharedMaterial = mat;

		return prefab;
	}
Пример #6
0
        public void Draw(Skeleton skeleton)
        {
            List <Slot> drawOrder = skeleton.DrawOrder;
            float       x = skeleton.X, y = skeleton.Y;
            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;
                    }

                    SpriteBatchItem item   = batcher.CreateBatchItem();
                    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(x, y, 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];
                }
            }
        }
Пример #7
0
        public void Draw(Skeleton skeleton)
        {
            float[] vertices = this.vertices;
            var     drawOrder = skeleton.DrawOrder;
            var     drawOrderItems = skeleton.DrawOrder.Items;
            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       = drawOrderItems[i];
                Attachment attachment = slot.Attachment;
                if (attachment is RegionAttachment)
                {
                    RegionAttachment regionAttachment = (RegionAttachment)attachment;
                    BlendState       blend            = slot.Data.BlendMode == BlendMode.additive ? 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.WorldVerticesLength;
                    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];
                    }
                }
            }
        }
Пример #8
0
        public void Draw(Skeleton skeleton)
        {
            var   drawOrder = skeleton.DrawOrder;
            var   drawOrderItems = skeleton.DrawOrder.Items;
            float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;
            Color color = new Color();

            if (VertexEffect != null)
            {
                VertexEffect.Begin(skeleton);
            }

            for (int i = 0, n = drawOrder.Count; i < n; i++)
            {
                Slot       slot       = drawOrderItems[i];
                Attachment attachment = slot.Attachment;

                float     attachmentColorR, attachmentColorG, attachmentColorB, attachmentColorA;
                Texture2D texture       = null;
                int       verticesCount = 0;
                float[]   vertices      = this.vertices;
                int       indicesCount  = 0;
                int[]     indices       = null;
                float[]   uvs           = null;

                if (attachment is RegionAttachment)
                {
                    RegionAttachment regionAttachment = (RegionAttachment)attachment;
                    attachmentColorR = regionAttachment.R; attachmentColorG = regionAttachment.G; attachmentColorB = regionAttachment.B; attachmentColorA = regionAttachment.A;
                    AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
                    texture       = (Texture2D)region.page.rendererObject;
                    verticesCount = 4;
                    regionAttachment.ComputeWorldVertices(slot.Bone, vertices, 0, 2);
                    indicesCount = 6;
                    indices      = quadTriangles;
                    uvs          = regionAttachment.UVs;
                }
                else if (attachment is MeshAttachment)
                {
                    MeshAttachment mesh = (MeshAttachment)attachment;
                    attachmentColorR = mesh.R; attachmentColorG = mesh.G; attachmentColorB = mesh.B; attachmentColorA = mesh.A;
                    AtlasRegion region = (AtlasRegion)mesh.RendererObject;
                    texture = (Texture2D)region.page.rendererObject;
                    int vertexCount = mesh.WorldVerticesLength;
                    if (vertices.Length < vertexCount)
                    {
                        vertices = new float[vertexCount];
                    }
                    verticesCount = vertexCount >> 1;
                    mesh.ComputeWorldVertices(slot, vertices);
                    indicesCount = mesh.Triangles.Length;
                    indices      = mesh.Triangles;
                    uvs          = mesh.UVs;
                }
                else if (attachment is ClippingAttachment)
                {
                    ClippingAttachment clip = (ClippingAttachment)attachment;
                    clipper.ClipStart(slot, clip);
                    continue;
                }
                else
                {
                    continue;
                }

                // set blend state
                BlendState blend = slot.Data.BlendMode == BlendMode.Additive ? BlendState.Additive : defaultBlendState;
                if (device.BlendState != blend)
                {
                    //End();
                    //device.BlendState = blend;
                }

                // calculate color
                float a = skeletonA * slot.A * attachmentColorA;
                if (premultipliedAlpha)
                {
                    color = new Color(
                        skeletonR * slot.R * attachmentColorR * a,
                        skeletonG * slot.G * attachmentColorG * a,
                        skeletonB * slot.B * attachmentColorB * a, a);
                }
                else
                {
                    color = new Color(
                        skeletonR * slot.R * attachmentColorR,
                        skeletonG * slot.G * attachmentColorG,
                        skeletonB * slot.B * attachmentColorB, a);
                }

                Color darkColor = new Color();
                if (slot.HasSecondColor)
                {
                    if (premultipliedAlpha)
                    {
                        darkColor = new Color(slot.R2 * a, slot.G2 * a, slot.B2 * a);
                    }
                    else
                    {
                        darkColor = new Color(slot.R2 * a, slot.G2 * a, slot.B2 * a);
                    }
                }
                darkColor.A = premultipliedAlpha ? (byte)255 : (byte)0;

                // clip
                if (clipper.IsClipping)
                {
                    clipper.ClipTriangles(vertices, verticesCount << 1, indices, indicesCount, uvs);
                    vertices      = clipper.ClippedVertices.Items;
                    verticesCount = clipper.ClippedVertices.Count >> 1;
                    indices       = clipper.ClippedTriangles.Items;
                    indicesCount  = clipper.ClippedTriangles.Count;
                    uvs           = clipper.ClippedUVs.Items;
                }

                if (verticesCount == 0 || indicesCount == 0)
                {
                    continue;
                }

                // submit to batch
                MeshItem item = batcher.NextItem(verticesCount, indicesCount);
                item.texture = texture;
                for (int ii = 0, nn = indicesCount; ii < nn; ii++)
                {
                    item.triangles[ii] = indices[ii];
                }
                VertexPositionColorTextureColor[] itemVertices = item.vertices;
                for (int ii = 0, v = 0, nn = verticesCount << 1; v < nn; ii++, v += 2)
                {
                    itemVertices[ii].Color               = color;
                    itemVertices[ii].Color2              = darkColor;
                    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];
                    if (VertexEffect != null)
                    {
                        VertexEffect.Transform(ref itemVertices[ii]);
                    }
                }

                clipper.ClipEnd(slot);
            }
            clipper.ClipEnd();
            if (VertexEffect != null)
            {
                VertexEffect.End();
            }
        }
Пример #9
0
        private void Load(TextReader reader, String imagesDir, TextureLoader textureLoader)
        {
            if (textureLoader == null)
            {
                throw new ArgumentNullException("textureLoader cannot be null.");
            }
            this.textureLoader = textureLoader;

            String[]  tuple = new String[4];
            AtlasPage page  = null;

            while (true)
            {
                String line = reader.ReadLine();
                if (line == null)
                {
                    break;
                }
                if (line.Trim().Length == 0)
                {
                    page = null;
                }
                else if (page == null)
                {
                    page      = new AtlasPage();
                    page.name = line;

                    if (readTuple(reader, tuple) == 2)                       // size is only optional for an atlas packed with an old TexturePacker.
                    {
                        page.width  = int.Parse(tuple[0]);
                        page.height = int.Parse(tuple[1]);
                        readTuple(reader, tuple);
                    }
                    page.format = (Format)Enum.Parse(typeof(Format), tuple[0], false);

                    readTuple(reader, tuple);
                    page.minFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0], false);
                    page.magFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1], false);

                    String direction = readValue(reader);
                    page.uWrap = TextureWrap.ClampToEdge;
                    page.vWrap = TextureWrap.ClampToEdge;
                    if (direction == "x")
                    {
                        page.uWrap = TextureWrap.Repeat;
                    }
                    else if (direction == "y")
                    {
                        page.vWrap = TextureWrap.Repeat;
                    }
                    else if (direction == "xy")
                    {
                        page.uWrap = page.vWrap = TextureWrap.Repeat;
                    }

                    textureLoader.Load(page, Path.Combine(imagesDir, line));

                    pages.Add(page);
                }
                else
                {
                    AtlasRegion region = new AtlasRegion();
                    region.name = line;
                    region.page = page;

                    region.rotate = Boolean.Parse(readValue(reader));

                    readTuple(reader, tuple);
                    int x = int.Parse(tuple[0]);
                    int y = int.Parse(tuple[1]);

                    readTuple(reader, tuple);
                    int width  = int.Parse(tuple[0]);
                    int height = int.Parse(tuple[1]);

                    region.u = x / (float)page.width;
                    region.v = y / (float)page.height;
                    if (region.rotate)
                    {
                        region.u2 = (x + height) / (float)page.width;
                        region.v2 = (y + width) / (float)page.height;
                    }
                    else
                    {
                        region.u2 = (x + width) / (float)page.width;
                        region.v2 = (y + height) / (float)page.height;
                    }
                    region.x      = x;
                    region.y      = y;
                    region.width  = Math.Abs(width);
                    region.height = Math.Abs(height);

                    if (readTuple(reader, tuple) == 4)                       // split is optional
                    {
                        region.splits = new int[] { int.Parse(tuple[0]), int.Parse(tuple[1]),
                                                    int.Parse(tuple[2]), int.Parse(tuple[3]) };

                        if (readTuple(reader, tuple) == 4)                           // pad is optional, but only present with splits
                        {
                            region.pads = new int[] { int.Parse(tuple[0]), int.Parse(tuple[1]),
                                                      int.Parse(tuple[2]), int.Parse(tuple[3]) };

                            readTuple(reader, tuple);
                        }
                    }

                    region.originalWidth  = int.Parse(tuple[0]);
                    region.originalHeight = int.Parse(tuple[1]);

                    readTuple(reader, tuple);
                    region.offsetX = int.Parse(tuple[0]);
                    region.offsetY = int.Parse(tuple[1]);

                    region.index = int.Parse(readValue(reader));

                    regions.Add(region);
                }
            }
        }
Пример #10
0
        public void Draw(Skeleton skeleton)
        {
            List <Slot> drawOrder = skeleton.DrawOrder;

            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 : BlendState.AlphaBlend;
                    if (device.BlendState != blend)
                    {
                        End();
                        device.BlendState = blend;
                    }

                    SpriteBatchItem item   = batcher.CreateBatchItem();
                    AtlasRegion     region = (AtlasRegion)regionAttachment.RendererObject;
                    item.Texture = (Texture2D)region.page.rendererObject;

                    byte r = (byte)(skeleton.R * slot.R * 255);
                    byte g = (byte)(skeleton.G * slot.G * 255);
                    byte b = (byte)(skeleton.B * slot.B * 255);
                    byte a = (byte)(skeleton.A * slot.A * 255);
                    item.vertexTL.Color.R = r;
                    item.vertexTL.Color.G = g;
                    item.vertexTL.Color.B = b;
                    item.vertexTL.Color.A = a;
                    item.vertexBL.Color.R = r;
                    item.vertexBL.Color.G = g;
                    item.vertexBL.Color.B = b;
                    item.vertexBL.Color.A = a;
                    item.vertexBR.Color.R = r;
                    item.vertexBR.Color.G = g;
                    item.vertexBR.Color.B = b;
                    item.vertexBR.Color.A = a;
                    item.vertexTR.Color.R = r;
                    item.vertexTR.Color.G = g;
                    item.vertexTR.Color.B = b;
                    item.vertexTR.Color.A = a;

                    float[] vertices = this.vertices;
                    regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, 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];
                }
            }
        }
Пример #11
0
        public void load(StreamReader reader, String imagesDir, ContentManager content)
        {
            String[]  tuple = new String[4];
            AtlasPage page  = null;

            while (true)
            {
                String line = reader.ReadLine();
                if (line == null)
                {
                    break;
                }
                if (line.Trim().Length == 0)
                {
                    page = null;
                }
                else if (page == null)
                {
                    page = NewAtlasPage(Path.Combine(imagesDir, Path.GetFileNameWithoutExtension(line)), content);

                    page.Format = (Format)Enum.Parse(typeof(Format), readValue(reader), false);

                    readTuple(reader, tuple);
                    page.MinFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0]);
                    page.MagFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1]);

                    String direction = readValue(reader);
                    page.UWrap = TextureWrap.ClampToEdge;
                    page.VWrap = TextureWrap.ClampToEdge;
                    if (direction == "x")
                    {
                        page.UWrap = TextureWrap.Repeat;
                    }
                    else if (direction == "y")
                    {
                        page.VWrap = TextureWrap.Repeat;
                    }
                    else if (direction == "xy")
                    {
                        page.UWrap = page.VWrap = TextureWrap.Repeat;
                    }

                    pages.Add(page);
                }
                else
                {
                    AtlasRegion region = new AtlasRegion();
                    region.Name = line;
                    region.Page = page;

                    region.Rotate = Boolean.Parse(readValue(reader));

                    readTuple(reader, tuple);
                    int x = int.Parse(tuple[0]);
                    int y = int.Parse(tuple[1]);

                    readTuple(reader, tuple);
                    int width  = int.Parse(tuple[0]);
                    int height = int.Parse(tuple[1]);

                    float invTexWidth  = 1f / page.GetTextureWidth();
                    float invTexHeight = 1f / page.GetTextureHeight();
                    region.U      = x * invTexWidth;
                    region.V      = y * invTexHeight;
                    region.U2     = (x + width) * invTexWidth;
                    region.V2     = (y + height) * invTexHeight;
                    region.Width  = Math.Abs(width);
                    region.Height = Math.Abs(height);

                    if (readTuple(reader, tuple) == 4)                       // split is optional
                    {
                        region.Splits = new int[] { int.Parse(tuple[0]), int.Parse(tuple[1]),
                                                    int.Parse(tuple[2]), int.Parse(tuple[3]) };

                        if (readTuple(reader, tuple) == 4)                           // pad is optional, but only present with splits
                        {
                            region.Pads = new int[] { int.Parse(tuple[0]), int.Parse(tuple[1]),
                                                      int.Parse(tuple[2]), int.Parse(tuple[3]) };

                            readTuple(reader, tuple);
                        }
                    }

                    region.OriginalWidth  = int.Parse(tuple[0]);
                    region.OriginalHeight = int.Parse(tuple[1]);

                    readTuple(reader, tuple);
                    region.OffsetX = int.Parse(tuple[0]);
                    region.OffsetY = int.Parse(tuple[1]);

                    region.Index = int.Parse(readValue(reader));

                    regions.Add(region);
                }
            }
        }
Пример #12
0
        public void load(StreamReader reader, String imagesDir)
        {
            String[] tuple = new String[4];
            AtlasPage page = null;
            while (true) {
                String line = reader.ReadLine();
                if (line == null) break;
                if (line.Trim().Length == 0)
                    page = null;
                else if (page == null) {
                    page = NewAtlasPage(Path.Combine(imagesDir, line));

                    page.Format = (Format)Enum.Parse(typeof(Format), readValue(reader), false);

                    readTuple(reader, tuple);
                    page.MinFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0]);
                    page.MagFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1]);

                    String direction = readValue(reader);
                    page.UWrap = TextureWrap.ClampToEdge;
                    page.VWrap = TextureWrap.ClampToEdge;
                    if (direction == "x")
                        page.UWrap = TextureWrap.Repeat;
                    else if (direction == "y")
                        page.VWrap = TextureWrap.Repeat;
                    else if (direction == "xy")
                        page.UWrap = page.VWrap = TextureWrap.Repeat;

                    pages.Add(page);

                } else {
                    AtlasRegion region = new AtlasRegion();
                    region.Name = line;
                    region.Page = page;

                    region.Rotate = Boolean.Parse(readValue(reader));

                    readTuple(reader, tuple);
                    int x = int.Parse(tuple[0]);
                    int y = int.Parse(tuple[1]);

                    readTuple(reader, tuple);
                    int width = int.Parse(tuple[0]);
                    int height = int.Parse(tuple[1]);

                    float invTexWidth = 1f / page.GetTextureWidth();
                    float invTexHeight = 1f / page.GetTextureHeight();
                    region.U = x * invTexWidth;
                    region.V = y * invTexHeight;
                    region.U2 = (x + width) * invTexWidth;
                    region.V2 = (y + height) * invTexHeight;
                    region.Width = Math.Abs(width);
                    region.Height = Math.Abs(height);

                    if (readTuple(reader, tuple) == 4) { // split is optional
                        region.Splits = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
                                int.Parse(tuple[2]), int.Parse(tuple[3])};

                        if (readTuple(reader, tuple) == 4) { // pad is optional, but only present with splits
                            region.Pads = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
                                    int.Parse(tuple[2]), int.Parse(tuple[3])};

                            readTuple(reader, tuple);
                        }
                    }

                    region.OriginalWidth = int.Parse(tuple[0]);
                    region.OriginalHeight = int.Parse(tuple[1]);

                    readTuple(reader, tuple);
                    region.OffsetX = int.Parse(tuple[0]);
                    region.OffsetY = int.Parse(tuple[1]);

                    region.Index = int.Parse(readValue(reader));

                    regions.Add(region);
                }
            }
        }
Пример #13
0
        public static void DrawMeshAttachmnent(Pipeline pipeline, AtlasRegion region, float[] regionUVs, float[] worldVertices, int[] triangles, Color color, BlendMode blend)
        {
            float worldMinX = float.MaxValue;
            float worldMaxX = float.MinValue;
            float worldMinY = float.MaxValue;
            float worldMaxY = float.MinValue;

            for (int i = 0; i < worldVertices.Length; i += 2)
            {
                if (worldMinX > worldVertices[i])
                {
                    worldMinX = worldVertices[i];
                }
                if (worldMaxX < worldVertices[i])
                {
                    worldMaxX = worldVertices[i];
                }
            }
            for (int i = 0; i < worldVertices.Length; i += 2)
            {
                if (worldMinY > worldVertices[i + 1])
                {
                    worldMinY = worldVertices[i + 1];
                }
                if (worldMaxY < worldVertices[i + 1])
                {
                    worldMaxY = worldVertices[i + 1];
                }
            }
            int minX = (int)Math.Round(worldMinX);
            int maxX = (int)Math.Round(worldMaxX);
            int minY = (int)Math.Round(worldMinY);
            int maxY = (int)Math.Round(worldMaxY);

            Image bitmap = (Image)region.page.rendererObject;
            //// Extract region
            Bitmap     img     = Gdi.ExtractRegion(region, bitmap);
            Bitmap     result  = new Bitmap(maxX - minX + 3, maxY - minY + 3, PixelFormat.Format32bppPArgb);
            BitmapData imgData = img.LockBits(new Rectangle(0, 0, img.Width, img.Height),
                                              ImageLockMode.ReadOnly, img.PixelFormat);
            BitmapData resultData = result.LockBits(new Rectangle(0, 0, result.Width, result.Height),
                                                    ImageLockMode.ReadWrite, result.PixelFormat);


            //Graphics e = Graphics.FromImage(result);
            //e.Clear(Color.Transparent);

            for (int i = 0; i < triangles.Length; i += 3)
            {
                Point[] srcP  = new Point[3];
                Point[] destP = new Point[3];
                for (int j = 0; j < 3; j++)
                {
                    srcP[j] = new Point((int)Math.Round(regionUVs[triangles[i + j] * 2] * img.Width),
                                        (int)Math.Round(regionUVs[triangles[i + j] * 2 + 1] * img.Height));
                    destP[j] = new Point((int)Math.Round(worldVertices[triangles[i + j] * 2]) - minX,
                                         (int)Math.Round(worldVertices[triangles[i + j] * 2 + 1]) - minY);
                }

                //e.DrawPolygon(new Pen(Brushes.Black), destP);
                Gdi.TriangleTransform(imgData, resultData, srcP, destP);
            }
            result.UnlockBits(resultData);
            img.UnlockBits(imgData);
            var primitive = pipeline.NewPrimitive(new PointF[] { new PointF(minX, minY),
                                                                 new PointF(maxX, minY), new PointF(minX, maxY) });

            primitive.color     = color;
            primitive.image     = result;
            primitive.blend     = (int)blend;
            primitive.texcoords = new RectangleF(0, 0, result.Width, result.Height);
            pipeline.Marshall(primitive);
        }
Пример #14
0
        private void Load(TextReader reader, string imagesDir, TextureLoader textureLoader)
        {
            if (textureLoader == null)
            {
                throw new ArgumentNullException("textureLoader cannot be null.");
            }
            this.textureLoader = textureLoader;
            string[]  array     = new string[4];
            AtlasPage atlasPage = null;

            for (;;)
            {
                string text = reader.ReadLine();
                if (text == null)
                {
                    break;
                }
                if (text.Trim().Length == 0)
                {
                    atlasPage = null;
                }
                else if (atlasPage == null)
                {
                    atlasPage      = new AtlasPage();
                    atlasPage.name = text;
                    if (Atlas.ReadTuple(reader, array) == 2)
                    {
                        atlasPage.width  = int.Parse(array[0]);
                        atlasPage.height = int.Parse(array[1]);
                        Atlas.ReadTuple(reader, array);
                    }
                    atlasPage.format = (Format)Enum.Parse(typeof(Format), array[0], false);
                    Atlas.ReadTuple(reader, array);
                    atlasPage.minFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), array[0], false);
                    atlasPage.magFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), array[1], false);
                    string a = Atlas.ReadValue(reader);
                    atlasPage.uWrap = TextureWrap.ClampToEdge;
                    atlasPage.vWrap = TextureWrap.ClampToEdge;
                    if (a == "x")
                    {
                        atlasPage.uWrap = TextureWrap.Repeat;
                    }
                    else if (a == "y")
                    {
                        atlasPage.vWrap = TextureWrap.Repeat;
                    }
                    else if (a == "xy")
                    {
                        atlasPage.uWrap = (atlasPage.vWrap = TextureWrap.Repeat);
                    }
                    textureLoader.Load(atlasPage, Path.Combine(imagesDir, text));
                    this.pages.Add(atlasPage);
                }
                else
                {
                    AtlasRegion atlasRegion = new AtlasRegion();
                    atlasRegion.name   = text;
                    atlasRegion.page   = atlasPage;
                    atlasRegion.rotate = bool.Parse(Atlas.ReadValue(reader));
                    Atlas.ReadTuple(reader, array);
                    int num  = int.Parse(array[0]);
                    int num2 = int.Parse(array[1]);
                    Atlas.ReadTuple(reader, array);
                    int num3 = int.Parse(array[0]);
                    int num4 = int.Parse(array[1]);
                    atlasRegion.u = (float)num / (float)atlasPage.width;
                    atlasRegion.v = (float)num2 / (float)atlasPage.height;
                    if (atlasRegion.rotate)
                    {
                        atlasRegion.u2 = (float)(num + num4) / (float)atlasPage.width;
                        atlasRegion.v2 = (float)(num2 + num3) / (float)atlasPage.height;
                    }
                    else
                    {
                        atlasRegion.u2 = (float)(num + num3) / (float)atlasPage.width;
                        atlasRegion.v2 = (float)(num2 + num4) / (float)atlasPage.height;
                    }
                    atlasRegion.x      = num;
                    atlasRegion.y      = num2;
                    atlasRegion.width  = Math.Abs(num3);
                    atlasRegion.height = Math.Abs(num4);
                    if (Atlas.ReadTuple(reader, array) == 4)
                    {
                        atlasRegion.splits = new int[]
                        {
                            int.Parse(array[0]),
                            int.Parse(array[1]),
                            int.Parse(array[2]),
                            int.Parse(array[3])
                        };
                        if (Atlas.ReadTuple(reader, array) == 4)
                        {
                            atlasRegion.pads = new int[]
                            {
                                int.Parse(array[0]),
                                int.Parse(array[1]),
                                int.Parse(array[2]),
                                int.Parse(array[3])
                            };
                            Atlas.ReadTuple(reader, array);
                        }
                    }
                    atlasRegion.originalWidth  = int.Parse(array[0]);
                    atlasRegion.originalHeight = int.Parse(array[1]);
                    Atlas.ReadTuple(reader, array);
                    atlasRegion.offsetX = (float)int.Parse(array[0]);
                    atlasRegion.offsetY = (float)int.Parse(array[1]);
                    atlasRegion.index   = int.Parse(Atlas.ReadValue(reader));
                    this.regions.Add(atlasRegion);
                }
            }
        }
Пример #15
0
        private void initialize(TextReader reader, Object texture, int textureWidth, int textureHeight)
        {
            TextureWidth = textureWidth;
            TextureHeight = textureHeight;
            Texture = texture;

            Regions = new List<AtlasRegion>();
            float invTexWidth = 1f / textureWidth;
            float invTexHeight = 1f / textureHeight;
            String[] tuple = new String[4];

            // Skip past first page name.
            while (true) {
                String line = reader.ReadLine();
                if (line.Trim().Length != 0)
                    break;
            }

            Format = (Format)Enum.Parse(typeof(Format), readValue(reader), false);

            readTuple(reader, tuple);
            MinFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[0]);
            MagFilter = (TextureFilter)Enum.Parse(typeof(TextureFilter), tuple[1]);

            String direction = readValue(reader);
            UWrap = TextureWrap.ClampToEdge;
            VWrap = TextureWrap.ClampToEdge;
            if (direction == "x")
                UWrap = TextureWrap.Repeat;
            else if (direction == "y")
                VWrap = TextureWrap.Repeat;
            else if (direction == "xy")
                UWrap = VWrap = TextureWrap.Repeat;

            while (true) {
                String line = reader.ReadLine();
                if (line == null || line.Trim().Length == 0) break;

                AtlasRegion region = new AtlasRegion();
                region.Atlas = this;
                region.Name = line;

                region.Rotate = Boolean.Parse(readValue(reader));

                readTuple(reader, tuple);
                int x = int.Parse(tuple[0]);
                int y = int.Parse(tuple[1]);

                readTuple(reader, tuple);
                int width = int.Parse(tuple[0]);
                int height = int.Parse(tuple[1]);

                region.U = x * invTexWidth;
                region.V = y * invTexHeight;
                region.U2 = (x + width) * invTexWidth;
                region.V2 = (y + height) * invTexHeight;
                region.Width = Math.Abs(width);
                region.Height = Math.Abs(height);

                if (readTuple(reader, tuple) == 4) { // split is optional
                    region.Splits = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
                                int.Parse(tuple[2]), int.Parse(tuple[3])};

                    if (readTuple(reader, tuple) == 4) { // pad is optional, but only present with splits
                        region.Pads = new int[] {int.Parse(tuple[0]), int.Parse(tuple[1]),
                                    int.Parse(tuple[2]), int.Parse(tuple[3])};

                        readTuple(reader, tuple);
                    }
                }

                region.OriginalWidth = int.Parse(tuple[0]);
                region.OriginalHeight = int.Parse(tuple[1]);

                readTuple(reader, tuple);
                region.OffsetX = int.Parse(tuple[0]);
                region.OffsetY = int.Parse(tuple[1]);

                region.Index = int.Parse(readValue(reader));

                Regions.Add(region);
            }

            while (true) {
                String line = reader.ReadLine();
                if (line == null)
                    break;
                if (line.Trim().Length != 0) throw new Exception("An atlas with multiple images is not supported.");
            }
        }
Пример #16
0
		public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
			RegionAttachment attachment = new RegionAttachment(name);

			Texture2D tex = sprite.texture;
			int instanceId = tex.GetInstanceID();
			AtlasRegion atlasRegion;
			bool cachedMaterialExists = atlasTable.TryGetValue(instanceId, out atlasRegion);

			if (!cachedMaterialExists) {
				// Setup new material.
				var material = new Material(shader);
				if (sprite.packed)
					material.name = "Unity Packed Sprite Material";
				else
					material.name = sprite.name + " Sprite Material";
				material.mainTexture = tex;

				// Create faux-region to play nice with SkeletonRenderer.
				atlasRegion = new AtlasRegion();
				var page = new AtlasPage();
				page.rendererObject = material;
				atlasRegion.page = page;

				// Cache it.
				atlasTable[instanceId] = atlasRegion;
			}

			Rect texRect = sprite.textureRect;

			// Normalize rect to UV space of packed atlas
			texRect.x = Mathf.InverseLerp(0, tex.width, texRect.x);
			texRect.y = Mathf.InverseLerp(0, tex.height, texRect.y);
			texRect.width = Mathf.InverseLerp(0, tex.width, texRect.width);
			texRect.height = Mathf.InverseLerp(0, tex.height, texRect.height);

			Bounds bounds = sprite.bounds;
			Vector2 boundsMin = bounds.min, boundsMax = bounds.max;
			Vector2 size = bounds.size;
			float spriteUnitsPerPixel = 1f / sprite.pixelsPerUnit;

			bool rotated = false;
			if (sprite.packed)
				rotated = sprite.packingRotation == SpritePackingRotation.Any;

			attachment.SetUVs(texRect.xMin, texRect.yMax, texRect.xMax, texRect.yMin, rotated);
			attachment.RendererObject = atlasRegion;
			attachment.SetColor(Color.white);
			attachment.ScaleX = 1;
			attachment.ScaleY = 1;
			attachment.RegionOffsetX = sprite.rect.width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0)) * spriteUnitsPerPixel;
			attachment.RegionOffsetY = sprite.rect.height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0)) * spriteUnitsPerPixel;
			attachment.Width = size.x;
			attachment.Height = size.y;
			attachment.RegionWidth = size.x;
			attachment.RegionHeight = size.y;
			attachment.RegionOriginalWidth = size.x;
			attachment.RegionOriginalHeight = size.y;
			attachment.UpdateOffset();

			return attachment;
		}