public MeshAttachment NewMeshAttachment(Skin skin, String name, String path) { AtlasRegion region = FindRegion(path); if (region == null) { throw new Exception("Region not found in atlas: " + path + " (mesh attachment: " + name + ")"); } MeshAttachment attachment = new MeshAttachment(name); attachment.RendererObject = region; attachment.RegionU = region.u; attachment.RegionV = region.v; attachment.RegionU2 = region.u2; attachment.RegionV2 = region.v2; attachment.RegionRotate = region.rotate; attachment.regionOffsetX = region.offsetX; attachment.regionOffsetY = region.offsetY; attachment.regionWidth = region.width; attachment.regionHeight = region.height; attachment.regionOriginalWidth = region.originalWidth; attachment.regionOriginalHeight = region.originalHeight; return(attachment); }
private Attachment ReadAttachment(Stream input, Skin skin, String attachmentName, bool nonessential) { float scale = Scale; String name = ReadString(input); if (name == null) { name = attachmentName; } switch ((AttachmentType)input.ReadByte()) { case AttachmentType.region: { String path = ReadString(input); if (path == null) { path = name; } RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path); if (region == null) { return(null); } region.Path = path; region.x = ReadFloat(input) * scale; region.y = ReadFloat(input) * scale; region.scaleX = ReadFloat(input); region.scaleY = ReadFloat(input); region.rotation = ReadFloat(input); region.width = ReadFloat(input) * scale; region.height = ReadFloat(input) * scale; int color = ReadInt(input); region.r = ((color & 0xff000000) >> 24) / 255f; region.g = ((color & 0x00ff0000) >> 16) / 255f; region.b = ((color & 0x0000ff00) >> 8) / 255f; region.a = ((color & 0x000000ff)) / 255f; region.UpdateOffset(); return(region); } case AttachmentType.boundingbox: { BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name); if (box == null) { return(null); } box.vertices = ReadFloatArray(input, scale); return(box); } case AttachmentType.mesh: { String path = ReadString(input); if (path == null) { path = name; } MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.regionUVs = ReadFloatArray(input, 1); mesh.triangles = ReadShortArray(input); mesh.vertices = ReadFloatArray(input, scale); mesh.UpdateUVs(); int color = ReadInt(input); mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.HullLength = ReadInt(input, true) * 2; if (nonessential) { mesh.Edges = ReadIntArray(input); mesh.Width = ReadFloat(input) * scale; mesh.Height = ReadFloat(input) * scale; } return(mesh); } case AttachmentType.skinnedmesh: { String path = ReadString(input); if (path == null) { path = name; } SkinnedMeshAttachment mesh = attachmentLoader.NewSkinnedMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; float[] uvs = ReadFloatArray(input, 1); int[] triangles = ReadShortArray(input); int vertexCount = ReadInt(input, true); var weights = new List <float>(uvs.Length * 3 * 3); var bones = new List <int>(uvs.Length * 3); for (int i = 0; i < vertexCount; i++) { int boneCount = (int)ReadFloat(input); bones.Add(boneCount); for (int nn = i + boneCount * 4; i < nn; i += 4) { bones.Add((int)ReadFloat(input)); weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input)); } } mesh.bones = bones.ToArray(); mesh.weights = weights.ToArray(); mesh.triangles = triangles; mesh.regionUVs = uvs; mesh.UpdateUVs(); int color = ReadInt(input); mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.HullLength = ReadInt(input, true) * 2; if (nonessential) { mesh.Edges = ReadIntArray(input); mesh.Width = ReadFloat(input) * scale; mesh.Height = ReadFloat(input) * scale; } return(mesh); } } return(null); }
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); }
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]; } } } }