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attachment.go
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120 lines (106 loc) · 2.45 KB
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package spine
type Attachment interface {
GetName() string
}
type RegionAttachment struct {
Name string
Path string
Size Vector
Local Transform
Color Color
}
func (attach *RegionAttachment) GetName() string { return attach.Name }
func (attach *RegionAttachment) GetImage() string {
if attach.Path != "" {
return attach.Path
}
return attach.Name
}
type PointAttachment struct {
Name string
Local Transform
Color Color
}
func (attach *PointAttachment) GetName() string { return attach.Name }
type BoundingBoxAttachment struct{ VertexAttachment }
type MeshAttachment struct {
VertexAttachment
Hull int
UV []Vector
Triangles [][3]int
Edges [][2]int
}
type VertexAttachment struct {
Name string
Path string
Local Transform
Size Vector
Color Color
Weighted bool
BindingCount int
Vertices []Vertex
}
func (attach *VertexAttachment) GetName() string { return attach.Name }
func (attach *VertexAttachment) GetImage() string {
if attach.Path != "" {
return attach.Path
}
return attach.Name
}
func (attach *VertexAttachment) CalculateWorldVertices(skel *Skeleton, slot *Slot) []Vector {
vertices := make([]Vector, len(attach.Vertices))
if !attach.Weighted {
final := slot.Bone.World.Mul(attach.Local.Affine())
if len(slot.Deform) == 0 {
for i := range attach.Vertices {
p := attach.Vertices[i].Position
vertices[i] = final.Transform(p)
}
} else {
if len(vertices) != len(slot.Deform) {
panic("invalid deform")
}
for i := range attach.Vertices {
p := attach.Vertices[i].Position
vertices[i] = final.Transform(p.Add(slot.Deform[i]))
}
}
} else {
bones := skel.Bones
if len(slot.Deform) == 0 {
for i := range attach.Vertices {
v := &attach.Vertices[i]
var w Vector
for _, binding := range v.Bindings {
bone := bones[binding.Bone]
p := binding.Position
w = w.Add(bone.World.WeightedTransform(binding.Weight, p))
}
vertices[i] = w
}
} else {
deform, di := slot.Deform, 0
for i := range attach.Vertices {
v := &attach.Vertices[i]
var w Vector
for _, binding := range v.Bindings {
bone := bones[binding.Bone]
p := binding.Position.Add(deform[di])
di++
w = w.Add(bone.World.WeightedTransform(binding.Weight, p))
}
vertices[i] = w
}
}
}
return vertices
}
type Vertex struct {
Position Vector
Bindings []VertexBinding
}
type VertexBinding struct {
Bone int
Position Vector
Weight float32
}