更新,spine和很多优化
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
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#define IS_UNITY
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#endif
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using System;
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namespace Spine {
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#if IS_UNITY
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using Color32F = UnityEngine.Color;
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#endif
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/// <summary>Attachment that displays a texture region.</summary>
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public class RegionAttachment : Attachment, IHasTextureRegion {
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public const int BLX = 0, BLY = 1;
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public const int ULX = 2, ULY = 3;
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public const int URX = 4, URY = 5;
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public const int BRX = 6, BRY = 7;
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internal TextureRegion region;
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internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
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internal float[] offset = new float[8], uvs = new float[8];
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// Color is a struct, set to protected to prevent
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// Color color = slot.color; color.a = 0.5;
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// modifying just a copy of the struct instead of the original
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// object as in reference implementation.
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protected Color32F color = new Color32F(1, 1, 1, 1);
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internal Sequence sequence;
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Rotation { get { return rotation; } set { rotation = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public float Width { get { return width; } set { width = value; } }
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public float Height { get { return height; } set { height = value; } }
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public Color32F GetColor () {
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return color;
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}
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public void SetColor (Color32F color) {
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this.color = color;
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}
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public void SetColor (float r, float g, float b, float a) {
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color = new Color32F(r, g, b, a);
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}
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public string Path { get; set; }
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public TextureRegion Region { get { return region; } set { region = value; } }
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/// <summary>For each of the 4 vertices, a pair of <c>x,y</c> values that is the local position of the vertex.</summary>
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/// <seealso cref="UpdateRegion"/>
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public float[] Offset { get { return offset; } }
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public float[] UVs { get { return uvs; } }
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public Sequence Sequence { get { return sequence; } set { sequence = value; } }
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public RegionAttachment (string name)
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: base(name) {
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}
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/// <summary>Copy constructor.</summary>
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public RegionAttachment (RegionAttachment other)
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: base(other) {
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region = other.region;
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Path = other.Path;
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x = other.x;
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y = other.y;
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scaleX = other.scaleX;
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scaleY = other.scaleY;
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rotation = other.rotation;
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width = other.width;
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height = other.height;
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Array.Copy(other.uvs, 0, uvs, 0, 8);
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Array.Copy(other.offset, 0, offset, 0, 8);
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color = other.color;
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sequence = other.sequence == null ? null : new Sequence(other.sequence);
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}
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/// <summary>Calculates the <see cref="Offset"/> and <see cref="UVs"/> using the region and the attachment's transform. Must be called if the
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/// region, the region's properties, or the transform are changed.</summary>
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public void UpdateRegion () {
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float width = Width, height = Height;
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float localX2 = width / 2;
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float localY2 = height / 2;
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float localX = -localX2;
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float localY = -localY2;
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bool rotated = false;
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if (region is AtlasRegion) {
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AtlasRegion region = (AtlasRegion)this.region;
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localX += region.offsetX / region.originalWidth * width;
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localY += region.offsetY / region.originalHeight * height;
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if (region.degrees == 90) {
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rotated = true;
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localX2 -= (region.originalWidth - region.offsetX - region.packedHeight) / region.originalWidth * width;
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localY2 -= (region.originalHeight - region.offsetY - region.packedWidth) / region.originalHeight * height;
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} else {
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localX2 -= (region.originalWidth - region.offsetX - region.packedWidth) / region.originalWidth * width;
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localY2 -= (region.originalHeight - region.offsetY - region.packedHeight) / region.originalHeight * height;
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}
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}
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float scaleX = ScaleX, scaleY = ScaleY;
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localX *= scaleX;
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localY *= scaleY;
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localX2 *= scaleX;
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localY2 *= scaleY;
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float r = Rotation * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r);
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float x = X, y = Y;
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float localXCos = localX * cos + x;
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float localXSin = localX * sin;
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float localYCos = localY * cos + y;
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float localYSin = localY * sin;
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float localX2Cos = localX2 * cos + x;
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float localX2Sin = localX2 * sin;
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float localY2Cos = localY2 * cos + y;
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float localY2Sin = localY2 * sin;
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float[] offset = this.offset;
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offset[BLX] = localXCos - localYSin;
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offset[BLY] = localYCos + localXSin;
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offset[ULX] = localXCos - localY2Sin;
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offset[ULY] = localY2Cos + localXSin;
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offset[URX] = localX2Cos - localY2Sin;
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offset[URY] = localY2Cos + localX2Sin;
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offset[BRX] = localX2Cos - localYSin;
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offset[BRY] = localYCos + localX2Sin;
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float[] uvs = this.uvs;
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if (region == null) {
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uvs[BLX] = 0;
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uvs[BLY] = 0;
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uvs[ULX] = 0;
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uvs[ULY] = 1;
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uvs[URX] = 1;
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uvs[URY] = 1;
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uvs[BRX] = 1;
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uvs[BRY] = 0;
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} else if (rotated) {
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uvs[BLX] = region.u2;
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uvs[BLY] = region.v;
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uvs[ULX] = region.u2;
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uvs[ULY] = region.v2;
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uvs[URX] = region.u;
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uvs[URY] = region.v2;
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uvs[BRX] = region.u;
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uvs[BRY] = region.v;
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} else {
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uvs[BLX] = region.u2;
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uvs[BLY] = region.v2;
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uvs[ULX] = region.u;
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uvs[ULY] = region.v2;
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uvs[URX] = region.u;
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uvs[URY] = region.v;
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uvs[BRX] = region.u2;
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uvs[BRY] = region.v;
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}
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}
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/// <summary>
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/// Transforms the attachment's four vertices to world coordinates. If the attachment has a <see cref="Sequence"/> the region may
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/// be changed.</summary>
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/// <param name="bone">The parent bone.</param>
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
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/// <param name="offset">The worldVertices index to begin writing values.</param>
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/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
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public void ComputeWorldVertices (Slot slot, float[] worldVertices, int offset, int stride = 2) {
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if (sequence != null) sequence.Apply(slot.AppliedPose, this);
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float[] vertexOffset = this.offset;
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BonePose bone = slot.Bone.AppliedPose;
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float bwx = bone.worldX, bwy = bone.worldY;
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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float offsetX, offsetY;
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// Vertex order is different from RegionAttachment.java
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offsetX = vertexOffset[BRX]; // 0
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offsetY = vertexOffset[BRY]; // 1
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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offset += stride;
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offsetX = vertexOffset[BLX]; // 2
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offsetY = vertexOffset[BLY]; // 3
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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offset += stride;
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offsetX = vertexOffset[ULX]; // 4
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offsetY = vertexOffset[ULY]; // 5
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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offset += stride;
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offsetX = vertexOffset[URX]; // 6
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offsetY = vertexOffset[URY]; // 7
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worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
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worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
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//offset += stride;
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}
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public override Attachment Copy () {
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return new RegionAttachment(this);
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}
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}
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}
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