diff --git a/spine-as3/spine-as3-example/lib/spine-as3.swc b/spine-as3/spine-as3-example/lib/spine-as3.swc index c6f196067..2ba6d69b7 100644 Binary files a/spine-as3/spine-as3-example/lib/spine-as3.swc and b/spine-as3/spine-as3-example/lib/spine-as3.swc differ diff --git a/spine-starling/spine-starling-example/.settings/org.eclipse.core.resources.prefs b/spine-starling/spine-starling-example/.settings/org.eclipse.core.resources.prefs index adcfe1dd6..df1e65176 100644 --- a/spine-starling/spine-starling-example/.settings/org.eclipse.core.resources.prefs +++ b/spine-starling/spine-starling-example/.settings/org.eclipse.core.resources.prefs @@ -1,4 +1,5 @@ eclipse.preferences.version=1 encoding//src/spine/examples/TankExample.as=UTF-8 encoding//src/spine/examples/TwoColorExample.as=UTF-8 +encoding//src/spine/starling/SkeletonSprite.as=UTF-8 encoding/=UTF-8 diff --git a/spine-starling/spine-starling-example/lib/spine-as3.swc b/spine-starling/spine-starling-example/lib/spine-as3.swc index c6f196067..2ba6d69b7 100644 Binary files a/spine-starling/spine-starling-example/lib/spine-as3.swc and b/spine-starling/spine-starling-example/lib/spine-as3.swc differ diff --git a/spine-starling/spine-starling-example/lib/spine-starling.swc b/spine-starling/spine-starling-example/lib/spine-starling.swc index 1b9fea2c7..645ed8fb8 100644 Binary files a/spine-starling/spine-starling-example/lib/spine-starling.swc and b/spine-starling/spine-starling-example/lib/spine-starling.swc differ diff --git a/spine-starling/spine-starling-example/src/spine/ConvexDecomposer.as b/spine-starling/spine-starling-example/src/spine/ConvexDecomposer.as new file mode 100644 index 000000000..1eeee874d --- /dev/null +++ b/spine-starling/spine-starling-example/src/spine/ConvexDecomposer.as @@ -0,0 +1,269 @@ +/****************************************************************************** + * Spine Runtimes Software License v2.5 + * + * Copyright (c) 2013-2016, Esoteric Software + * All rights reserved. + * + * You are granted a perpetual, non-exclusive, non-sublicensable, and + * non-transferable license to use, install, execute, and perform the Spine + * Runtimes software and derivative works solely for personal or internal + * use. Without the written permission of Esoteric Software (see Section 2 of + * the Spine Software License Agreement), you may not (a) modify, translate, + * adapt, or develop new applications using the Spine Runtimes or otherwise + * create derivative works or improvements of the Spine Runtimes or (b) remove, + * delete, alter, or obscure any trademarks or any copyright, trademark, patent, + * or other intellectual property or proprietary rights notices on or in the + * Software, including any copy thereof. Redistributions in binary or source + * form must include this license and terms. + * + * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR + * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO + * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF + * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER + * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ +package spine { + public class ConvexDecomposer { + private var convexPolygons : Vector.> = new Vector.>(); + private var convexPolygonsIndices : Vector.> = new Vector.>(); + private var indicesArray : Vector. = new Vector.(); + private var isConcaveArray : Vector. = new Vector.(); + private var triangles : Vector. = new Vector.(); + private var polygonPool : Pool = new Pool(function() : Vector. { + return new Vector.(); + }); + private var polygonIndicesPool : Pool = new Pool(function() : Vector. { + return new Vector.(); + }); + + public function ConvexDecomposer () { + } + + public function decompose(input : Vector.) : Vector.> { + var vertices : Vector. = input; + var vertexCount : int = input.length >> 1; + var i : int, n : int; + + var indices : Vector. = this.indicesArray; + indices.length = 0; + for (i = 0; i < vertexCount; i++) + indices[i] = i; + + var isConcaveArray : Vector. = this.isConcaveArray; + isConcaveArray.length = 0; + for (i = 0, n = vertexCount; i < n; ++i) + isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices); + + var triangles : Vector. = this.triangles; + triangles.length = 0; + + while (vertexCount > 3) { + // Find ear tip. + var previous : int = vertexCount - 1, next : int = 1; + i = 0; + while (true) { + outer: + if (!isConcaveArray[i]) { + var p1 : int = indices[previous] << 1, p2 : int = indices[i] << 1, p3 : int = indices[next] << 1; + var p1x : Number = vertices[p1], p1y : Number = vertices[p1 + 1]; + var p2x : Number = vertices[p2], p2y : Number = vertices[p2 + 1]; + var p3x : Number = vertices[p3], p3y : Number = vertices[p3 + 1]; + for (var ii : int = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { + if (!isConcaveArray[ii]) continue; + var v : int = indices[ii] << 1; + var vx : int = vertices[v], vy : int = vertices[v + 1]; + if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) { + if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) { + if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer; + } + } + } + break; + } + + if (next == 0) { + do { + if (!isConcaveArray[i]) break; + i--; + } while (i > 0); + break; + } + + previous = i; + i = next; + next = (next + 1) % vertexCount; + } + + // Cut ear tip. + triangles.push(indices[(vertexCount + i - 1) % vertexCount]); + triangles.push(indices[i]); + triangles.push(indices[(i + 1) % vertexCount]); + indices.splice(i, 1); + isConcaveArray.splice(i, 1); + vertexCount--; + + var previousIndex : int = (vertexCount + i - 1) % vertexCount; + var nextIndex : int = i == vertexCount ? 0 : i; + isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices); + isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices); + } + + if (vertexCount == 3) { + triangles.push(indices[2]); + triangles.push(indices[0]); + triangles.push(indices[1]); + } + + var convexPolygons : Vector.> = this.convexPolygons; + for (i = 0, n = convexPolygons.length; i < n; i++) { + this.polygonPool.free(convexPolygons[i]); + } + convexPolygons.length = 0; + + var convexPolygonsIndices : Vector.> = this.convexPolygonsIndices; + for (i = 0, n = convexPolygonsIndices.length; i < n; i++) { + this.polygonIndicesPool.free(convexPolygonsIndices[i]); + } + convexPolygonsIndices.length = 0; + + var polygonIndices : Vector. = Vector.(this.polygonIndicesPool.obtain()); + polygonIndices.length = 0; + + var polygon : Vector. = Vector.(this.polygonPool.obtain()); + polygon.length = 0; + + // Merge subsequent triangles if they form a triangle fan. + var fanBaseIndex : int = -1, lastWinding : int = 0; + var x1 : Number, y1 : Number, x2 : Number, y2 : Number, x3 : Number, y3 : Number; + var winding1 : int, winding2 : int, o : int; + for (i = 0, n = triangles.length; i < n; i += 3) { + var t1 : int = triangles[i] << 1, t2 : int = triangles[i + 1] << 1, t3 : int = triangles[i + 2] << 1; + x1 = vertices[t1]; + y1 = vertices[t1 + 1]; + x2 = vertices[t2]; + y2 = vertices[t2 + 1]; + x3 = vertices[t3]; + y3 = vertices[t3 + 1]; + + // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan). + var merged : Boolean = false; + if (fanBaseIndex == t1) { + o = polygon.length - 4; + winding1 = ConvexDecomposer.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); + winding2 = ConvexDecomposer.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]); + if (winding1 == lastWinding && winding2 == lastWinding) { + polygon.push(x3); + polygon.push(y3); + polygonIndices.push(t3); + merged = true; + } + } + + // Otherwise make this triangle the new base. + if (!merged) { + if (polygon.length > 0) { + convexPolygons.push(polygon); + convexPolygonsIndices.push(polygonIndices); + } + polygon = Vector.(this.polygonPool.obtain()); + polygon.length = 0; + polygon.push(x1); + polygon.push(y1); + polygon.push(x2); + polygon.push(y2); + polygon.push(x3); + polygon.push(y3); + polygonIndices = Vector.(this.polygonIndicesPool.obtain()); + polygonIndices.length = 0; + polygonIndices.push(t1); + polygonIndices.push(t2); + polygonIndices.push(t3); + lastWinding = ConvexDecomposer.winding(x1, y1, x2, y2, x3, y3); + fanBaseIndex = t1; + } + } + + if (polygon.length > 0) { + convexPolygons.push(polygon); + convexPolygonsIndices.push(polygonIndices); + } + + // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans. + for (i = 0, n = convexPolygons.length; i < n; i++) { + polygonIndices = convexPolygonsIndices[i]; + if (polygonIndices.length == 0) continue; + var firstIndex : int = polygonIndices[0]; + var lastIndex : int = polygonIndices[polygonIndices.length - 1]; + + polygon = convexPolygons[i]; + o = polygon.length - 4; + var prevPrevX : Number = polygon[o], prevPrevY : Number = polygon[o + 1]; + var prevX : Number = polygon[o + 2], prevY : Number = polygon[o + 3]; + var firstX : Number = polygon[0], firstY : Number = polygon[1]; + var secondX : Number = polygon[2], secondY : Number = polygon[3]; + var currWinding : int = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); + + for (ii = 0; ii < n; ii++) { + if (ii == i) continue; + var otherIndices : Vector.= convexPolygonsIndices[ii]; + if (otherIndices.length != 3) continue; + var otherFirstIndex : int = otherIndices[0]; + var otherSecondIndex : int = otherIndices[1]; + var otherLastIndex : int = otherIndices[2]; + + var otherPoly : Vector.= convexPolygons[ii]; + x3 = otherPoly[otherPoly.length - 2]; + y3 = otherPoly[otherPoly.length - 1]; + + if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; + winding1 = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); + winding2 = ConvexDecomposer.winding(x3, y3, firstX, firstY, secondX, secondY); + if (winding1 == currWinding && winding2 == currWinding) { + otherPoly.length = 0; + otherIndices.length = 0; + polygon.push(x3); + polygon.push(y3); + polygonIndices.push(otherLastIndex); + prevPrevX = prevX; + prevPrevY = prevY; + prevX = x3; + prevY = y3; + ii = 0; + } + } + } + + // Remove empty polygons that resulted from the merge step above. + for (i = convexPolygons.length - 1; i >= 0; i--) { + polygon = convexPolygons[i]; + if (polygon.length == 0) { + convexPolygons.splice(i, 1); + this.polygonPool.free(polygon); + } + } + + return convexPolygons; + } + + private static function isConcave(index : Number, vertexCount : Number, vertices : Vector., indices : Vector.) : Boolean { + var previous : int = indices[(vertexCount + index - 1) % vertexCount] << 1; + var current : int = indices[index] << 1; + var next : int = indices[(index + 1) % vertexCount] << 1; + return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]); + } + + private static function positiveArea(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : Boolean { + return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; + } + + private static function winding(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : int { + var px : Number = p2x - p1x, py : Number = p2y - p1y; + return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; + } + } +} \ No newline at end of file diff --git a/spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as b/spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as index 0af9fcb1a..aa2e23ba2 100644 --- a/spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as +++ b/spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as @@ -70,9 +70,13 @@ package spine.examples { skeleton = new SkeletonAnimation(skeletonData); skeleton.state.setAnimationByName(0, "walk", true); + skeleton.state.update(0); + skeleton.state.apply(skeleton.skeleton); + skeleton.skeleton.updateWorldTransform(); + this.setRequiresRedraw(); addChild(skeleton); - Starling.juggler.add(skeleton); +// Starling.juggler.add(skeleton); addEventListener(TouchEvent.TOUCH, onClick); } @@ -80,10 +84,10 @@ package spine.examples { private function onClick(event : TouchEvent) : void { var touch : Touch = event.getTouch(this); if (touch && touch.phase == TouchPhase.BEGAN) { -// skeleton.state.update(gunGrabCount++ % 2 == 1 ? 0 : 0.1); -// skeleton.state.apply(skeleton.skeleton); -// skeleton.skeleton.updateWorldTransform(); -// this.setRequiresRedraw(); + skeleton.state.update(gunGrabCount++ % 2 == 1 ? 0 : 0.1); + skeleton.state.apply(skeleton.skeleton); + skeleton.skeleton.updateWorldTransform(); + this.setRequiresRedraw(); // if (gunGrabCount < 2) { // if (gunGrabbed) // skeleton.skeleton.setToSetupPose(); @@ -92,9 +96,9 @@ package spine.examples { // gunGrabbed = !gunGrabbed; // gunGrabCount++; // } else { - var parent: DisplayObjectContainer = this.parent; - this.removeFromParent(true); - parent.addChild(new TankExample()); +// var parent: DisplayObjectContainer = this.parent; +// this.removeFromParent(true); +// parent.addChild(new TankExample()); // } } } diff --git a/spine-starling/spine-starling-example/src/spine/starling/SkeletonSprite.as b/spine-starling/spine-starling-example/src/spine/starling/SkeletonSprite.as new file mode 100644 index 000000000..a123eff74 --- /dev/null +++ b/spine-starling/spine-starling-example/src/spine/starling/SkeletonSprite.as @@ -0,0 +1,306 @@ +/****************************************************************************** + * Spine Runtimes Software License v2.5 + * + * Copyright (c) 2013-2016, Esoteric Software + * All rights reserved. + * + * You are granted a perpetual, non-exclusive, non-sublicensable, and + * non-transferable license to use, install, execute, and perform the Spine + * Runtimes software and derivative works solely for personal or internal + * use. Without the written permission of Esoteric Software (see Section 2 of + * the Spine Software License Agreement), you may not (a) modify, translate, + * adapt, or develop new applications using the Spine Runtimes or otherwise + * create derivative works or improvements of the Spine Runtimes or (b) remove, + * delete, alter, or obscure any trademarks or any copyright, trademark, patent, + * or other intellectual property or proprietary rights notices on or in the + * Software, including any copy thereof. Redistributions in binary or source + * form must include this license and terms. + * + * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR + * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO + * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF + * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER + * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ +/****************************************************************************** + * Spine Runtimes Software License v2.5 + * + * Copyright (c) 2013-2016, Esoteric Software + * All rights reserved. + * + * You are granted a perpetual, non-exclusive, non-sublicensable, and + * non-transferable license to use, install, execute, and perform the Spine + * Runtimes software and derivative works solely for personal or internal + * use. Without the written permission of Esoteric Software (see Section 2 of + * the Spine Software License Agreement), you may not (a) modify, translate, + * adapt, or develop new applications using the Spine Runtimes or otherwise + * create derivative works or improvements of the Spine Runtimes or (b) remove, + * delete, alter, or obscure any trademarks or any copyright, trademark, patent, + * or other intellectual property or proprietary rights notices on or in the + * Software, including any copy thereof. Redistributions in binary or source + * form must include this license and terms. + * + * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR + * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO + * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF + * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER + * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ + +package spine.starling { + import spine.attachments.ClippingAttachment; + import spine.SkeletonClipping; + import spine.Bone; + import spine.Skeleton; + import spine.SkeletonData; + import spine.Slot; + import spine.atlas.AtlasRegion; + import spine.attachments.Attachment; + import spine.attachments.MeshAttachment; + import spine.attachments.RegionAttachment; + + import starling.display.BlendMode; + import starling.display.DisplayObject; + import starling.display.Image; + import starling.rendering.IndexData; + import starling.rendering.Painter; + import starling.rendering.VertexData; + import starling.utils.Color; + import starling.utils.MatrixUtil; + + import flash.geom.Matrix; + import flash.geom.Point; + import flash.geom.Rectangle; + + public class SkeletonSprite extends DisplayObject { + static private var _tempPoint : Point = new Point(); + static private var _tempMatrix : Matrix = new Matrix(); + static private var _tempVertices : Vector. = new Vector.(8); + static internal var blendModes : Vector. = new [BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN]; + private var _skeleton : Skeleton; + public var batchable : Boolean = true; + private var _smoothing : String = "bilinear"; + private static var _twoColorStyle : TwoColorMeshStyle; + private static var clipper: SkeletonClipping = new SkeletonClipping(); + private static var QUAD_INDICES : Vector. = new [0, 1, 2, 2, 3, 0]; + + public function SkeletonSprite(skeletonData : SkeletonData) { + Bone.yDown = true; + _skeleton = new Skeleton(skeletonData); + _skeleton.updateWorldTransform(); + if (_twoColorStyle == null) { + _twoColorStyle = new TwoColorMeshStyle(); + } + } + + override public function render(painter : Painter) : void { + var clipper: SkeletonClipping = SkeletonSprite.clipper; + painter.state.alpha *= skeleton.color.a; + var originalBlendMode : String = painter.state.blendMode; + var r : Number = skeleton.color.r * 255; + var g : Number = skeleton.color.g * 255; + var b : Number = skeleton.color.b * 255; + var drawOrder : Vector. = skeleton.drawOrder; + var ii : int, iii : int; + var attachmentColor: spine.Color; + var rgb : uint, a : Number; + var dark : uint; + var mesh : SkeletonMesh; + var verticesLength : int, verticesCount : int, indicesLength : int; + var indexData : IndexData, indices : Vector., vertexData : VertexData; + var uvs : Vector.; + + for (var i : int = 0, n : int = drawOrder.length; i < n; ++i) { + var worldVertices : Vector. = _tempVertices; + var slot : Slot = drawOrder[i]; + if (slot.attachment is RegionAttachment) { + var region : RegionAttachment = slot.attachment as RegionAttachment; + verticesLength = 4 * 2; + verticesCount = verticesLength >> 1; + if (worldVertices.length < verticesLength) worldVertices.length = verticesLength; + region.computeWorldVertices(slot.bone, worldVertices, 0, 2); + + mesh = region.rendererObject as SkeletonMesh; + indices = QUAD_INDICES; + if (mesh == null) { + if (region.rendererObject is Image) + region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture); + if (region.rendererObject is AtlasRegion) + region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture); + mesh.setStyle(_twoColorStyle); + } + indexData = mesh.getIndexData(); + attachmentColor = region.color; + uvs = region.uvs; + } else if (slot.attachment is MeshAttachment) { + var meshAttachment : MeshAttachment = MeshAttachment(slot.attachment); + verticesLength = meshAttachment.worldVerticesLength; + verticesCount = verticesLength >> 1; + if (worldVertices.length < verticesLength) worldVertices.length = verticesLength; + meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, worldVertices, 0, 2); + + mesh = meshAttachment.rendererObject as SkeletonMesh; + indices = meshAttachment.triangles; + if (mesh == null) { + if (meshAttachment.rendererObject is Image) + meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture); + if (meshAttachment.rendererObject is AtlasRegion) + meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(meshAttachment.rendererObject).rendererObject).texture); + mesh.setStyle(_twoColorStyle); + } + indexData = mesh.getIndexData(); + attachmentColor = meshAttachment.color; + uvs = meshAttachment.uvs; + } else if (slot.attachment is ClippingAttachment) { + var clip : ClippingAttachment = ClippingAttachment(slot.attachment); + clipper.clipStart(slot, clip); + continue; + } else { + continue; + } + + a = slot.color.a * attachmentColor.a; + rgb = Color.rgb(r * slot.color.r * attachmentColor.r, g * slot.color.g * attachmentColor.g, b * slot.color.b * attachmentColor.b); + if (slot.darkColor == null) dark = Color.rgb(0, 0, 0); + else dark = Color.rgb(slot.darkColor.r * 255, slot.darkColor.g * 255, slot.darkColor.b * 255); + + if (clipper.isClipping()) { + clipper.clipTriangles(worldVertices, indices, indices.length, uvs); + verticesCount = clipper.clippedVertices.length >> 1; + worldVertices = clipper.clippedVertices; + uvs = clipper.clippedUvs; + indices = clipper.clippedTriangles; + } + + trace ("slot: " + slot.data.name); + trace("vertices: " + worldVertices); + trace("uvs:" + uvs); + trace("indices:" + indices); + trace("rgb: " + rgb); + trace("a: " + a); + trace("dark: " + dark); + + if (indices.length > 0) { + // Mesh doesn't retain the style, can't find the reason why + mesh.setStyle(_twoColorStyle); + + indicesLength = indices.length; + for (ii = 0; ii < indicesLength; ii++) { + indexData.setIndex(ii, indices[ii]); + } + indexData.numIndices = indicesLength; + indexData.trim(); + + vertexData = mesh.getVertexData(); + vertexData.colorize("color", rgb, a); + vertexData.colorize("color2", dark); + for (ii = 0, iii = 0; ii < verticesCount; ii++, iii += 2) { + mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii + 1]); + mesh.setTexCoords(ii, uvs[iii], uvs[iii + 1]); + } + vertexData.numVertices = verticesCount; + painter.state.blendMode = blendModes[slot.data.blendMode.ordinal]; + painter.batchMesh(mesh); + } + + clipper.clipEndWithSlot(slot); + } + painter.state.blendMode = originalBlendMode; + clipper.clipEnd(); + trace("=============="); + } + + override public function hitTest(localPoint : Point) : DisplayObject { + var minX : Number = Number.MAX_VALUE, minY : Number = Number.MAX_VALUE; + var maxX : Number = -Number.MAX_VALUE, maxY : Number = -Number.MAX_VALUE; + var slots : Vector. = skeleton.slots; + var worldVertices : Vector. = _tempVertices; + var empty : Boolean = true; + for (var i : int = 0, n : int = slots.length; i < n; ++i) { + var slot : Slot = slots[i]; + var attachment : Attachment = slot.attachment; + if (!attachment) continue; + var verticesLength : int; + if (attachment is RegionAttachment) { + var region : RegionAttachment = RegionAttachment(slot.attachment); + verticesLength = 8; + region.computeWorldVertices(slot.bone, worldVertices, 0, 2); + } else if (attachment is MeshAttachment) { + var mesh : MeshAttachment = MeshAttachment(attachment); + verticesLength = mesh.worldVerticesLength; + if (worldVertices.length < verticesLength) worldVertices.length = verticesLength; + mesh.computeWorldVertices(slot, 0, verticesLength, worldVertices, 0, 2); + } else + continue; + + if (verticesLength != 0) + empty = false; + + for (var ii : int = 0; ii < verticesLength; ii += 2) { + var x : Number = worldVertices[ii], y : Number = worldVertices[ii + 1]; + minX = minX < x ? minX : x; + minY = minY < y ? minY : y; + maxX = maxX > x ? maxX : x; + maxY = maxY > y ? maxY : y; + } + } + + if (empty) + return null; + + var temp : Number; + if (maxX < minX) { + temp = maxX; + maxX = minX; + minX = temp; + } + if (maxY < minY) { + temp = maxY; + maxY = minY; + minY = temp; + } + + if (localPoint.x >= minX && localPoint.x < maxX && localPoint.y >= minY && localPoint.y < maxY) + return this; + + return null; + } + + override public function getBounds(targetSpace : DisplayObject, resultRect : Rectangle = null) : Rectangle { + if (!resultRect) + resultRect = new Rectangle(); + if (targetSpace == this) + resultRect.setTo(0, 0, 0, 0); + else if (targetSpace == parent) + resultRect.setTo(x, y, 0, 0); + else { + getTransformationMatrix(targetSpace, _tempMatrix); + MatrixUtil.transformCoords(_tempMatrix, 0, 0, _tempPoint); + resultRect.setTo(_tempPoint.x, _tempPoint.y, 0, 0); + } + return resultRect; + } + + public function get skeleton() : Skeleton { + return _skeleton; + } + + public function get smoothing() : String { + return _smoothing; + } + + public function set smoothing(smoothing : String) : void { + _smoothing = smoothing; + } + } +} \ No newline at end of file diff --git a/spine-starling/spine-starling/lib/spine-as3.swc b/spine-starling/spine-starling/lib/spine-as3.swc index c6f196067..2ba6d69b7 100644 Binary files a/spine-starling/spine-starling/lib/spine-as3.swc and b/spine-starling/spine-starling/lib/spine-as3.swc differ