[corona] Renamed runtime to spine-solar2d

Closes #1760
This commit is contained in:
badlogic 2021-06-10 13:29:18 +02:00
parent 22613ea84c
commit 8db815bd33
37 changed files with 341 additions and 418 deletions

View File

@ -124,6 +124,8 @@
### Love2D
### Corona
* **Breaking changes**
* spine-corona has been renamed to spine-solar2d. Change your `require "spine-corona.spine"` statements to `require "spine-solar2d.spine"`
## Typescript/Javascript
* **Breaking changes**

View File

@ -118,43 +118,43 @@ cp -f ../mix-and-match/export/mix-and-match.atlas "$ROOT/spine-cocos2dx/example-
cp -f ../mix-and-match/export/mix-and-match.png "$ROOT/spine-cocos2dx/example-v4/Resources/common/"
echo "spine-corona"
rm "$ROOT/spine-corona/data/"*
cp -f ../coin/export/coin-pro.json "$ROOT/spine-corona/data"
cp -f ../coin/export/coin.atlas "$ROOT/spine-corona/data"
cp -f ../coin/export/coin.png "$ROOT/spine-corona/data"
echo "spine-solar2d"
rm "$ROOT/spine-solar2d/data/"*
cp -f ../coin/export/coin-pro.json "$ROOT/spine-solar2d/data"
cp -f ../coin/export/coin.atlas "$ROOT/spine-solar2d/data"
cp -f ../coin/export/coin.png "$ROOT/spine-solar2d/data"
cp -f ../goblins/export/goblins-pro.json "$ROOT/spine-corona/data"
cp -f ../goblins/export/goblins.atlas "$ROOT/spine-corona/data"
cp -f ../goblins/export/goblins.png "$ROOT/spine-corona/data"
cp -f ../goblins/export/goblins-pro.json "$ROOT/spine-solar2d/data"
cp -f ../goblins/export/goblins.atlas "$ROOT/spine-solar2d/data"
cp -f ../goblins/export/goblins.png "$ROOT/spine-solar2d/data"
cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-corona/data"
cp -f ../raptor/export/raptor.atlas "$ROOT/spine-corona/data"
cp -f ../raptor/export/raptor.png "$ROOT/spine-corona/data"
cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-solar2d/data"
cp -f ../raptor/export/raptor.atlas "$ROOT/spine-solar2d/data"
cp -f ../raptor/export/raptor.png "$ROOT/spine-solar2d/data"
cp -f ../spineboy/export/spineboy-pro.json "$ROOT/spine-corona/data"
cp -f ../spineboy/export/spineboy.atlas "$ROOT/spine-corona/data"
cp -f ../spineboy/export/spineboy.png "$ROOT/spine-corona/data"
cp -f ../spineboy/export/spineboy-pro.json "$ROOT/spine-solar2d/data"
cp -f ../spineboy/export/spineboy.atlas "$ROOT/spine-solar2d/data"
cp -f ../spineboy/export/spineboy.png "$ROOT/spine-solar2d/data"
cp -f ../tank/export/tank-pro.json "$ROOT/spine-corona/data"
cp -f ../tank/export/tank.atlas "$ROOT/spine-corona/data"
cp -f ../tank/export/tank.png "$ROOT/spine-corona/data"
cp -f ../tank/export/tank-pro.json "$ROOT/spine-solar2d/data"
cp -f ../tank/export/tank.atlas "$ROOT/spine-solar2d/data"
cp -f ../tank/export/tank.png "$ROOT/spine-solar2d/data"
cp -f ../vine/export/vine-pro.json "$ROOT/spine-corona/data"
cp -f ../vine/export/vine.atlas "$ROOT/spine-corona/data"
cp -f ../vine/export/vine.png "$ROOT/spine-corona/data"
cp -f ../vine/export/vine-pro.json "$ROOT/spine-solar2d/data"
cp -f ../vine/export/vine.atlas "$ROOT/spine-solar2d/data"
cp -f ../vine/export/vine.png "$ROOT/spine-solar2d/data"
cp -f ../stretchyman/export/stretchyman-pro.json "$ROOT/spine-corona/data"
cp -f ../stretchyman/export/stretchyman.atlas "$ROOT/spine-corona/data"
cp -f ../stretchyman/export/stretchyman.png "$ROOT/spine-corona/data"
cp -f ../stretchyman/export/stretchyman-pro.json "$ROOT/spine-solar2d/data"
cp -f ../stretchyman/export/stretchyman.atlas "$ROOT/spine-solar2d/data"
cp -f ../stretchyman/export/stretchyman.png "$ROOT/spine-solar2d/data"
cp -f ../owl/export/owl-pro.json "$ROOT/spine-corona/data"
cp -f ../owl/export/owl.atlas "$ROOT/spine-corona/data"
cp -f ../owl/export/owl.png "$ROOT/spine-corona/data"
cp -f ../owl/export/owl-pro.json "$ROOT/spine-solar2d/data"
cp -f ../owl/export/owl.atlas "$ROOT/spine-solar2d/data"
cp -f ../owl/export/owl.png "$ROOT/spine-solar2d/data"
cp -f ../mix-and-match/export/mix-and-match-pro.json "$ROOT/spine-corona/data"
cp -f ../mix-and-match/export/mix-and-match.atlas "$ROOT/spine-corona/data"
cp -f ../mix-and-match/export/mix-and-match.png "$ROOT/spine-corona/data"
cp -f ../mix-and-match/export/mix-and-match-pro.json "$ROOT/spine-solar2d/data"
cp -f ../mix-and-match/export/mix-and-match.atlas "$ROOT/spine-solar2d/data"
cp -f ../mix-and-match/export/mix-and-match.png "$ROOT/spine-solar2d/data"
echo "spine-love"
rm "$ROOT/spine-love/data/"*

View File

@ -1,79 +0,0 @@
require("mobdebug").start()
local spine = require "spine-corona.spine"
function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
-- to load an atlas, we need to define a function that returns
-- a Corona paint object. This allows you to resolve images
-- however you see fit
local imageLoader = function (path)
local paint = { type = "image", filename = "data/" .. path }
return paint
end
-- load the atlas
local atlas = spine.TextureAtlas.new(spine.utils.readFile("data/" .. atlasFile), imageLoader)
-- load the JSON and create a Skeleton from it
local json = spine.SkeletonJson.new(spine.AtlasAttachmentLoader.new(atlas))
json.scale = scale
local skeletonData = json:readSkeletonDataFile("data/" .. jsonFile)
local skeleton = spine.Skeleton.new(skeletonData)
skeleton.scaleY = -1 -- Corona's coordinate system has its y-axis point downwards
skeleton.group.x = x
skeleton.group.y = y
-- Set the skin if we got one
if skin then skeleton:setSkin(skin) end
-- create an animation state object to apply animations to the skeleton
local animationStateData = spine.AnimationStateData.new(skeletonData)
animationStateData.defaultMix = 0.5
local animationState = spine.AnimationState.new(animationStateData)
-- set a name on the group of the skeleton so we can find it during debugging
skeleton.group.name = jsonFile
-- set some event callbacks
animationState.onStart = function (entry)
print(entry.trackIndex.." start: "..entry.animation.name)
end
animationState.onInterrupt = function (entry)
print(entry.trackIndex.." interrupt: "..entry.animation.name)
end
animationState.onEnd = function (entry)
print(entry.trackIndex.." end: "..entry.animation.name)
end
animationState.onComplete = function (entry)
print(entry.trackIndex.." complete: "..entry.animation.name)
end
animationState.onDispose = function (entry)
print(entry.trackIndex.." dispose: "..entry.animation.name)
end
animationState.onEvent = function (entry, event)
print(entry.trackIndex.." event: "..entry.animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'" .. ", " .. event.volume .. ", " .. event.balance)
end
-- return the skeleton an animation state
return { skeleton = skeleton, state = animationState }
end
local lastTime = 0
local result = loadSkeleton("spineboy.atlas", "spineboy-pro.json", 240, 300, 0.4, "walk")
local skeleton = result.skeleton;
local state = result.state;
state:setAnimationByName(0, "idle", true)
state:setAnimationByName(5, "shoot", true, 0)
display.setDefault("background", 0.2, 0.2, 0.2, 1)
Runtime:addEventListener("enterFrame", function (event)
local currentTime = event.time / 1000
local delta = currentTime - lastTime
lastTime = currentTime
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
end)

View File

@ -1,6 +1,6 @@
# spine-corona
# spine-solar2d
The spine-corona runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Corona](http://coronalabs.com/products/corona-sdk/). spine-corona is based on [spine-lua](../spine-lua).
The spine-solar2d runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Solar2D](https://solar2d.com/) (previously Corona). spine-solar2d is based on [spine-lua](../spine-lua).
## Licensing
@ -14,18 +14,18 @@ For the official legal terms governing the Spine Runtimes, please read the [Spin
## Spine version
spine-corona works with data exported from Spine 3.9.xx.
spine-solar2d works with data exported from Spine 3.9.xx.
spine-corona supports all Spine features.
spine-solar2d supports all Spine features.
spine-corona does not yet support loading the binary format.
spine-solar2d does not yet support loading the binary format.
## Setup
1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it as a zip via the download button above.
2. Copy the `spine-lua/spine-lua` folder to `spine-corona`.
3. Run the `main.lua` file using Corona. Tap/click to switch between skeletons
2. Copy the `spine-lua/spine-lua` folder to `spine-solar2d`.
3. Run the `main.lua` file using Solar2D. Tap/click to switch between skeletons
Alternatively, the `spine-lua` and `spine-corona/spine-corona` directories can be copied into your project. Note that the spine-corona `require` statements use `spine-lua.Xxx`, so the spine-lua files must be in a `spine-lua` directory in your project.
Alternatively, the `spine-lua` and `spine-solar2d/spine-solar2d` directories can be copied into your project. Note that the spine-solar2d `require` statements use `spine-lua.Xxx`, so the spine-lua files must be in a `spine-lua` directory in your project.
When using the `EmmyLua` plugin for IntelliJ IDEA, create a launch configuration pointing at the `Corona Simulator` executable (e.g. ` /Applications/Corona/Corona Simulator.app/Contents/MacOS/Corona Simulator` on macOS), set the working directory to `spine-corona`, and set the parameters to `main.lua`.
When using the `EmmyLua` plugin for IntelliJ IDEA, create a launch configuration pointing at the `Corona Simulator` executable (e.g. ` /Applications/Corona/Corona Simulator.app/Contents/MacOS/Corona Simulator` on macOS), set the working directory to `spine-solar2d`, and set the parameters to `main.lua`.

View File

Before

Width:  |  Height:  |  Size: 251 KiB

After

Width:  |  Height:  |  Size: 251 KiB

View File

Before

Width:  |  Height:  |  Size: 161 KiB

After

Width:  |  Height:  |  Size: 161 KiB

View File

Before

Width:  |  Height:  |  Size: 350 KiB

After

Width:  |  Height:  |  Size: 350 KiB

View File

Before

Width:  |  Height:  |  Size: 314 KiB

After

Width:  |  Height:  |  Size: 314 KiB

View File

Before

Width:  |  Height:  |  Size: 412 KiB

After

Width:  |  Height:  |  Size: 412 KiB

View File

Before

Width:  |  Height:  |  Size: 243 KiB

After

Width:  |  Height:  |  Size: 243 KiB

View File

Before

Width:  |  Height:  |  Size: 97 KiB

After

Width:  |  Height:  |  Size: 97 KiB

View File

Before

Width:  |  Height:  |  Size: 437 KiB

After

Width:  |  Height:  |  Size: 437 KiB

View File

Before

Width:  |  Height:  |  Size: 81 KiB

After

Width:  |  Height:  |  Size: 81 KiB

View File

@ -29,7 +29,7 @@
require("mobdebug").start()
local spine = require "spine-corona.spine"
local spine = require "spine-solar2d.spine"
local skeletons = {}
local activeSkeleton = 1

View File

@ -1,300 +1,300 @@
-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated January 1, 2020. Replaces all prior versions.
--
-- Copyright (c) 2013-2020, Esoteric Software LLC
--
-- Integration of the Spine Runtimes into software or otherwise creating
-- derivative works of the Spine Runtimes is permitted under the terms and
-- conditions of Section 2 of the Spine Editor License Agreement:
-- http://esotericsoftware.com/spine-editor-license
--
-- Otherwise, it is permitted to integrate the Spine Runtimes into software
-- or otherwise create derivative works of the Spine Runtimes (collectively,
-- "Products"), provided that each user of the Products must obtain their own
-- Spine Editor license and redistribution of the Products in any form must
-- include this license and copyright notice.
--
-- THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
-- THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local spine = {}
spine.utils = require "spine-lua.utils"
spine.SkeletonJson = require "spine-lua.SkeletonJson"
spine.SkeletonData = require "spine-lua.SkeletonData"
spine.BoneData = require "spine-lua.BoneData"
spine.SlotData = require "spine-lua.SlotData"
spine.IkConstraintData = require "spine-lua.IkConstraintData"
spine.Skin = require "spine-lua.Skin"
spine.Attachment = require "spine-lua.attachments.Attachment"
spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment"
spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment"
spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment"
spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment"
spine.PathAttachment = require "spine-lua.attachments.PathAttachment"
spine.PointAttachment = require "spine-lua.attachments.PointAttachment"
spine.ClippingAttachment = require "spine-lua.attachments.ClippingAttachment"
spine.Skeleton = require "spine-lua.Skeleton"
spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.IkConstraint = require "spine-lua.IkConstraint"
spine.AttachmentType = require "spine-lua.attachments.AttachmentType"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.EventData = require "spine-lua.EventData"
spine.Event = require "spine-lua.Event"
spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
spine.BlendMode = require "spine-lua.BlendMode"
spine.TextureAtlas = require "spine-lua.TextureAtlas"
spine.TextureRegion = require "spine-lua.TextureRegion"
spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
spine.Color = require "spine-lua.Color"
spine.Triangulator = require "spine-lua.Triangulator"
spine.SkeletonClipping = require "spine-lua.SkeletonClipping"
spine.JitterEffect = require "spine-lua.vertexeffects.JitterEffect"
spine.SwirlEffect = require "spine-lua.vertexeffects.SwirlEffect"
spine.Interpolation = require "spine-lua.Interpolation"
spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end
local path = system.pathForFile(fileName, base)
local file = io.open(path, "r")
if not file then return nil end
local contents = file:read("*a")
io.close(file)
return contents
end
local json = require "json"
spine.utils.readJSON = function (text)
return json.decode(text)
end
local QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 }
spine.Skeleton.new_super = spine.Skeleton.new
spine.Skeleton.updateWorldTransform_super = spine.Skeleton.updateWorldTransform
spine.Skeleton.new = function(skeletonData, group)
local self = spine.Skeleton.new_super(skeletonData)
self.group = group or display.newGroup()
self.drawingGroup = nil
self.premultipliedAlpha = false
self.batches = 0
self.tempColor = spine.Color.newWith(1, 1, 1, 1)
self.tempColor2 = spine.Color.newWith(-1, 1, 1, 1)
self.tempVertex = {
x = 0,
y = 0,
u = 0,
v = 0,
light = spine.Color.newWith(1, 1, 1, 1),
dark = spine.Color.newWith(0, 0, 0, 0)
}
self.clipper = spine.SkeletonClipping.new()
return self
end
local function colorEquals(color1, color2)
return color1.r == color2.r and color1.g == color2.g and color1.b == color2.b and color1.a == color2.a
end
local function toCoronaBlendMode(blendMode)
if blendMode == spine.BlendMode.normal then
return "normal"
elseif blendMode == spine.BlendMode.additive then
return "add"
elseif blendMode == spine.BlendMode.multiply then
return "multiply"
elseif blendMode == spine.BlendMode.screen then
return "screen"
end
end
local worldVertices = spine.utils.newNumberArray(10000 * 8)
function spine.Skeleton:updateWorldTransform()
spine.Skeleton.updateWorldTransform_super(self)
local premultipliedAlpha = self.premultipliedAlpha
self.batches = 0
if (self.vertexEffect) then self.vertexEffect:beginEffect(self) end
-- Remove old drawing group, we will start anew
if self.drawingGroup then self.drawingGroup:removeSelf() end
local drawingGroup = display.newGroup()
self.drawingGroup = drawingGroup
self.group:insert(drawingGroup)
local drawOrder = self.drawOrder
local currentGroup = nil
local groupVertices = {}
local groupIndices = {}
local groupUvs = {}
local color = self.tempColor
local lastColor = self.tempColor2
lastColor.r = -1
local texture = nil
local lastTexture = nil
local blendMode = nil
local lastBlendMode = nil
local renderable = {
vertices = nil,
uvs = nil
}
for _,slot in ipairs(drawOrder) do
local attachment = slot.attachment
local vertices = nil
local uvs = nil
local numVertices = 0
local indices = nil
if slot.bone.active then
local isClippingAttachment = false
if attachment then
if attachment.type == spine.AttachmentType.region then
numVertices = 4
vertices = worldVertices
attachment:computeWorldVertices(slot.bone, vertices, 0, 2)
uvs = attachment.uvs
indices = QUAD_TRIANGLES
texture = attachment.region.renderObject.texture
blendMode = toCoronaBlendMode(slot.data.blendMode)
elseif attachment.type == spine.AttachmentType.mesh then
numVertices = attachment.worldVerticesLength / 2
vertices = worldVertices
attachment:computeWorldVertices(slot, 0, attachment.worldVerticesLength, vertices, 0, 2)
uvs = attachment.uvs
indices = attachment.triangles
texture = attachment.region.renderObject.texture
blendMode = toCoronaBlendMode(slot.data.blendMode)
elseif attachment.type == spine.AttachmentType.clipping then
self.clipper:clipStart(slot, attachment)
isClippingAttachment = true
end
if texture and vertices and indices then
local skeleton = slot.bone.skeleton
local skeletonColor = skeleton.color
local slotColor = slot.color
local attachmentColor = attachment.color
local alpha = skeletonColor.a * slotColor.a * attachmentColor.a
local multiplier = 1
if premultipliedAlpha then multiplier = alpha end
color:set(skeletonColor.r * slotColor.r * attachmentColor.r * multiplier,
skeletonColor.g * slotColor.g * attachmentColor.g * multiplier,
skeletonColor.b * slotColor.b * attachmentColor.b * multiplier,
alpha)
if not lastTexture then lastTexture = texture end
if lastColor.r == -1 then lastColor:setFrom(color) end
if not lastBlendMode then lastBlendMode = blendMode end
if (texture ~= lastTexture or not colorEquals(color, lastColor) or blendMode ~= lastBlendMode) then
self:flush(groupVertices, groupUvs, groupIndices, lastTexture, lastColor, lastBlendMode, drawingGroup)
lastTexture = texture
lastColor:setFrom(color)
lastBlendMode = blendMode
groupVertices = {}
groupUvs = {}
groupIndices = {}
end
if self.clipper:isClipping() then
self.clipper:clipTriangles(vertices, uvs, indices, #indices)
vertices = self.clipper.clippedVertices
numVertices = #vertices / 2
uvs = self.clipper.clippedUVs
indices = self.clipper.clippedTriangles
end
self:batch(vertices, uvs, numVertices, indices, groupVertices, groupUvs, groupIndices)
end
if not isClippingAttachment then self.clipper:clipEnd(slot) end
end
end
end
if #groupVertices > 0 then
self:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
end
self.clipper:clipEnd2()
if (self.vertexEffect) then self.vertexEffect:endEffect() end
end
function spine.Skeleton:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
local mesh = display.newMesh(drawingGroup, 0, 0, {
mode = "indexed",
vertices = groupVertices,
uvs = groupUvs,
indices = groupIndices
})
mesh.fill = texture
mesh:setFillColor(color.r, color.g, color.b)
mesh.alpha = color.a
mesh.blendMode = blendMode
mesh:translate(mesh.path:getVertexOffset())
self.batches = self.batches + 1
end
function spine.Skeleton:batch(vertices, uvs, numVertices, indices, groupVertices, groupUvs, groupIndices)
local numIndices = #indices
local i = 1
local indexStart = #groupIndices + 1
local offset = #groupVertices / 2
local indexEnd = indexStart + numIndices
while indexStart < indexEnd do
groupIndices[indexStart] = indices[i] + offset
indexStart = indexStart + 1
i = i + 1
end
i = 1
local vertexStart = #groupVertices + 1
local vertexEnd = vertexStart + numVertices * 2
if (self.vertexEffect) then
local effect = self.vertexEffect
local vertex = self.tempVertex
while vertexStart < vertexEnd do
vertex.x = vertices[i]
vertex.y = vertices[i+1]
vertex.u = uvs[i]
vertex.v = uvs[i+1]
effect:transform(vertex);
groupVertices[vertexStart] = vertex.x
groupVertices[vertexStart+1] = vertex.y
groupUvs[vertexStart] = vertex.u
groupUvs[vertexStart+1] = vertex.v
vertexStart = vertexStart + 2
i = i + 2
end
else
while vertexStart < vertexEnd do
groupVertices[vertexStart] = vertices[i]
groupVertices[vertexStart+1] = vertices[i+1]
groupUvs[vertexStart] = uvs[i]
groupUvs[vertexStart+1] = uvs[i+1]
vertexStart = vertexStart + 2
i = i + 2
end
end
end
return spine
-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated January 1, 2020. Replaces all prior versions.
--
-- Copyright (c) 2013-2020, Esoteric Software LLC
--
-- Integration of the Spine Runtimes into software or otherwise creating
-- derivative works of the Spine Runtimes is permitted under the terms and
-- conditions of Section 2 of the Spine Editor License Agreement:
-- http://esotericsoftware.com/spine-editor-license
--
-- Otherwise, it is permitted to integrate the Spine Runtimes into software
-- or otherwise create derivative works of the Spine Runtimes (collectively,
-- "Products"), provided that each user of the Products must obtain their own
-- Spine Editor license and redistribution of the Products in any form must
-- include this license and copyright notice.
--
-- THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
-- THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local spine = {}
spine.utils = require "spine-lua.utils"
spine.SkeletonJson = require "spine-lua.SkeletonJson"
spine.SkeletonData = require "spine-lua.SkeletonData"
spine.BoneData = require "spine-lua.BoneData"
spine.SlotData = require "spine-lua.SlotData"
spine.IkConstraintData = require "spine-lua.IkConstraintData"
spine.Skin = require "spine-lua.Skin"
spine.Attachment = require "spine-lua.attachments.Attachment"
spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment"
spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment"
spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment"
spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment"
spine.PathAttachment = require "spine-lua.attachments.PathAttachment"
spine.PointAttachment = require "spine-lua.attachments.PointAttachment"
spine.ClippingAttachment = require "spine-lua.attachments.ClippingAttachment"
spine.Skeleton = require "spine-lua.Skeleton"
spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.IkConstraint = require "spine-lua.IkConstraint"
spine.AttachmentType = require "spine-lua.attachments.AttachmentType"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.EventData = require "spine-lua.EventData"
spine.Event = require "spine-lua.Event"
spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
spine.BlendMode = require "spine-lua.BlendMode"
spine.TextureAtlas = require "spine-lua.TextureAtlas"
spine.TextureRegion = require "spine-lua.TextureRegion"
spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
spine.Color = require "spine-lua.Color"
spine.Triangulator = require "spine-lua.Triangulator"
spine.SkeletonClipping = require "spine-lua.SkeletonClipping"
spine.JitterEffect = require "spine-lua.vertexeffects.JitterEffect"
spine.SwirlEffect = require "spine-lua.vertexeffects.SwirlEffect"
spine.Interpolation = require "spine-lua.Interpolation"
spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end
local path = system.pathForFile(fileName, base)
local file = io.open(path, "r")
if not file then return nil end
local contents = file:read("*a")
io.close(file)
return contents
end
local json = require "json"
spine.utils.readJSON = function (text)
return json.decode(text)
end
local QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 }
spine.Skeleton.new_super = spine.Skeleton.new
spine.Skeleton.updateWorldTransform_super = spine.Skeleton.updateWorldTransform
spine.Skeleton.new = function(skeletonData, group)
local self = spine.Skeleton.new_super(skeletonData)
self.group = group or display.newGroup()
self.drawingGroup = nil
self.premultipliedAlpha = false
self.batches = 0
self.tempColor = spine.Color.newWith(1, 1, 1, 1)
self.tempColor2 = spine.Color.newWith(-1, 1, 1, 1)
self.tempVertex = {
x = 0,
y = 0,
u = 0,
v = 0,
light = spine.Color.newWith(1, 1, 1, 1),
dark = spine.Color.newWith(0, 0, 0, 0)
}
self.clipper = spine.SkeletonClipping.new()
return self
end
local function colorEquals(color1, color2)
return color1.r == color2.r and color1.g == color2.g and color1.b == color2.b and color1.a == color2.a
end
local function toCoronaBlendMode(blendMode)
if blendMode == spine.BlendMode.normal then
return "normal"
elseif blendMode == spine.BlendMode.additive then
return "add"
elseif blendMode == spine.BlendMode.multiply then
return "multiply"
elseif blendMode == spine.BlendMode.screen then
return "screen"
end
end
local worldVertices = spine.utils.newNumberArray(10000 * 8)
function spine.Skeleton:updateWorldTransform()
spine.Skeleton.updateWorldTransform_super(self)
local premultipliedAlpha = self.premultipliedAlpha
self.batches = 0
if (self.vertexEffect) then self.vertexEffect:beginEffect(self) end
-- Remove old drawing group, we will start anew
if self.drawingGroup then self.drawingGroup:removeSelf() end
local drawingGroup = display.newGroup()
self.drawingGroup = drawingGroup
self.group:insert(drawingGroup)
local drawOrder = self.drawOrder
local currentGroup = nil
local groupVertices = {}
local groupIndices = {}
local groupUvs = {}
local color = self.tempColor
local lastColor = self.tempColor2
lastColor.r = -1
local texture = nil
local lastTexture = nil
local blendMode = nil
local lastBlendMode = nil
local renderable = {
vertices = nil,
uvs = nil
}
for _,slot in ipairs(drawOrder) do
local attachment = slot.attachment
local vertices = nil
local uvs = nil
local numVertices = 0
local indices = nil
if slot.bone.active then
local isClippingAttachment = false
if attachment then
if attachment.type == spine.AttachmentType.region then
numVertices = 4
vertices = worldVertices
attachment:computeWorldVertices(slot.bone, vertices, 0, 2)
uvs = attachment.uvs
indices = QUAD_TRIANGLES
texture = attachment.region.renderObject.texture
blendMode = toCoronaBlendMode(slot.data.blendMode)
elseif attachment.type == spine.AttachmentType.mesh then
numVertices = attachment.worldVerticesLength / 2
vertices = worldVertices
attachment:computeWorldVertices(slot, 0, attachment.worldVerticesLength, vertices, 0, 2)
uvs = attachment.uvs
indices = attachment.triangles
texture = attachment.region.renderObject.texture
blendMode = toCoronaBlendMode(slot.data.blendMode)
elseif attachment.type == spine.AttachmentType.clipping then
self.clipper:clipStart(slot, attachment)
isClippingAttachment = true
end
if texture and vertices and indices then
local skeleton = slot.bone.skeleton
local skeletonColor = skeleton.color
local slotColor = slot.color
local attachmentColor = attachment.color
local alpha = skeletonColor.a * slotColor.a * attachmentColor.a
local multiplier = 1
if premultipliedAlpha then multiplier = alpha end
color:set(skeletonColor.r * slotColor.r * attachmentColor.r * multiplier,
skeletonColor.g * slotColor.g * attachmentColor.g * multiplier,
skeletonColor.b * slotColor.b * attachmentColor.b * multiplier,
alpha)
if not lastTexture then lastTexture = texture end
if lastColor.r == -1 then lastColor:setFrom(color) end
if not lastBlendMode then lastBlendMode = blendMode end
if (texture ~= lastTexture or not colorEquals(color, lastColor) or blendMode ~= lastBlendMode) then
self:flush(groupVertices, groupUvs, groupIndices, lastTexture, lastColor, lastBlendMode, drawingGroup)
lastTexture = texture
lastColor:setFrom(color)
lastBlendMode = blendMode
groupVertices = {}
groupUvs = {}
groupIndices = {}
end
if self.clipper:isClipping() then
self.clipper:clipTriangles(vertices, uvs, indices, #indices)
vertices = self.clipper.clippedVertices
numVertices = #vertices / 2
uvs = self.clipper.clippedUVs
indices = self.clipper.clippedTriangles
end
self:batch(vertices, uvs, numVertices, indices, groupVertices, groupUvs, groupIndices)
end
if not isClippingAttachment then self.clipper:clipEnd(slot) end
end
end
end
if #groupVertices > 0 then
self:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
end
self.clipper:clipEnd2()
if (self.vertexEffect) then self.vertexEffect:endEffect() end
end
function spine.Skeleton:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
local mesh = display.newMesh(drawingGroup, 0, 0, {
mode = "indexed",
vertices = groupVertices,
uvs = groupUvs,
indices = groupIndices
})
mesh.fill = texture
mesh:setFillColor(color.r, color.g, color.b)
mesh.alpha = color.a
mesh.blendMode = blendMode
mesh:translate(mesh.path:getVertexOffset())
self.batches = self.batches + 1
end
function spine.Skeleton:batch(vertices, uvs, numVertices, indices, groupVertices, groupUvs, groupIndices)
local numIndices = #indices
local i = 1
local indexStart = #groupIndices + 1
local offset = #groupVertices / 2
local indexEnd = indexStart + numIndices
while indexStart < indexEnd do
groupIndices[indexStart] = indices[i] + offset
indexStart = indexStart + 1
i = i + 1
end
i = 1
local vertexStart = #groupVertices + 1
local vertexEnd = vertexStart + numVertices * 2
if (self.vertexEffect) then
local effect = self.vertexEffect
local vertex = self.tempVertex
while vertexStart < vertexEnd do
vertex.x = vertices[i]
vertex.y = vertices[i+1]
vertex.u = uvs[i]
vertex.v = uvs[i+1]
effect:transform(vertex);
groupVertices[vertexStart] = vertex.x
groupVertices[vertexStart+1] = vertex.y
groupUvs[vertexStart] = vertex.u
groupUvs[vertexStart+1] = vertex.v
vertexStart = vertexStart + 2
i = i + 2
end
else
while vertexStart < vertexEnd do
groupVertices[vertexStart] = vertices[i]
groupVertices[vertexStart+1] = vertices[i+1]
groupUvs[vertexStart] = uvs[i]
groupUvs[vertexStart+1] = uvs[i+1]
vertexStart = vertexStart + 2
i = i + 2
end
end
end
return spine