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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 00:30:12 +08:00
Fixed images not being removed correctly.
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@ -90,104 +90,102 @@ function spine.Skeleton.new (skeletonData, group)
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local updateWorldTransform_super = self.updateWorldTransform
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function self:updateWorldTransform ()
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updateWorldTransform_super(self)
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local images = self.images
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local images = self.images
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local skeletonR, skeletonG, skeletonB, skeletonA = self.r * 255, self.g * 255, self.b * 255, self.a
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for i,slot in ipairs(self.drawOrder) do
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local image = images[slot]
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local attachment = slot.attachment
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if attachment and attachment.type == spine.AttachmentType.region then
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local image = images[slot]
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if not attachment then -- Attachment is gone, remove the image.
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if image then
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if not attachment then -- Attachment is gone, remove the image.
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if image then
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image:removeSelf()
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images[slot] = nil
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end
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elseif attachment.type == spine.AttachmentType.region then
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if image and image.attachment ~= attachment then -- Attachment image has changed.
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if self:modifyImage(image, attachment) then
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image.lastR, image.lastA = nil, nil
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image.attachment = attachment
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else -- If not modified, remove the image and it will be recreated.
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image:removeSelf()
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images[slot] = nil
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image = nil
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end
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else
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if image and image.attachment ~= attachment then -- Attachment image has changed.
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if self:modifyImage(image, attachment) then
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image.lastR, image.lastA = nil, nil
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image.attachment = attachment
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else -- If not modified, remove the image and it will be recreated.
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image:removeSelf()
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images[slot] = nil
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image = nil
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end
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if not image then -- Create new image.
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image = self:createImage(attachment)
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if image then
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image.attachment = attachment
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image:setReferencePoint(display.CenterReferencePoint)
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image.width = attachment.width
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image.height = attachment.height
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else
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print("Error creating image: " .. attachment.name)
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image = spine.Skeleton.failed
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end
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if slot.data.additiveBlending then image.blendMode = "add" end
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images[slot] = image
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end
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-- Position image based on attachment and bone.
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if image ~= spine.Skeleton.failed then
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local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
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local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
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if not image.lastX then
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image.x, image.y = x, y
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image.lastX, image.lastY = x, y
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elseif image.lastX ~= x or image.lastY ~= y then
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image:translate(x - image.lastX, y - image.lastY)
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image.lastX, image.lastY = x, y
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end
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local xScale = attachment.scaleX * flipX
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local yScale = attachment.scaleY * flipY
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-- Fix scaling when attachment is rotated 90 or -90.
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local rotation = math.abs(attachment.rotation) % 180
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if (rotation == 90) then
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xScale = xScale * slot.bone.worldScaleY
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yScale = yScale * slot.bone.worldScaleX
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else
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xScale = xScale * slot.bone.worldScaleX
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yScale = yScale * slot.bone.worldScaleY
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if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
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image.rotationWarning = true
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print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
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.." cardinal angles will not work as expected with Corona.\n"
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.." Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
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end
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end
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if not image then -- Create new image.
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image = self:createImage(attachment)
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if image then
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image.attachment = attachment
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image:setReferencePoint(display.CenterReferencePoint)
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image.width = attachment.width
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image.height = attachment.height
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else
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print("Error creating image: " .. attachment.name)
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image = spine.Skeleton.failed
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end
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if slot.data.additiveBlending then image.blendMode = "add" end
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images[slot] = image
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if not image.lastScaleX then
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image.xScale, image.yScale = xScale, yScale
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image.lastScaleX, image.lastScaleY = xScale, yScale
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elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
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image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
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image.lastScaleX, image.lastScaleY = xScale, yScale
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end
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-- Position image based on attachment and bone.
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if image ~= spine.Skeleton.failed then
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local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
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local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
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if not image.lastX then
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image.x, image.y = x, y
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image.lastX, image.lastY = x, y
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elseif image.lastX ~= x or image.lastY ~= y then
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image:translate(x - image.lastX, y - image.lastY)
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image.lastX, image.lastY = x, y
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end
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local xScale = attachment.scaleX * flipX
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local yScale = attachment.scaleY * flipY
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-- Fix scaling when attachment is rotated 90 or -90.
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local rotation = math.abs(attachment.rotation) % 180
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if (rotation == 90) then
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xScale = xScale * slot.bone.worldScaleY
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yScale = yScale * slot.bone.worldScaleX
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else
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xScale = xScale * slot.bone.worldScaleX
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yScale = yScale * slot.bone.worldScaleY
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if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
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image.rotationWarning = true
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print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
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.." cardinal angles will not work as expected with Corona.\n"
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.." Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
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end
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end
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if not image.lastScaleX then
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image.xScale, image.yScale = xScale, yScale
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image.lastScaleX, image.lastScaleY = xScale, yScale
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elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
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image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
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image.lastScaleX, image.lastScaleY = xScale, yScale
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end
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rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
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if not image.lastRotation then
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image.rotation = rotation
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image.lastRotation = rotation
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elseif rotation ~= image.lastRotation then
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image:rotate(rotation - image.lastRotation)
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image.lastRotation = rotation
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end
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local r, g, b = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b
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if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
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image:setFillColor(r, g, b)
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image.lastR, image.lastG, image.lastB = r, g, b
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end
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local a = skeletonA * slot.a
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if a and (image.lastA ~= a or not image.lastA) then
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image.lastA = a
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image.alpha = image.lastA
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end
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self.group:insert(image)
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rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
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if not image.lastRotation then
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image.rotation = rotation
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image.lastRotation = rotation
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elseif rotation ~= image.lastRotation then
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image:rotate(rotation - image.lastRotation)
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image.lastRotation = rotation
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end
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local r, g, b = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b
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if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
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image:setFillColor(r, g, b)
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image.lastR, image.lastG, image.lastB = r, g, b
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end
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local a = skeletonA * slot.a
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if a and (image.lastA ~= a or not image.lastA) then
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image.lastA = a
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image.alpha = image.lastA
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end
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self.group:insert(image)
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end
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end
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end
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