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 df1e65176..adcfe1dd6 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 @@ -1,5 +1,4 @@ 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-starling.swc b/spine-starling/spine-starling-example/lib/spine-starling.swc index 645ed8fb8..6193ed4fe 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 deleted file mode 100644 index 1eeee874d..000000000 --- a/spine-starling/spine-starling-example/src/spine/ConvexDecomposer.as +++ /dev/null @@ -1,269 +0,0 @@ -/****************************************************************************** - * 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 1323c1d27..c9eb4dd42 100644 --- a/spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as +++ b/spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as @@ -76,30 +76,26 @@ package spine.examples { this.setRequiresRedraw(); addChild(skeleton); -// Starling.juggler.add(skeleton); + Starling.juggler.add(skeleton); addEventListener(TouchEvent.TOUCH, onClick); } 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(); -// if (gunGrabCount < 2) { -// if (gunGrabbed) -// skeleton.skeleton.setToSetupPose(); -// else -// skeleton.state.setAnimationByName(1, "gungrab", false); -// gunGrabbed = !gunGrabbed; -// gunGrabCount++; -// } else { -// var parent: DisplayObjectContainer = this.parent; -// this.removeFromParent(true); -// parent.addChild(new TankExample()); -// } + if (touch && touch.phase == TouchPhase.BEGAN) { + if (gunGrabCount < 2) { + if (gunGrabbed) + skeleton.skeleton.setToSetupPose(); + else + skeleton.state.setAnimationByName(1, "gungrab", false); + gunGrabbed = !gunGrabbed; + gunGrabCount++; + } else { + 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 deleted file mode 100644 index 6d6ac7bca..000000000 --- a/spine-starling/spine-starling-example/src/spine/starling/SkeletonSprite.as +++ /dev/null @@ -1,277 +0,0 @@ -/****************************************************************************** - * 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/src/spine/starling/SkeletonSprite.as b/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as index 82363ec44..b2f12953b 100644 --- a/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as +++ b/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as @@ -1,279 +1,273 @@ -/****************************************************************************** - * 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); - - indexData = mesh.getIndexData(); - for (ii = 0; ii < indices.length; ii++) - indexData.setIndex(ii, indices[ii]); - indexData.numIndices = indices.length; - indexData.trim(); - } - 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(); - indicesLength = meshAttachment.triangles.length; - for (ii = 0; ii < indicesLength; ii++) { - indexData.setIndex(ii, indices[ii]); - } - indexData.numIndices = indicesLength; - indexData.trim(); - } - 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; - indicesLength = indices.length; - for (ii = 0; ii < indicesLength; ii++) { - indexData.setIndex(ii, indices[ii]); - } - indexData.numIndices = indicesLength; - indexData.trim(); - } - - // Mesh doesn't retain the style, can't find the reason why - mesh.setStyle(_twoColorStyle); - 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(); - } - - 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; - } - } +/****************************************************************************** + * 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 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(); + } + + 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(new TwoColorMeshStyle()); + indexData = mesh.getIndexData(); + for (ii = 0; ii < indices.length; ii++) + indexData.setIndex(ii, indices[ii]); + indexData.numIndices = indices.length; + indexData.trim(); + } + 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(new TwoColorMeshStyle()); + + indexData = mesh.getIndexData(); + indicesLength = meshAttachment.triangles.length; + for (ii = 0; ii < indicesLength; ii++) { + indexData.setIndex(ii, indices[ii]); + } + indexData.numIndices = indicesLength; + indexData.trim(); + } + 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; + indicesLength = indices.length; + for (ii = 0; ii < indicesLength; ii++) { + indexData.setIndex(ii, indices[ii]); + } + indexData.numIndices = indicesLength; + indexData.trim(); + } + + vertexData = mesh.getVertexData(); + vertexData.numVertices = verticesCount; + 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]); + } + painter.state.blendMode = blendModes[slot.data.blendMode.ordinal]; + painter.batchMesh(mesh); + + clipper.clipEndWithSlot(slot); + } + painter.state.blendMode = originalBlendMode; + clipper.clipEnd(); + } + + 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