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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Removed obsolete SkinnedMeshAttachment.
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-------------------------------------------------------------------------------
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-- Spine Runtimes Software License v2.5
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--
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-- Copyright (c) 2013-2016, Esoteric Software
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-- All rights reserved.
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--
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-- You are granted a perpetual, non-exclusive, non-sublicensable, and
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-- non-transferable license to use, install, execute, and perform the Spine
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-- Runtimes software and derivative works solely for personal or internal
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-- use. Without the written permission of Esoteric Software (see Section 2 of
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-- the Spine Software License Agreement), you may not (a) modify, translate,
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-- adapt, or develop new applications using the Spine Runtimes or otherwise
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-- create derivative works or improvements of the Spine Runtimes or (b) remove,
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-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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-- or other intellectual property or proprietary rights notices on or in the
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-- Software, including any copy thereof. Redistributions in binary or source
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-- form must include this license and terms.
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--
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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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-- POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local AttachmentType = require "spine-lua.AttachmentType"
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local SkinnedMeshAttachment = {}
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function SkinnedMeshAttachment.new (name)
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if not name then error("name cannot be nil", 2) end
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local self = {
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name = name,
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type = AttachmentType.skinnedmesh,
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bones = nil,
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weights = nil,
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uvs = nil,
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regionUVs = nil,
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triangles = nil,
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hullLength = 0,
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r = 1, g = 1, b = 1, a = 1,
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path = nil,
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rendererObject = nil,
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regionU = 0, regionV = 0, regionU2 = 1, regionV2 = 1, regionRotate = false,
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regionOffsetX = 0, regionOffsetY = 0,
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regionWidth = 0, regionHeight = 0,
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regionOriginalWidth = 0, regionOriginalHeight = 0,
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edges = nil,
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width = 0, height = 0
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}
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function self:updateUVs ()
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local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV
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local n = #self.regionUVs
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if not self.uvs or #self.uvs ~= n then
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self.uvs = {}
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end
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if self.regionRotate then
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for i = 1, n, 2 do
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self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width
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self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height
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end
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else
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for i = 1, n, 2 do
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self.uvs[i] = self.regionU + self.regionUVs[i] * width
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self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height
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end
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end
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end
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function self:computeWorldVertices (x, y, slot, worldVertices)
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local skeletonBones = slot.bone.skeleton.bones
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x,y=slot.bone.skeleton.x,slot.bone.skeleton.y
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local weights = self.weights
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local bones = self.bones
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local w, v, b, f = 1, 1, 1, 1
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local n = #bones
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local wx, wy, bone, vx, vy, weight
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if slot.attachmentVerticesCount == 0 then
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while v <= n do
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wx = 0
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wy = 0
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local nn = bones[v] + v
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v = v + 1
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while v <= nn do
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bone = skeletonBones[bones[v] + 1]
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vx = weights[b]
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vy = weights[b + 1]
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weight = weights[b + 2]
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wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight
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wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight
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v = v + 1
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b = b + 3
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end
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worldVertices[w] = wx + x
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worldVertices[w + 1] = wy + y
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w = w + 2
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end
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else
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local ffd = slot.attachmentVertices
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while v <= n do
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wx = 0
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wy = 0
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local nn = bones[v] + v
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v = v + 1
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while v <= nn do
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bone = skeletonBones[bones[v] + 1]
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vx = weights[b] + ffd[f]
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vy = weights[b + 1] + ffd[f + 1]
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weight = weights[b + 2]
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wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight
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wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight
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v = v + 1
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b = b + 3
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f = f + 2
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end
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worldVertices[w] = wx + x
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worldVertices[w + 1] = wy + y
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w = w + 2
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end
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end
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end
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return self
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end
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return SkinnedMeshAttachment
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