[lua][love][corona] Added vertex effect support. See #898

This commit is contained in:
badlogic 2017-06-27 15:46:44 +02:00
parent 943b4f98a7
commit fdee465333
9 changed files with 347 additions and 24 deletions

View File

@ -179,15 +179,18 @@
* Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments.
* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
* Added `JitterEffect` and `SwirlEffect` and support for vertex effects in Corona and Love
### Love2D
* Fixed renderer to work with 3.6 changes
* Added support for two color tinting. Enable it via `SkeletonRenderer.new(true)`.
* Added clipping support.
* Added support for vertex effects. Set an implementation like "JitterEffect" on `Skeleton.vertexEffect`. See `main.lua` for an example.
### Corona
* Fixed renderer to work with 3.6 changes. Sadly, two color tinting is not supported, as Corona doesn't let us change the vertex format needed and its doesn't allow to modify shaders in the way needed for two color tinting
* Added clipping support.
* Added support for vertex effects. Set an implementation like "JitterEffect" on `SkeletonRenderer.vertexEffect`. See `main.lua` for an example
## Typescript/Javascript
* **Breaking changes**

View File

@ -5,6 +5,8 @@ local spine = require "spine-corona.spine"
local skeletons = {}
local activeSkeleton = 1
local lastTime = 0
local swirl = spine.SwirlEffect.new(400)
local swirlTime = 0
function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
-- to load an atlas, we need to define a function that returns
@ -67,7 +69,11 @@ function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
animationState:setAnimationByName(0, "walk", true)
local jumpEntry = animationState:addAnimationByName(0, "jump", false, 3)
animationState:addAnimationByName(0, "run", true, 0)
else
elseif atlasFile == "raptor.atlas" then
--skeleton.vertexEffect = spine.JitterEffect.new(5, 5)
skeleton.vertexEffect = swirl
animationState:setAnimationByName(0, animation, true)
else
animationState:setAnimationByName(0, animation, true)
end
@ -77,10 +83,10 @@ end
-- table.insert(skeletons, loadSkeleton("coin.atlas", "coin-pro.json", 240, 300, 0.4, "rotate"))
-- table.insert(skeletons, loadSkeleton("spineboy.atlas", "spineboy-ess.json", 240, 300, 0.4, "walk"))
-- table.insert(skeletons, loadSkeleton("raptor.atlas", "raptor-pro.json", 200, 300, 0.25, "walk"))
table.insert(skeletons, loadSkeleton("raptor.atlas", "raptor-pro.json", 200, 300, 0.25, "walk"))
-- table.insert(skeletons, loadSkeleton("goblins.atlas", "goblins-pro.json", 240, 300, 0.8, "walk", "goblin"))
-- table.insert(skeletons, loadSkeleton("stretchyman.atlas", "stretchyman-pro.json", 40, 300, 0.5, "sneak"))
table.insert(skeletons, loadSkeleton("tank.atlas", "tank-pro.json", 400, 300, 0.2, "drive"))
-- table.insert(skeletons, loadSkeleton("tank.atlas", "tank-pro.json", 400, 300, 0.2, "drive"))
-- table.insert(skeletons, loadSkeleton("vine.atlas", "vine-pro.json", 240, 300, 0.3, "grow"))
local triangulator = spine.Triangulator.new()
@ -109,6 +115,11 @@ Runtime:addEventListener("enterFrame", function (event)
local currentTime = event.time / 1000
local delta = currentTime - lastTime
lastTime = currentTime
swirlTime = swirlTime + delta
local percent = swirlTime % 2
if (percent > 1) then percent = 1 - (percent - 1) end
swirl.angle = spine.Interpolation.apply(spine.Interpolation.pow2, -60, 60, percent)
skeleton = skeletons[activeSkeleton].skeleton
skeleton.group.isVisible = true

View File

@ -65,6 +65,9 @@ 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
@ -92,6 +95,14 @@ spine.Skeleton.new = function(skeletonData, group)
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
@ -119,6 +130,8 @@ function spine.Skeleton:updateWorldTransform()
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
@ -217,6 +230,7 @@ function spine.Skeleton:updateWorldTransform()
end
self.clipper:clipEnd2()
if (self.vertexEffect) then self.vertexEffect:endEffect() end
end
function spine.Skeleton:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
@ -250,13 +264,31 @@ function spine.Skeleton:batch(vertices, uvs, numVertices, indices, groupVertices
i = 1
local vertexStart = #groupVertices + 1
local vertexEnd = vertexStart + numVertices * 2
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
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

View File

@ -32,6 +32,8 @@ local spine = require "spine-love.spine"
local skeletons = {}
local activeSkeleton = 1
local swirl = spine.SwirlEffect.new(400)
local swirlTime = 0
function loadSkeleton (jsonFile, atlasFile, animation, skin, scale, x, y)
local loader = function (path) return love.graphics.newImage("data/" .. path) end
@ -53,13 +55,19 @@ function loadSkeleton (jsonFile, atlasFile, animation, skin, scale, x, y)
local stateData = spine.AnimationStateData.new(skeletonData)
local state = spine.AnimationState.new(stateData)
state:setAnimationByName(0, animation, true)
if (jsonFile == "spineboy") then
if (jsonFile == "spineboy-ess") then
stateData:setMix("walk", "jump", 0.5)
stateData:setMix("jump", "run", 0.5)
state:addAnimationByName(0, "jump", false, 3)
state:addAnimationByName(0, "run", true, 0)
end
if (jsonFile == "raptor-pro") then
swirl.centerY = -200
skeleton.vertexEffect = swirl
-- skeleton.vertexEffect = spine.JitterEffect.new(10, 10)
end
-- set some event callbacks
state.onStart = function (entry)
print(entry.trackIndex.." start: "..entry.animation.name)
@ -88,6 +96,7 @@ end
function love.load(arg)
if arg[#arg] == "-debug" then require("mobdebug").start() end
skeletonRenderer = spine.SkeletonRenderer.new(true)
table.insert(skeletons, loadSkeleton("coin-pro", "coin", "rotate", nil, 0.5, 400, 500))
table.insert(skeletons, loadSkeleton("spineboy-ess", "spineboy", "walk", nil, 0.5, 400, 500))
table.insert(skeletons, loadSkeleton("raptor-pro", "raptor", "walk", nil, 0.3, 400, 500))
@ -95,7 +104,6 @@ function love.load(arg)
table.insert(skeletons, loadSkeleton("tank-pro", "tank", "drive", nil, 0.2, 600, 500))
table.insert(skeletons, loadSkeleton("vine-pro", "vine", "grow", nil, 0.3, 400, 500))
table.insert(skeletons, loadSkeleton("stretchyman-pro", "stretchyman", "sneak", nil, 0.3, 200, 500))
skeletonRenderer = spine.SkeletonRenderer.new(true)
end
function love.update (delta)
@ -105,12 +113,25 @@ function love.update (delta)
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
if (skeleton.vertexEffect) then
skeletonRenderer.vertexEffect = skeleton.vertexEffect
if (skeleton.vertexEffect == swirl) then
swirlTime = swirlTime + delta
local percent = swirlTime % 2
if (percent > 1) then percent = 1 - (percent - 1) end
swirl.angle = spine.Interpolation.apply(spine.Interpolation.pow2, -60, 60, percent)
end
else
skeletonRenderer.vertexEffect = nil
end
end
function love.draw ()
love.graphics.setBackgroundColor(128, 128, 128, 255)
love.graphics.setColor(255, 255, 255)
local skeleton = skeletons[activeSkeleton].skeleton
skeletonRenderer:draw(skeleton)
end

View File

@ -67,6 +67,9 @@ 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)
local path = fileName
@ -139,7 +142,15 @@ function PolygonBatcher.new(vertexCount, useTwoColorTint)
vertex = { 0, 0, 0, 0, 0, 0, 0, 0 },
indices = nil,
useTwoColorTint = useTwoColorTint,
twoColorTintShader = twoColorTintShader
twoColorTintShader = twoColorTintShader,
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)
}
}
local indices = {}
@ -163,7 +174,7 @@ function PolygonBatcher:begin ()
self.drawCalls = 0
end
function PolygonBatcher:draw (texture, vertices, uvs, numVertices, indices, color, darkColor)
function PolygonBatcher:draw (texture, vertices, uvs, numVertices, indices, color, darkColor, vertexEffect)
local numIndices = #indices
local mesh = self.mesh
@ -207,14 +218,44 @@ function PolygonBatcher:draw (texture, vertices, uvs, numVertices, indices, colo
end
local v = 1
while vertexStart < vertexEnd do
vertex[1] = vertices[v]
vertex[2] = vertices[v + 1]
vertex[3] = uvs[v]
vertex[4] = uvs[v + 1]
mesh:setVertex(vertexStart, vertex)
vertexStart = vertexStart + 1
v = v + 2
if (vertexEffect) then
local tempVertex = self.tempVertex
while vertexStart < vertexEnd do
tempVertex.x = vertices[v]
tempVertex.y = vertices[v + 1]
tempVertex.u = uvs[v]
tempVertex.v = uvs[v + 1]
tempVertex.light:setFrom(color)
tempVertex.dark:setFrom(darkColor)
vertexEffect:transform(tempVertex)
vertex[1] = tempVertex.x
vertex[2] = tempVertex.y
vertex[3] = tempVertex.u
vertex[4] = tempVertex.v
vertex[5] = tempVertex.light.r * 255
vertex[6] = tempVertex.light.g * 255
vertex[7] = tempVertex.light.b * 255
vertex[8] = tempVertex.light.a * 255
if (self.useTwoColorTint) then
vertex[9] = tempVertex.dark.r * 255
vertex[10] = tempVertex.dark.g * 255
vertex[11] = tempVertex.dark.b * 255
vertex[12] = tempVertex.dark.a * 255
end
mesh:setVertex(vertexStart, vertex)
vertexStart = vertexStart + 1
v = v + 2
end
else
while vertexStart < vertexEnd do
vertex[1] = vertices[v]
vertex[2] = vertices[v + 1]
vertex[3] = uvs[v]
vertex[4] = uvs[v + 1]
mesh:setVertex(vertexStart, vertex)
vertexStart = vertexStart + 1
v = v + 2
end
end
self.verticesLength = self.verticesLength + numVertices
end
@ -255,7 +296,8 @@ function SkeletonRenderer.new (useTwoColorTint)
batcher = PolygonBatcher.new(3 * 500, useTwoColorTint),
premultipliedAlpha = false,
useTwoColorTint = useTwoColorTint,
clipper = spine.SkeletonClipping.new()
clipper = spine.SkeletonClipping.new(),
vertexEffect = nil
}
setmetatable(self, SkeletonRenderer)
@ -270,6 +312,8 @@ function SkeletonRenderer:draw (skeleton)
local batcher = self.batcher
local premultipliedAlpha = self.premultipliedAlpha
if (self.vertexEffect) then self.vertexEffect:beginEffect(skeleton) end
local lastLoveBlendMode = love.graphics.getBlendMode()
love.graphics.setBlendMode("alpha")
local lastBlendMode = spine.BlendMode.normal
@ -342,7 +386,7 @@ function SkeletonRenderer:draw (skeleton)
indices = self.clipper.clippedTriangles
end
batcher:draw(texture, vertices, uvs, numVertices, indices, color, dark)
batcher:draw(texture, vertices, uvs, numVertices, indices, color, dark, self.vertexEffect)
end
self.clipper:clipEnd(slot)
@ -352,6 +396,7 @@ function SkeletonRenderer:draw (skeleton)
batcher:stop()
love.graphics.setBlendMode(lastLoveBlendMode)
self.clipper:clipEnd2()
if (self.vertexEffect) then self.vertexEffect:endEffect(skeleton) end
end
spine.PolygonBatcher = PolygonBatcher

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@ -0,0 +1,48 @@
-------------------------------------------------------------------------------
-- 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.
-------------------------------------------------------------------------------
local interpolation = {}
local math_pow = math.pow
function interpolation.apply (func, start, _end, a)
return start + (_end - start) * func(a)
end
function interpolation.pow2(a)
if (a <= 0.5) then return math_pow(a * 2, 2) / 2 end
return math_pow((a - 1) * 2, 2) / -2 + 1
end
function interpolation.pow2out(a)
return math_pow(a - 1, 2) * -1 + 1
end
return interpolation

View File

@ -30,6 +30,9 @@
local utils = {}
local math_sqrt = math.sqrt
local math_random = math.random
utils.degRad = math.pi / 180
function tablePrint (tt, indent, done)
@ -153,4 +156,15 @@ function utils.mod(a, b)
end
end
function utils.randomTriangular(min, max)
return utils.randomTriangularWith(min, max, (min + max) * 0.5)
end
function utils.randomTriangularWith(min, max, mode)
local u = math.random()
local d = max - min
if (u <= (mode - min) / d) then return min + math_sqrt(u * d * (mode - min)) end
return max - math_sqrt((1 - u) * d * (max - mode))
end
return utils

View File

@ -0,0 +1,64 @@
-------------------------------------------------------------------------------
-- 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.
-------------------------------------------------------------------------------
local utils = require "spine-lua.utils"
local setmetatable = setmetatable
local math_min = math.min
local math_max = math.max
local ipairs = ipairs
local table_insert = table.insert
local table_remove = table.remove
local JitterEffect = {}
JitterEffect.__index = JitterEffect
function JitterEffect.new (jitterX, jitterY)
local self = {
jitterX = jitterX,
jitterY = jitterY
}
setmetatable(self, JitterEffect)
return self
end
function JitterEffect:beginEffect (skeleton)
end
function JitterEffect:transform (vertex)
vertex.x = vertex.x + utils.randomTriangular(-self.jitterX, self.jitterY)
vertex.y = vertex.y + utils.randomTriangular(-self.jitterX, self.jitterY)
end
function JitterEffect:endEffect ()
end
return JitterEffect

View File

@ -0,0 +1,85 @@
-------------------------------------------------------------------------------
-- 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.
-------------------------------------------------------------------------------
local utils = require "spine-lua.utils"
local interpolation = require "spine-lua.Interpolation"
local setmetatable = setmetatable
local math_min = math.min
local math_max = math.max
local ipairs = ipairs
local table_insert = table.insert
local table_remove = table.remove
local utils_deg_rad = utils.degRad
local math_sqrt = math.sqrt
local math_sin = math.sin
local math_cos = math.cos
local SwirlEffect = {}
SwirlEffect.__index = SwirlEffect
function SwirlEffect.new (radius)
local self = {
worldX = 0,
worldY = 0,
centerX = 0,
centerY = 0,
radius = radius,
angle = 0,
interpolation = interpolation.pow2
}
setmetatable(self, SwirlEffect)
return self
end
function SwirlEffect:beginEffect (skeleton)
self.worldX = skeleton.x + self.centerX
self.worldY = skeleton.y + self.centerY
self.angleRad = self.angle * utils_deg_rad
end
function SwirlEffect:transform (vertex)
local x = vertex.x - self.worldX
local y = vertex.y - self.worldY
local dist = math_sqrt(x * x + y * y)
if (dist < self.radius) then
local theta = interpolation.apply(self.interpolation, 0, self.angleRad, (self.radius - dist) / self.radius)
local cos = math_cos(theta)
local sin = math_sin(theta)
vertex.x = cos * x - sin * y + self.worldX
vertex.y = sin * x + cos * y + self.worldY
end
end
function SwirlEffect:endEffect ()
end
return SwirlEffect