/****************************************************************************** * 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. *****************************************************************************/ module spine.canvas { export class SkeletonRenderer { static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; private ctx: CanvasRenderingContext2D; public triangleRendering = false; public debugRendering = false; constructor (context: CanvasRenderingContext2D) { this.ctx = context; } draw (skeleton: Skeleton) { if (this.triangleRendering) this.drawTriangles(skeleton); else this.drawImages(skeleton); } private drawImages (skeleton: Skeleton) { let ctx = this.ctx; let drawOrder = skeleton.drawOrder; if (this.debugRendering) ctx.strokeStyle = "green"; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let region: TextureAtlasRegion = null; let image: HTMLImageElement = null; let vertices: ArrayLike = null; if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; vertices = regionAttachment.updateWorldVertices(slot, false); region = regionAttachment.region; image = ((region).texture).getImage(); } else continue; let att = attachment; let bone = slot.bone; let x = vertices[0]; let y = vertices[1]; let rotation = (bone.getWorldRotationX() - att.rotation) * Math.PI / 180; let xx = vertices[24] - vertices[0]; let xy = vertices[25] - vertices[1]; let yx = vertices[8] - vertices[0]; let yy = vertices[9] - vertices[1]; let w = Math.sqrt(xx * xx + xy * xy), h = -Math.sqrt(yx * yx + yy * yy); ctx.translate(x, y); ctx.rotate(rotation); if (region.rotate) { ctx.rotate(Math.PI / 2); ctx.drawImage(image, region.x, region.y, region.height, region.width, 0, 0, h, -w); ctx.rotate(-Math.PI / 2); } else { ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h); } if (this.debugRendering) ctx.strokeRect(0, 0, w, h); ctx.rotate(-rotation); ctx.translate(-x, -y); } } private drawTriangles (skeleton: Skeleton) { let blendMode: BlendMode = null; let vertices: ArrayLike = null; let triangles: Array = null; let drawOrder = skeleton.drawOrder; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture: HTMLImageElement = null; let region: TextureAtlasRegion = null; if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; vertices = regionAttachment.updateWorldVertices(slot, false); triangles = SkeletonRenderer.QUAD_TRIANGLES; region = regionAttachment.region; texture = (region.texture).getImage(); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = mesh.updateWorldVertices(slot, false); triangles = mesh.triangles; texture = (mesh.region.renderObject).texture.getImage(); } else continue; if (texture != null) { let slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; } let ctx = this.ctx; for (var j = 0; j < triangles.length; j+=3) { let t1 = triangles[j] * 8, t2 = triangles[j+1] * 8, t3 = triangles[j+2] * 8; let x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; let x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; let x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); if (this.debugRendering) { ctx.strokeStyle = "green"; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x0, y0); ctx.stroke(); } } } } } // Adapted from http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 // Apache 2 licensed private drawTriangle(img: HTMLImageElement, x0: number, y0: number, u0: number, v0: number, x1: number, y1: number, u1: number, v1: number, x2: number, y2: number, u2: number, v2: number) { let ctx = this.ctx; u0 *= img.width; v0 *= img.height; u1 *= img.width; v1 *= img.height; u2 *= img.width; v2 *= img.height; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; var det = 1 / (u1*v2 - u2*v1), // linear transformation a = (v2*x1 - v1*x2) * det, b = (v2*y1 - v1*y2) * det, c = (u1*x2 - u2*x1) * det, d = (u1*y2 - u2*y1) * det, // translation e = x0 - a*u0 - c*v0, f = y0 - b*u0 - d*v0; ctx.save(); ctx.transform(a, b, c, d, e, f); ctx.clip(); ctx.drawImage(img, 0, 0); ctx.restore(); } } }