------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2.3 -- -- Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the -- Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; -- OR BUSINESS INTERRUPTION) 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 AttachmentType = require "spine-lua.AttachmentType" local SkinnedMeshAttachment = {} function SkinnedMeshAttachment.new (name) if not name then error("name cannot be nil", 2) end local self = { name = name, type = AttachmentType.skinnedmesh, bones = nil, weights = nil, uvs = nil, regionUVs = nil, triangles = nil, hullLength = 0, r = 1, g = 1, b = 1, a = 1, path = nil, rendererObject = nil, regionU = 0, regionV = 0, regionU2 = 1, regionV2 = 1, regionRotate = false, regionOffsetX = 0, regionOffsetY = 0, regionWidth = 0, regionHeight = 0, regionOriginalWidth = 0, regionOriginalHeight = 0, edges = nil, width = 0, height = 0 } function self:updateUVs () local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV local n = #self.regionUVs if not self.uvs or #self.uvs ~= n then self.uvs = {} end if self.regionRotate then for i = 1, n, 2 do self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height end else for i = 1, n, 2 do self.uvs[i] = self.regionU + self.regionUVs[i] * width self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height end end end function self:computeWorldVertices (x, y, slot, worldVertices) local skeletonBones = slot.bone.skeleton.bones x,y=slot.bone.skeleton.x,slot.bone.skeleton.y local weights = self.weights local bones = self.bones local w, v, b, f = 1, 1, 1, 1 local n = #bones local wx, wy, bone, vx, vy, weight if slot.attachmentVerticesCount == 0 then while v <= n do wx = 0 wy = 0 local nn = bones[v] + v v = v + 1 while v <= nn do bone = skeletonBones[bones[v] + 1] vx = weights[b] vy = weights[b + 1] weight = weights[b + 2] wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight v = v + 1 b = b + 3 end worldVertices[w] = wx + x worldVertices[w + 1] = wy + y w = w + 2 end else local ffd = slot.attachmentVertices while v <= n do wx = 0 wy = 0 local nn = bones[v] + v v = v + 1 while v <= nn do bone = skeletonBones[bones[v] + 1] vx = weights[b] + ffd[f] vy = weights[b + 1] + ffd[f + 1] weight = weights[b + 2] wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight v = v + 1 b = b + 3 f = f + 2 end worldVertices[w] = wx + x worldVertices[w + 1] = wy + y w = w + 2 end end end return self end return SkinnedMeshAttachment