------------------------------------------------------------------------------- -- 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. ------------------------------------------------------------------------------- spine = {} spine.utils = require "spine-lua.utils" spine.SkeletonJson = require "spine-lua.SkeletonJson" spine.SkeletonData = require "spine-lua.SkeletonData" spine.BoneData = require "spine-lua.BoneData" spine.SlotData = require "spine-lua.SlotData" spine.IkConstraintData = require "spine-lua.IkConstraintData" spine.Skin = require "spine-lua.Skin" spine.Attachment = require "spine-lua.attachments.Attachment" spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment" spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment" spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment" spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment" spine.PathAttachment = require "spine-lua.attachments.PathAttachment" spine.PointAttachment = require "spine-lua.attachments.PointAttachment" spine.Skeleton = require "spine-lua.Skeleton" spine.Bone = require "spine-lua.Bone" spine.Slot = require "spine-lua.Slot" spine.IkConstraint = require "spine-lua.IkConstraint" spine.AttachmentType = require "spine-lua.attachments.AttachmentType" spine.AttachmentLoader = require "spine-lua.AttachmentLoader" spine.Animation = require "spine-lua.Animation" spine.AnimationStateData = require "spine-lua.AnimationStateData" spine.AnimationState = require "spine-lua.AnimationState" spine.EventData = require "spine-lua.EventData" spine.Event = require "spine-lua.Event" spine.SkeletonBounds = require "spine-lua.SkeletonBounds" spine.BlendMode = require "spine-lua.BlendMode" spine.TextureAtlas = require "spine-lua.TextureAtlas" spine.TextureRegion = require "spine-lua.TextureRegion" spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion" spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader" spine.Color = require "spine-lua.Color" spine.utils.readFile = function (fileName, base) if not base then base = system.ResourceDirectory end local path = system.pathForFile(fileName, base) local file = io.open(path, "r") if not file then return nil end local contents = file:read("*a") io.close(file) return contents end local json = require "json" spine.utils.readJSON = function (text) return json.decode(text) end local QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 } spine.Skeleton.new_super = spine.Skeleton.new spine.Skeleton.updateWorldTransform_super = spine.Skeleton.updateWorldTransform spine.Skeleton.new = function(skeletonData, group) self = spine.Skeleton.new_super(skeletonData) self.group = group or display.newGroup() self.drawingGroup = nil self.premultipliedAlpha = false self.batches = 0 self.tempColor = spine.Color.newWith(1, 1, 1, 1) return self end local function colorEquals(color1, color2) if not color1 and not color2 then return true end if not color1 and color2 then return false end if color1 and not color2 then return false end return color1[1] == color2[1] and color1[2] == color2[2] and color1[3] == color2[3] and color1[4] == color2[4] end local function toCoronaBlendMode(blendMode) if blendMode == spine.BlendMode.normal then return "normal" elseif blendMode == spine.BlendMode.additive then return "add" elseif blendMode == spine.BlendMode.multiply then return "multiply" elseif blendMode == spine.BlendMode.screen then return "screen" end end local worldVertices = spine.utils.newNumberArray(10000 * 8) function spine.Skeleton:updateWorldTransform() spine.Skeleton.updateWorldTransform_super(self) local premultipliedAlpha = self.premultipliedAlpha self.batches = 0 -- Remove old drawing group, we will start anew if self.drawingGroup then self.drawingGroup:removeSelf() end local drawingGroup = display.newGroup() self.drawingGroup = drawingGroup self.group:insert(drawingGroup) local drawOrder = self.drawOrder local currentGroup = nil local groupVertices = {} local groupIndices = {} local groupUvs = {} local color = self.tempColor local lastColor = nil local texture = nil local lastTexture = nil local blendMode = nil local lastBlendMode = nil for i,slot in ipairs(drawOrder) do local attachment = slot.attachment local vertices = nil local numVertices = 0 local indices = nil if attachment then if attachment.type == spine.AttachmentType.region then numVertices = 4 vertices = self:computeRegionVertices(slot, attachment, premultipliedAlpha, color) indices = QUAD_TRIANGLES texture = attachment.region.renderObject.texture blendMode = toCoronaBlendMode(slot.data.blendMode) elseif attachment.type == spine.AttachmentType.mesh then numVertices = attachment.worldVerticesLength / 2 vertices = self:computeMeshVertices(slot, attachment, premultipliedAlpha, color) indices = attachment.triangles texture = attachment.region.renderObject.texture blendMode = toCoronaBlendMode(slot.data.blendMode) end if texture and vertices and indices then if not lastTexture then lastTexture = texture end if not lastColor then lastColor = color end if not lastBlendMode then lastBlendMode = blendMode end if (texture ~= lastTexture or not colorEquals(color, lastColor) or blendMode ~= lastBlendMode) then self:flush(groupVertices, groupUvs, groupIndices, lastTexture, lastColor, lastBlendMode, drawingGroup) lastTexture = texture lastColor = color lastBlendMode = blendMode groupVertices = {} groupUvs = {} groupIndices = {} end self:batch(vertices, numVertices, indices, groupVertices, groupUvs, groupIndices) end end end if #groupVertices > 0 then self:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup) end end function spine.Skeleton:computeRegionVertices(slot, region, pma, color) local skeleton = slot.bone.skeleton local skeletonColor = skeleton.color local slotColor = slot.color local regionColor = region.color local alpha = skeletonColor.a * slotColor.a * regionColor.a local multiplier = alpha if pma then multiplier = 1 end color:set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha) local vertices = worldVertices region:computeWorldVertices(slot.bone, vertices, 0, 4) local uvs = region.uvs vertices[3] = uvs[1] vertices[4] = uvs[2] vertices[7] = uvs[3] vertices[8] = uvs[4] vertices[11] = uvs[5] vertices[12] = uvs[6] vertices[15] = uvs[7] vertices[16] = uvs[8] return vertices end function spine.Skeleton:computeMeshVertices(slot, mesh, pma, color) local skeleton = slot.bone.skeleton local skeletonColor = skeleton.color local slotColor = slot.color local meshColor = mesh.color local alpha = skeletonColor.a * slotColor.a * meshColor.a local multiplier = alpha if pma then multiplier = 1 end color:set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha) local numVertices = mesh.worldVerticesLength / 2 local vertices = worldVertices mesh:computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 4) local uvs = mesh.uvs local i = 1 local n = numVertices + 1 local u = 1 local v = 3 while i < n do vertices[v] = uvs[u] vertices[v + 1] = uvs[u + 1] i = i + 1 u = u + 2 v = v + 4 end return vertices end function spine.Skeleton:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup) local mesh = display.newMesh(drawingGroup, 0, 0, { mode = "indexed", vertices = groupVertices, uvs = groupUvs, indices = groupIndices }) mesh.fill = texture mesh:setFillColor(color.r, color.g, color.b) mesh.alpha = color.a mesh.blendMode = blendMode mesh:translate(mesh.path:getVertexOffset()) self.batches = self.batches + 1 end function spine.Skeleton:batch(vertices, numVertices, indices, groupVertices, groupUvs, groupIndices) local numIndices = #indices local i = 1 local indexStart = #groupIndices + 1 local offset = #groupVertices / 2 local indexEnd = indexStart + numIndices while indexStart < indexEnd do groupIndices[indexStart] = indices[i] + offset indexStart = indexStart + 1 i = i + 1 end 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] = vertices[i+2] groupUvs[vertexStart+1] = vertices[i+3] vertexStart = vertexStart + 2 i = i + 4 end end return spine