/****************************************************************************** * Spine Runtimes Software License * Version 2.5 * * 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 { export class MeshAttachment extends VertexAttachment { region: TextureRegion; path: string; regionUVs: ArrayLike; worldVertices: ArrayLike; triangles: Array; color = new Color(1, 1, 1, 1); hullLength: number; private parentMesh: MeshAttachment; inheritDeform = false; tempColor = new Color(0, 0, 0, 0); constructor (name: string) { super(name); } updateUVs () { let regionUVs = this.regionUVs; let verticesLength = regionUVs.length; let worldVerticesLength = (verticesLength >> 1) * 8; if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength) this.worldVertices = Utils.newFloatArray(worldVerticesLength); let u = 0, v = 0, width = 0, height = 0; if (this.region == null) { u = v = 0; width = height = 1; } else { u = this.region.u; v = this.region.v; width = this.region.u2 - u; height = this.region.v2 - v; } if (this.region.rotate) { for (let i = 0, w = 6; i < verticesLength; i += 2, w += 8) { this.worldVertices[w] = u + regionUVs[i + 1] * width; this.worldVertices[w + 1] = v + height - regionUVs[i] * height; } } else { for (let i = 0, w = 6; i < verticesLength; i += 2, w += 8) { this.worldVertices[w] = u + regionUVs[i] * width; this.worldVertices[w + 1] = v + regionUVs[i + 1] * height; } } } /** @return The updated world vertices. */ updateWorldVertices (slot: Slot, premultipliedAlpha: boolean) { let skeleton = slot.bone.skeleton; let skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color; let alpha = skeletonColor.a * slotColor.a * meshColor.a; let multiplier = premultipliedAlpha ? alpha : 1; let color = this.tempColor; color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha); let x = skeleton.x, y = skeleton.y; let deformArray = slot.attachmentVertices; let vertices = this.vertices, worldVertices = this.worldVertices; let bones = this.bones; if (bones == null) { let verticesLength = vertices.length; if (deformArray.length > 0) vertices = deformArray; let bone = slot.bone; x += bone.worldX; y += bone.worldY; let a = bone.a, b = bone.b, c = bone.c, d = bone.d; for (let v = 0, w = 0; v < verticesLength; v += 2, w += 8) { let vx = vertices[v], vy = vertices[v + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; worldVertices[w + 2] = color.r; worldVertices[w + 3] = color.g; worldVertices[w + 4] = color.b; worldVertices[w + 5] = color.a; } return worldVertices; } let skeletonBones = skeleton.bones; if (deformArray.length == 0) { for (let w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) { let wx = x, wy = y; let nn = bones[v++] + v; for (; v < nn; v++, b += 3) { let bone = skeletonBones[bones[v]]; let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; worldVertices[w + 2] = color.r; worldVertices[w + 3] = color.g; worldVertices[w + 4] = color.b; worldVertices[w + 5] = color.a; } } else { let deform = deformArray; for (let w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) { let wx = x, wy = y; let nn = bones[v++] + v; for (; v < nn; v++, b += 3, f += 2) { let bone = skeletonBones[bones[v]]; let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; worldVertices[w + 2] = color.r; worldVertices[w + 3] = color.g; worldVertices[w + 4] = color.b; worldVertices[w + 5] = color.a; } } return worldVertices; } applyDeform (sourceAttachment: VertexAttachment): boolean { return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment); } getParentMesh () { return this.parentMesh; } /** @param parentMesh May be null. */ setParentMesh (parentMesh: MeshAttachment) { this.parentMesh = parentMesh; if (parentMesh != null) { this.bones = parentMesh.bones; this.vertices = parentMesh.vertices; this.regionUVs = parentMesh.regionUVs; this.triangles = parentMesh.triangles; this.hullLength = parentMesh.hullLength; } } } }