------------------------------------------------------------------------------- -- 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 setmetatable = setmetatable local math_pi = math.pi local math_sin = math.sin local math_cos = math.cos local AttachmentType = require "spine-lua.attachments.AttachmentType" local Attachment = require "spine-lua.attachments.Attachment" local Color = require "spine-lua.Color" local Utils = require "spine-lua.utils" local OX1 = 1 local OY1 = 2 local OX2 = 3 local OY2 = 4 local OX3 = 5 local OY3 = 6 local OX4 = 7 local OY4 = 8 local X1 = 1 local Y1 = 2 local U1 = 3 local V1 = 4 local C1R = 5 local C1G = 6 local C1B = 7 local C1A = 8 local X2 = 9 local Y2 = 10 local U2 = 11 local V2 = 12 local C2R = 13 local C2G = 14 local C2B = 15 local C2A = 16 local X3 = 17 local Y3 = 18 local U3 = 19 local V3 = 20 local C3R = 21 local C3G = 22 local C3B = 23 local C3A = 24 local X4 = 25 local Y4 = 26 local U4 = 27 local V4 = 28 local C4R = 29 local C4G = 30 local C4B = 31 local C4A = 32 local RegionAttachment = {} RegionAttachment.__index = RegionAttachment setmetatable(RegionAttachment, { __index = Attachment }) function RegionAttachment.new (name) if not name then error("name cannot be nil", 2) end local self = Attachment.new(name, AttachmentType.region) self.x = 0 self.y = 0 self.scaleX = 1 self.scaleY = 1 self.rotation = 0 self.width = 0 self.height = 0 self.color = Color.newWith(1, 1, 1, 1) self.path = nil self.rendererObject = nil self.region = nil self.offset = Utils.newNumberArray(8) self.vertices = Utils.newNumberArray(8 * 4) self.tempColor = Color.newWith(1, 1, 1, 1) setmetatable(self, RegionAttachment) return self end function RegionAttachment:setRegion (region) local vertices = self.vertices if region.rotate then vertices[U2] = region.u vertices[V2] = region.v2 vertices[U3] = region.u vertices[V3] = region.v vertices[U4] = region.u2 vertices[V4] = region.v vertices[U1] = region.u2 vertices[V1] = region.v2 else vertices[U1] = region.u vertices[V1] = region.v2 vertices[U2] = region.u vertices[V2] = region.v vertices[U3] = region.u2 vertices[V3] = region.v vertices[U4] = region.u2 vertices[V4] = region.v2 end end function RegionAttachment:updateOffset () local regionScaleX = self.width / self.region.originalWidth * self.scaleX local regionScaleY = self.height / self.region.originalHeight * self.scaleY local localX = -self.width / 2 * self.scaleX + self.region.offsetX * regionScaleX local localY = -self.height / 2 * self.scaleY + self.region.offsetY * regionScaleY local localX2 = localX + self.region.width * regionScaleX local localY2 = localY + self.region.height * regionScaleY local radians = self.rotation * math_pi / 180 local cos = math_cos(radians) local sin = math_sin(radians) local localXCos = localX * cos + self.x local localXSin = localX * sin local localYCos = localY * cos + self.y local localYSin = localY * sin local localX2Cos = localX2 * cos + self.x local localX2Sin = localX2 * sin local localY2Cos = localY2 * cos + self.y local localY2Sin = localY2 * sin local offset = self.offset offset[OX1] = localXCos - localYSin offset[OY1] = localYCos + localXSin offset[OX2] = localXCos - localY2Sin offset[OY2] = localY2Cos + localXSin offset[OX3] = localX2Cos - localY2Sin offset[OY3] = localY2Cos + localX2Sin offset[OX4] = localX2Cos - localYSin offset[OY4] = localYCos + localX2Sin end function RegionAttachment:updateWorldVertices (slot, premultipliedAlpha) local skeleton = slot.bone.skeleton local skeletonColor = skeleton.color local slotColor = slot.color local regionColor = self.color local alpha = skeletonColor.a * slotColor.a * regionColor.a local multiplier = alpha if premultipliedAlpha then multiplier = 1 end local color = self.tempColor 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 = self.vertices local offset = self.offset local bone = slot.bone local x = bone.worldX local y = bone.worldY local a = bone.a local b = bone.b local c = bone.c local d = bone.d local offsetX = 0 local offsetY = 0 offsetX = offset[OX1] offsetY = offset[OY1] vertices[X1] = offsetX * a + offsetY * b + x -- br vertices[Y1] = offsetX * c + offsetY * d + y vertices[C1R] = color.r vertices[C1G] = color.g vertices[C1B] = color.b vertices[C1A] = color.a offsetX = offset[OX2] offsetY = offset[OY2] vertices[X2] = offsetX * a + offsetY * b + x -- bl vertices[Y2] = offsetX * c + offsetY * d + y vertices[C2R] = color.r vertices[C2G] = color.g vertices[C2B] = color.b vertices[C2A] = color.a offsetX = offset[OX3] offsetY = offset[OY3] vertices[X3] = offsetX * a + offsetY * b + x -- ul vertices[Y3] = offsetX * c + offsetY * d + y vertices[C3R] = color.r vertices[C3G] = color.g vertices[C3B] = color.b vertices[C3A] = color.a offsetX = offset[OX4] offsetY = offset[OY4] vertices[X4] = offsetX * a + offsetY * b + x -- ur vertices[Y4] = offsetX * c + offsetY * d + y vertices[C4R] = color.r vertices[C4G] = color.g vertices[C4B] = color.b vertices[C4A] = color.a return vertices end return RegionAttachment