------------------------------------------------------------------------------ -- Spine Runtime Software License - Version 1.0 -- -- Copyright (c) 2013, Esoteric Software -- All rights reserved. -- -- Redistribution and use in source and binary forms in whole or in part, with -- or without modification, are permitted provided that the following conditions -- are met: -- -- 1. A Spine Essential, Professional, Enterprise, or Education License must -- be purchased from Esoteric Software and the license must remain valid: -- http://esotericsoftware.com/ -- 2. Redistributions of source code must retain this license, which is the -- above copyright notice, this declaration of conditions and the following -- disclaimer. -- 3. Redistributions in binary form must reproduce this license, which is the -- above copyright notice, this declaration of conditions and the following -- disclaimer, in the documentation and/or other materials provided with the -- distribution. -- -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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 BoundingBoxAttachment = {} function BoundingBoxAttachment.new (name) if not name then error("name cannot be nil", 2) end local self = { name = name, type = AttachmentType.boundingbox, vertices = {} } function self:computeWorldVertices (x, y, bone, worldVertices) x = x + bone.worldX y = y + bone.worldY local m00 = bone.m00 local m01 = bone.m01 local m10 = bone.m10 local m11 = bone.m11 local vertices = self.vertices local count = #vertices for i = 1, count, 2 do local px = vertices[i] local py = vertices[i + 1] worldVertices[i] = px * m00 + py * m01 + x worldVertices[i + 1] = px * m10 + py * m11 + y end end return self end return BoundingBoxAttachment