/****************************************************************************** * 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. *****************************************************************************/ module spine { export abstract class Attachment { name: string; constructor (name: string) { if (name == null) throw new Error("name cannot be null."); this.name = name; } } export abstract class VertexAttachment extends Attachment { private static nextID = 0; id = (VertexAttachment.nextID++ & 65535) << 11; bones: Array; vertices: ArrayLike; worldVerticesLength = 0; constructor (name: string) { super(name); } /** Transforms local vertices to world coordinates. * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y. * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start. * @param worldVertices The output world vertices. Must have a length >= offset + count. * @param offset The worldVertices index to begin writing values. */ computeWorldVertices (slot: Slot, start: number, count: number, worldVertices: ArrayLike, offset: number, stride: number) { count = offset + (count >> 1) * stride; let skeleton = slot.bone.skeleton; let deformArray = slot.attachmentVertices; let vertices = this.vertices; let bones = this.bones; if (bones == null) { if (deformArray.length > 0) vertices = deformArray; let bone = slot.bone; let x = bone.worldX; let y = bone.worldY; let a = bone.a, b = bone.b, c = bone.c, d = bone.d; for (let v = start, w = offset; w < count; v += 2, w += stride) { let vx = vertices[v], vy = vertices[v + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } let v = 0, skip = 0; for (let i = 0; i < start; i += 2) { let n = bones[v]; v += n + 1; skip += n; } let skeletonBones = skeleton.bones; if (deformArray.length == 0) { for (let w = offset, b = skip * 3; w < count; w += stride) { let wx = 0, wy = 0; let n = bones[v++]; n += v; for (; v < n; 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; } } else { let deform = deformArray; for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { let wx = 0, wy = 0; let n = bones[v++]; n += v; for (; v < n; 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; } } } /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */ applyDeform (sourceAttachment: VertexAttachment) { return this == sourceAttachment; } } }