------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2.1 -- -- Copyright (c) 2013, Esoteric Software -- All rights reserved. -- -- You are granted a perpetual, non-exclusive, non-sublicensable and -- non-transferable license to install, execute and perform the Spine Runtimes -- Software (the "Software") solely for internal use. Without the written -- permission of Esoteric Software (typically granted by licensing Spine), you -- may not (a) modify, translate, adapt or otherwise create derivative works, -- improvements of the Software or develop new applications using the Software -- 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 SOFTARE 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