------------------------------------------------------------------------------- -- 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 MeshAttachment = {} function MeshAttachment.new (name) if not name then error("name cannot be nil", 2) end local self = { name = name, type = AttachmentType.mesh, vertices = nil, uvs = nil, regionUVs = nil, triangles = nil, hullLength = 0, r = 1, g = 1, b = 1, a = 1, path = nil, rendererObject = nil, regionU = 0, regionV = 0, regionU2 = 0, regionV2 = 0, regionRotate = false, regionOffsetX = 0, regionOffsetY = 0, regionWidth = 0, regionHeight = 0, regionOriginalWidth = 0, regionOriginalHeight = 0, edges = nil, width = 0, height = 0 } function self:updateUVs () local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV local n = #self.regionUVs if not self.uvs or #self.uvs ~= n then self.uvs = {} end if self.regionRotate then for i = 1, n, 2 do self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height end else for i = 1, n, 2 do self.uvs[i] = self.regionU + self.regionUVs[i] * width self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height end end end function self:computeWorldVertices (x, y, slot, worldVertices) local bone = slot.bone x = x + bone.worldX y = y + bone.worldY local m00, m01, m10, m11 = bone.m00, bone.m01, bone.m10, bone.m11 local vertices = self.vertices local verticesCount = vertices.length if #slot.attachmentVertices == verticesCount then vertices = slot.attachmentVertices end for i = 1, verticesCount, 2 do local vx = vertices[i] local vy = vertices[i + 1] worldVertices[i] = vx * m00 + vy * m01 + x worldVertices[i + 1] = vx * m10 + vy * m11 + y end end return self end return MeshAttachment