------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2 -- -- 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, 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