------------------------------------------------------------------------------- -- 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. ------------------------------------------------------------------------------- local setmetatable = setmetatable local math_pi = math.pi local math_sin = math.sin local math_cos = math.cos local AttachmentType = require "spine-lua.attachments.AttachmentType" local Attachment = require "spine-lua.attachments.Attachment" local Color = require "spine-lua.Color" local Utils = require "spine-lua.utils" local OX1 = 1 local OY1 = 2 local OX2 = 3 local OY2 = 4 local OX3 = 5 local OY3 = 6 local OX4 = 7 local OY4 = 8 local X1 = 1 local Y1 = 2 local U1 = 3 local V1 = 4 local C1R = 5 local C1G = 6 local C1B = 7 local C1A = 8 local X2 = 9 local Y2 = 10 local U2 = 11 local V2 = 12 local C2R = 13 local C2G = 14 local C2B = 15 local C2A = 16 local X3 = 17 local Y3 = 18 local U3 = 19 local V3 = 20 local C3R = 21 local C3G = 22 local C3B = 23 local C3A = 24 local X4 = 25 local Y4 = 26 local U4 = 27 local V4 = 28 local C4R = 29 local C4G = 30 local C4B = 31 local C4A = 32 local RegionAttachment = {} RegionAttachment.__index = RegionAttachment setmetatable(RegionAttachment, { __index = Attachment }) RegionAttachment.OX1 = 1 RegionAttachment.OY1 = 2 RegionAttachment.OX2 = 3 RegionAttachment.OY2 = 4 RegionAttachment.OX3 = 5 RegionAttachment.OY3 = 6 RegionAttachment.OX4 = 7 RegionAttachment.OY4 = 8 RegionAttachment.X1 = 1 RegionAttachment.Y1 = 2 RegionAttachment.U1 = 3 RegionAttachment.V1 = 4 RegionAttachment.C1R = 5 RegionAttachment.C1G = 6 RegionAttachment.C1B = 7 RegionAttachment.C1A = 8 RegionAttachment.X2 = 9 RegionAttachment.Y2 = 10 RegionAttachment.U2 = 11 RegionAttachment.V2 = 12 RegionAttachment.C2R = 13 RegionAttachment.C2G = 14 RegionAttachment.C2B = 15 RegionAttachment.C2A = 16 RegionAttachment.X3 = 17 RegionAttachment.Y3 = 18 RegionAttachment.U3 = 19 RegionAttachment.V3 = 20 RegionAttachment.C3R = 21 RegionAttachment.C3G = 22 RegionAttachment.C3B = 23 RegionAttachment.C3A = 24 RegionAttachment.X4 = 25 RegionAttachment.Y4 = 26 RegionAttachment.U4 = 27 RegionAttachment.V4 = 28 RegionAttachment.C4R = 29 RegionAttachment.C4G = 30 RegionAttachment.C4B = 31 RegionAttachment.C4A = 32 function RegionAttachment.new (name) if not name then error("name cannot be nil", 2) end local self = Attachment.new(name, AttachmentType.region) self.x = 0 self.y = 0 self.scaleX = 1 self.scaleY = 1 self.rotation = 0 self.width = 0 self.height = 0 self.color = Color.newWith(1, 1, 1, 1) self.path = nil self.rendererObject = nil self.region = nil self.offset = Utils.newNumberArray(8) self.uvs = Utils.newNumberArray(8) self.tempColor = Color.newWith(1, 1, 1, 1) setmetatable(self, RegionAttachment) return self end function RegionAttachment:updateOffset () local regionScaleX = self.width / self.region.originalWidth * self.scaleX local regionScaleY = self.height / self.region.originalHeight * self.scaleY local localX = -self.width / 2 * self.scaleX + self.region.offsetX * regionScaleX local localY = -self.height / 2 * self.scaleY + self.region.offsetY * regionScaleY local localX2 = localX + self.region.width * regionScaleX local localY2 = localY + self.region.height * regionScaleY local radians = self.rotation * math_pi / 180 local cos = math_cos(radians) local sin = math_sin(radians) local localXCos = localX * cos + self.x local localXSin = localX * sin local localYCos = localY * cos + self.y local localYSin = localY * sin local localX2Cos = localX2 * cos + self.x local localX2Sin = localX2 * sin local localY2Cos = localY2 * cos + self.y local localY2Sin = localY2 * sin local offset = self.offset offset[OX1] = localXCos - localYSin offset[OY1] = localYCos + localXSin offset[OX2] = localXCos - localY2Sin offset[OY2] = localY2Cos + localXSin offset[OX3] = localX2Cos - localY2Sin offset[OY3] = localY2Cos + localX2Sin offset[OX4] = localX2Cos - localYSin offset[OY4] = localYCos + localX2Sin end function RegionAttachment:setRegion (region) local uvs = self.uvs if region.rotate then uvs[5] = region.u uvs[6] = region.v2 uvs[7] = region.u uvs[8] = region.v uvs[1] = region.u2 uvs[2] = region.v uvs[3] = region.u2 uvs[4] = region.v2 else uvs[3] = region.u uvs[4] = region.v2 uvs[5] = region.u uvs[6] = region.v uvs[7] = region.u2 uvs[8] = region.v uvs[1] = region.u2 uvs[2] = region.v2 end end function RegionAttachment:computeWorldVertices (bone, worldVertices, offset, stride) offset = offset + 1 local vertexOffset = self.offset local x = bone.worldX local y = bone.worldY local a = bone.a local b = bone.b local c = bone.c local d = bone.d local offsetX = 0 local offsetY = 0 offsetX = vertexOffset[7] offsetY = vertexOffset[8] worldVertices[offset] = offsetX * a + offsetY * b + x -- br worldVertices[offset + 1] = offsetX * c + offsetY * d + y offset = offset + stride offsetX = vertexOffset[1] offsetY = vertexOffset[2] worldVertices[offset] = offsetX * a + offsetY * b + x -- bl worldVertices[offset + 1] = offsetX * c + offsetY * d + y offset = offset + stride offsetX = vertexOffset[3] offsetY = vertexOffset[4] worldVertices[offset] = offsetX * a + offsetY * b + x -- ul worldVertices[offset + 1] = offsetX * c + offsetY * d + y offset = offset + stride offsetX = vertexOffset[5] offsetY = vertexOffset[6] worldVertices[offset] = offsetX * a + offsetY * b + x -- ur worldVertices[offset + 1] = offsetX * c + offsetY * d + y end return RegionAttachment