mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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160 lines
6.0 KiB
Haxe
160 lines
6.0 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.attachments;
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import spine.Bone;
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import spine.Skeleton;
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import spine.Slot;
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/** Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's
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* spine.SlotPose.deform. */
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class VertexAttachment extends Attachment {
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private static var nextID:Int = 0;
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/** The bones which affect the vertices. The array entries are, for each vertex, the number of bones affecting
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* the vertex followed by that many bone indices, which is the index of the bone in spine.Skeleton.bones. Will be null
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* if this attachment has no weights. */
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public var bones:Array<Int>;
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/** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
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* entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting
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* each vertex. */
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public var vertices = new Array<Float>();
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/** The maximum number of world vertex values that can be output by
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* computeWorldVertices() using the `count` parameter. */
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public var worldVerticesLength:Int = 0;
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/** Returns a unique ID for this attachment. */
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public var id:Int = nextID++;
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public function new(name:String) {
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super(name);
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}
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/** Transforms the attachment's local vertices to world coordinates. If the slot's spine.SlotPose.deform is
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* not empty, it is used to deform the vertices.
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*
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* @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide
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* @param start The index of the first vertices value to transform. Each vertex has 2 values, x and y.
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* @param count The number of world vertex values to output. Must be <= worldVerticesLength - `start`.
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* @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
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* `stride` / 2.
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* @param offset The `worldVertices` index to begin writing values.
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* @param stride The number of `worldVertices` entries between the value pairs written. */
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public function computeWorldVertices(skeleton:Skeleton, slot:Slot, start:Int, count:Int, worldVertices:Array<Float>, offset:Int, stride:Int):Void {
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count = offset + (count >> 1) * stride;
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var deform:Array<Float> = slot.applied.deform;
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var vertices = vertices;
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if (bones == null) {
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if (deform.length > 0)
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vertices = deform;
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var bone = slot.bone.applied;
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var x = bone.worldX, y = bone.worldY;
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var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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var v = start, w = offset;
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while (w < count) {
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var vx = vertices[v], vy = vertices[v + 1];
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worldVertices[w] = vx * a + vy * b + x;
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worldVertices[w + 1] = vx * c + vy * d + y;
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v += 2;
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w += stride;
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}
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return;
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}
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var v = 0, skip = 0, i = 0;
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while (i < start) {
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var n = bones[v];
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v += n + 1;
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skip += n;
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i += 2;
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}
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var skeletonBones = skeleton.bones;
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if (deform.length == 0) {
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var w = offset, b = skip * 3;
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while (w < count) {
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var wx = 0., wy = 0.;
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var n = bones[v++];
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n += v;
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while (v < n) {
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var bone = skeletonBones[bones[v]].applied;
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var vx = vertices[b],
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vy = vertices[b + 1],
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weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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v++;
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b += 3;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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w += stride;
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}
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} else {
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var w = offset, b = skip * 3, f = skip << 1;
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while (w < count) {
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var wx = 0., wy = 0.;
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var n = bones[v++];
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n += v;
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while (v < n) {
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var bone = skeletonBones[bones[v]].applied;
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var vx = vertices[b] + deform[f],
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vy = vertices[b + 1] + deform[f + 1],
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weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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v++;
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b += 3;
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f += 2;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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w += stride;
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}
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}
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}
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/** Copy this attachment's data to another attachment. */
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public function copyTo(attachment:VertexAttachment):Void {
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if (bones != null) {
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attachment.bones = bones.copy();
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} else {
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attachment.bones = null;
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}
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if (this.vertices != null) {
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attachment.vertices = vertices.copy();
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}
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attachment.worldVerticesLength = worldVerticesLength;
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attachment.timelineAttachment = timelineAttachment;
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}
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}
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