160 lines
6.0 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.attachments;
import spine.Bone;
import spine.Skeleton;
import spine.Slot;
/** Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's
* spine.SlotPose.deform. */
class VertexAttachment extends Attachment {
private static var nextID:Int = 0;
/** The bones which affect the vertices. The array entries are, for each vertex, the number of bones affecting
* the vertex followed by that many bone indices, which is the index of the bone in spine.Skeleton.bones. Will be null
* if this attachment has no weights. */
public var bones:Array<Int>;
/** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
* entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting
* each vertex. */
public var vertices = new Array<Float>();
/** The maximum number of world vertex values that can be output by
* computeWorldVertices() using the `count` parameter. */
public var worldVerticesLength:Int = 0;
/** Returns a unique ID for this attachment. */
public var id:Int = nextID++;
public function new(name:String) {
super(name);
}
/** Transforms the attachment's local vertices to world coordinates. If the slot's spine.SlotPose.deform is
* not empty, it is used to deform the vertices.
*
* @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide
* @param start The index of the first vertices value to transform. Each vertex has 2 values, x and y.
* @param count The number of world vertex values to output. Must be <= worldVerticesLength - `start`.
* @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
* `stride` / 2.
* @param offset The `worldVertices` index to begin writing values.
* @param stride The number of `worldVertices` entries between the value pairs written. */
public function computeWorldVertices(skeleton:Skeleton, slot:Slot, start:Int, count:Int, worldVertices:Array<Float>, offset:Int, stride:Int):Void {
count = offset + (count >> 1) * stride;
var deform:Array<Float> = slot.applied.deform;
var vertices = vertices;
if (bones == null) {
if (deform.length > 0)
vertices = deform;
var bone = slot.bone.applied;
var x = bone.worldX, y = bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var v = start, w = offset;
while (w < count) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
v += 2;
w += stride;
}
return;
}
var v = 0, skip = 0, i = 0;
while (i < start) {
var n = bones[v];
v += n + 1;
skip += n;
i += 2;
}
var skeletonBones = skeleton.bones;
if (deform.length == 0) {
var w = offset, b = skip * 3;
while (w < count) {
var wx = 0., wy = 0.;
var n = bones[v++];
n += v;
while (v < n) {
var bone = skeletonBones[bones[v]].applied;
var vx = vertices[b],
vy = vertices[b + 1],
weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
v++;
b += 3;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
w += stride;
}
} else {
var w = offset, b = skip * 3, f = skip << 1;
while (w < count) {
var wx = 0., wy = 0.;
var n = bones[v++];
n += v;
while (v < n) {
var bone = skeletonBones[bones[v]].applied;
var vx = vertices[b] + deform[f],
vy = vertices[b + 1] + deform[f + 1],
weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
v++;
b += 3;
f += 2;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
w += stride;
}
}
}
/** Copy this attachment's data to another attachment. */
public function copyTo(attachment:VertexAttachment):Void {
if (bones != null) {
attachment.bones = bones.copy();
} else {
attachment.bones = null;
}
if (this.vertices != null) {
attachment.vertices = vertices.copy();
}
attachment.worldVerticesLength = worldVerticesLength;
attachment.timelineAttachment = timelineAttachment;
}
}