mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-05 18:26:52 +08:00
248 lines
9.2 KiB
Lua
248 lines
9.2 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2.1
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--
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- You are granted a perpetual, non-exclusive, non-sublicensable and
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-- non-transferable license to install, execute and perform the Spine Runtimes
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-- Software (the "Software") solely for internal use. Without the written
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-- permission of Esoteric Software (typically granted by licensing Spine), you
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-- may not (a) modify, translate, adapt or otherwise create derivative works,
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-- improvements of the Software or develop new applications using the Software
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-- or (b) remove, delete, alter or obscure any trademarks or any copyright,
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-- trademark, patent or other intellectual property or proprietary rights
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-- notices on or in the Software, including any copy thereof. Redistributions
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-- in binary or source form must include this license and terms.
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--
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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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-- EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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-- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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-- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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-- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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-- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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spine = {}
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spine.utils = require "spine-lua.utils"
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spine.SkeletonJson = require "spine-lua.SkeletonJson"
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spine.SkeletonData = require "spine-lua.SkeletonData"
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spine.BoneData = require "spine-lua.BoneData"
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spine.SlotData = require "spine-lua.SlotData"
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spine.Skin = require "spine-lua.Skin"
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spine.RegionAttachment = require "spine-lua.RegionAttachment"
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spine.MeshAttachment = require "spine-lua.MeshAttachment"
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spine.SkinnedMeshAttachment = require "spine-lua.SkinnedMeshAttachment"
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spine.Skeleton = require "spine-lua.Skeleton"
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spine.Bone = require "spine-lua.Bone"
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spine.Slot = require "spine-lua.Slot"
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spine.AttachmentType = require "spine-lua.AttachmentType"
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spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.EventData = require "spine-lua.EventData"
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spine.Event = require "spine-lua.Event"
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spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
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spine.utils.readFile = function (fileName, base)
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if not base then base = system.ResourceDirectory end
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local path = system.pathForFile(fileName, base)
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local file = io.open(path, "r")
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if not file then return nil end
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local contents = file:read("*a")
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io.close(file)
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return contents
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end
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local json = require "json"
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spine.utils.readJSON = function (text)
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return json.decode(text)
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end
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spine.Skeleton.failed = {} -- Placeholder for an image that failed to load.
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spine.Skeleton.new_super = spine.Skeleton.new
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function spine.Skeleton.new (skeletonData, group)
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local self = spine.Skeleton.new_super(skeletonData)
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self.group = group or display.newGroup()
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self.images = {}
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-- Customizes where images are found.
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function self:createImage (attachment)
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return display.newImage(attachment.name .. ".png")
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end
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-- Customizes what happens when an image changes, return false to recreate the image.
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function self:modifyImage (attachment)
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return false
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end
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-- updateWorldTransform positions images.
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local updateWorldTransform_super = self.updateWorldTransform
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function self:updateWorldTransform ()
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updateWorldTransform_super(self)
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local images = self.images
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local skeletonR, skeletonG, skeletonB, skeletonA = self.r, self.g, self.b, self.a
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for i,slot in ipairs(self.drawOrder) do
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local image = images[slot]
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local attachment = slot.attachment
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if not attachment then -- Attachment is gone, remove the image.
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if image then
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display.remove(image)
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images[slot] = nil
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end
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elseif attachment.type == spine.AttachmentType.region then
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if image and image.attachment ~= attachment then -- Attachment image has changed.
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if self:modifyImage(image, attachment) then
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image.lastR, image.lastA = nil, nil
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image.attachment = attachment
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else -- If not modified, remove the image and it will be recreated.
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display.remove(image)
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images[slot] = nil
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image = nil
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end
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end
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if not image then -- Create new image.
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image = self:createImage(attachment)
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if image then
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image.attachment = attachment
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image.anchorX = 0.5
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image.anchorY = 0.5
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image.width = attachment.width
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image.height = attachment.height
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else
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print("Error creating image: " .. attachment.name)
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image = spine.Skeleton.failed
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end
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if slot.data.additiveBlending then image.blendMode = "add" end
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images[slot] = image
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end
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-- Position image based on attachment and bone.
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if image ~= spine.Skeleton.failed then
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local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
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local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
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if not image.lastX then
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image.x, image.y = x, y
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image.lastX, image.lastY = x, y
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elseif image.lastX ~= x or image.lastY ~= y then
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image:translate(x - image.lastX, y - image.lastY)
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image.lastX, image.lastY = x, y
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end
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local xScale = attachment.scaleX * flipX
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local yScale = attachment.scaleY * flipY
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-- Fix scaling when attachment is rotated 90 or -90.
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local rotation = math.abs(attachment.rotation) % 180
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if (rotation == 90) then
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xScale = xScale * slot.bone.worldScaleY
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yScale = yScale * slot.bone.worldScaleX
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else
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xScale = xScale * slot.bone.worldScaleX
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yScale = yScale * slot.bone.worldScaleY
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if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
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image.rotationWarning = true
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print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
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.." cardinal angles will not work as expected with Corona.\n"
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.." Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
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end
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end
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if not image.lastScaleX then
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image.xScale, image.yScale = xScale, yScale
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image.lastScaleX, image.lastScaleY = xScale, yScale
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elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
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image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
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image.lastScaleX, image.lastScaleY = xScale, yScale
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end
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rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
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if not image.lastRotation then
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image.rotation = rotation
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image.lastRotation = rotation
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elseif rotation ~= image.lastRotation then
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image:rotate(rotation - image.lastRotation)
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image.lastRotation = rotation
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end
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local r, g, b = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b
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if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
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image:setFillColor(r, g, b)
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image.lastR, image.lastG, image.lastB = r, g, b
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end
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local a = skeletonA * slot.a
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if a and (image.lastA ~= a or not image.lastA) then
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image.lastA = a
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image.alpha = image.lastA -- 0-1 range, unlike RGB.
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end
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self.group:insert(image)
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end
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end
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end
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if self.debug then
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for i,bone in ipairs(self.bones) do
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if not bone.line then
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bone.line = display.newLine(0, 0, bone.data.length, 0)
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bone.line:setStrokeColor(1, 0, 0)
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end
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bone.line.x = bone.worldX
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bone.line.y = -bone.worldY
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bone.line.rotation = -bone.worldRotation
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if self.flipX then
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bone.line.xScale = -1
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bone.line.rotation = -bone.line.rotation
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else
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bone.line.xScale = 1
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end
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if self.flipY then
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bone.line.yScale = -1
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bone.line.rotation = -bone.line.rotation
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else
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bone.line.yScale = 1
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end
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self.group:insert(bone.line)
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if not bone.circle then
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bone.circle = display.newCircle(0, 0, 3)
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bone.circle:setFillColor(0, 1, 0)
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end
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bone.circle.x = bone.worldX
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bone.circle.y = -bone.worldY
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self.group:insert(bone.circle)
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end
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end
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if self.debugAabb then
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if not self.bounds then
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self.bounds = spine.SkeletonBounds.new()
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self.boundsRect = display.newRect(self.group, 0, 0, 0, 0)
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self.boundsRect:setFillColor(0, 0, 0, 0)
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self.boundsRect.strokeWidth = 1
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self.boundsRect:setStrokeColor(0, 1, 0, 1)
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end
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self.bounds:update(self, true)
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local width = self.bounds:getWidth()
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local height = self.bounds:getHeight()
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self.boundsRect.x = self.bounds.minX + width / 2
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self.boundsRect.y = -self.bounds.minY - height / 2
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self.boundsRect.width = width
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self.boundsRect.height = height
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self.group:insert(self.boundsRect)
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end
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end
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return self
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end
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return spine
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