174 lines
6.5 KiB
TypeScript

/******************************************************************************
* Spine Runtimes Software License
* Version 2.5
*
* 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.
*****************************************************************************/
module spine {
export class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>; worldVertices: ArrayLike<number>;
triangles: Array<number>;
color = new Color(1, 1, 1, 1);
hullLength: number;
private parentMesh: MeshAttachment;
inheritDeform = false;
tempColor = new Color(0, 0, 0, 0);
constructor (name: string) {
super(name);
}
updateUVs () {
let regionUVs = this.regionUVs;
let verticesLength = regionUVs.length;
let worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = Utils.newFloatArray(worldVerticesLength);
let u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
} else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (let i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
} else {
for (let i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
}
/** @return The updated world vertices. */
updateWorldVertices (slot: Slot, premultipliedAlpha: boolean) {
let skeleton = slot.bone.skeleton;
let skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
let alpha = skeletonColor.a * slotColor.a * meshColor.a;
let multiplier = premultipliedAlpha ? alpha : 1;
let color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier,
skeletonColor.g * slotColor.g * meshColor.g * multiplier,
skeletonColor.b * slotColor.b * meshColor.b * multiplier,
alpha);
let x = skeleton.x, y = skeleton.y;
let deformArray = slot.attachmentVertices;
let vertices = this.vertices, worldVertices = this.worldVertices;
let bones = this.bones;
if (bones == null) {
let verticesLength = vertices.length;
if (deformArray.length > 0) vertices = deformArray;
let bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (let v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
let vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
let skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (let w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
let wx = x, wy = y;
let nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
let bone = skeletonBones[bones[v]];
let 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;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
} else {
let deform = deformArray;
for (let w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
let wx = x, wy = y;
let nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
let bone = skeletonBones[bones[v]];
let 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;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
}
applyDeform (sourceAttachment: VertexAttachment): boolean {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
}
getParentMesh () {
return this.parentMesh;
}
/** @param parentMesh May be null. */
setParentMesh (parentMesh: MeshAttachment) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
}
}
}