mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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* [Corona] Adding ability to load atlas files * [Corona] Added example of using atlas # Documentation: ## Lua runtime: `spine.Atlas.parse` `Atlas.lua` introduces `spine.Atlas.parse(atlasPath, baseDir)` funciton. This function can be use across Lua runtimes to implement their their own image sheet bindings. It will return Array of `Page`s or `nil` if error. ### `Page` properties: * `name` - filename of the page (`"raptor.png"`) * `size` - dimmensions of original image (`[1022,1022]`) * `format` - texture format (`"RGBA8888"`) * `filter` - filter for texture scalin up and down (`["Linear","Linear"]`) * `wrap` - wrap modes (`"none"`) * `regions` - Array of `Region`s on this page ### `Region` properties: * `name` - region name (`"torso"`) * `rotate` - is image rotated in texture (`true`) * `xy` - image frame position on texture (`[610,647]`) * `size` - image frame size on texture (`[54,91]`) * `splits` - (optional) * `pad` - (optional) * `orig` - original image size (`[54,91]`) * `offset` - offset if image was trimmed (`[0,0]`) * `index` - `-1` ## Corona runtime: `spine.GetAtlasSprites` `spine.lua` introduces `spine.GetAtlasSprites(atlasName, baseDir)`, which returns `Sprites` table. This funciton would parse atlas, locate atlas textures, load them to Corona's image sheets and create convinience bindings and functions. User can use convenience functions, or write own wrappers. ### `Sprites` table #### Convenience functions: * `ATLAS_HELPER_createImage` - can be assigned to `skeleton.createImage` * `ATLAS_HELPER_createMesh` - can be assigned to `skeleton.createMesh` * `ATLAS_HELPER_setupSkeleton` - use this on skeleton to assing both creation functions (`sprites.setupSkeleton(skeleton)`) ### Region name bindings: All other elements of `Sprites` table would contain binding `sprites["region_name"] = sheetReference`, where each `sheetReference` contains following elements: * `frame` - number of frame in image sheet (`42`) * `region` - reference to `Region` table * `page` - reference to `Page` table. `Page` table would also get new property - `sheet`, reference to Corona's image sheet where sprites can be accessed. As result, to create image for `attachment` code would look something like `display.newImage( sprites[attachment.name].page.sheet, sprites[attachment.name].frame )`. For more rubust example see `ATLAS_HELPER_createImage` in `spine-corona/spine.lua`. # Known Issues: * Corona would not work with padded/cropped atlases. * Possible (but unprobable) name collision with region names and `ATLAS_HELPER_*` functions.
419 lines
15 KiB
Lua
Executable File
419 lines
15 KiB
Lua
Executable File
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2.3
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--
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-- Copyright (c) 2013-2015, 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 use, install, execute and perform the Spine
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-- Runtimes Software (the "Software") and derivative works solely for personal
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-- or internal use. Without the written permission of Esoteric Software (see
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-- Section 2 of the Spine Software License Agreement), you may not (a) modify,
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-- translate, adapt or otherwise create derivative works, improvements of the
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-- Software or develop new applications using the Software or (b) remove,
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-- delete, alter or obscure any trademarks or any copyright, trademark, patent
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-- or other intellectual property or proprietary rights notices on or in the
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-- Software, including any copy thereof. Redistributions in binary or source
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-- 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 SOFTWARE 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.IkConstraintData = require "spine-lua.IkConstraintData"
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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.IkConstraint = require "spine-lua.IkConstraint"
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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.BlendMode = require "spine-lua.BlendMode"
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spine.Atlas = require "spine-lua.Atlas"
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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 where images are found.
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function self:createMesh (attachment, meshParameters)
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local mesh = display.newMesh(meshParameters)
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mesh.fill = {type="image", filename=attachment.name .. ".png"}
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return mesh
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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.blendMode == spine.BlendMode.normal then
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image.blendMode = "normal"
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elseif slot.data.blendMode == spine.BlendMode.additive then
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image.blendMode = "add"
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elseif slot.data.blendMode == spine.BlendMode.multiply then
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image.blendMode = "multiply"
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elseif slot.data.blendMode == spine.BlendMode.screen then
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image.blendMode = "screen"
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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 bone = slot.bone
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local flipX, flipY = ((bone.worldFlipX and -1) or 1), ((bone.worldFlipY and -1) or 1)
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local x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01
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local y = -(bone.worldY + attachment.x * bone.m10 + attachment.y * 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 * bone.worldScaleY
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yScale = yScale * bone.worldScaleX
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else
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xScale = xScale * bone.worldScaleX
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yScale = yScale * 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: "..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 = -(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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elseif attachment.type == spine.AttachmentType.mesh or attachment.type == spine.AttachmentType.skinnedmesh 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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local worldVertices = {}
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attachment:updateUVs()
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attachment:computeWorldVertices(0, 0, slot, worldVertices)
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for i = 2, #worldVertices, 2 do
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worldVertices[i] = -worldVertices[i]
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end
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if not image then
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local meshParameters = {
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mode = "indexed",
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vertices = worldVertices,
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indices = attachment.triangles,
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uvs = attachment.uvs,
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zeroBasedIndices = true,
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}
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image = self:createMesh(attachment, meshParameters)
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if image then
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if slot.data.blendMode == spine.BlendMode.normal then
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image.blendMode = "normal"
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elseif slot.data.blendMode == spine.BlendMode.additive then
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image.blendMode = "add"
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elseif slot.data.blendMode == spine.BlendMode.multiply then
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image.blendMode = "multiply"
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elseif slot.data.blendMode == spine.BlendMode.screen then
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image.blendMode = "screen"
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end
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self.images[slot] = image
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image:translate( image.path:getVertexOffset() )
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end
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else
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for i = 1, #worldVertices, 2 do
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image.path:setVertex( 1+ 0.5*(i-1), worldVertices[i], worldVertices[i+1])
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end
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end
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if image then
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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
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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 bone.worldFlipX 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 bone.worldFlipY 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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function spine.GetAtlasSprites ( name, location )
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local dir = name
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if dir:match(".-/.-") then
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dir = string.gsub(dir, "(.*/)(.*)", "%1")
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end
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if string.sub(dir, -1) ~= "/" then
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dir = dir .. "/"
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end
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local pages = spine.Atlas.parse( name, location )
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local sprites = {}
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for _,page in ipairs(pages) do
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local options = { frames={} }
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if page.size then
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options.sheetContentWidth, options.sheetContentHeight = unpack( page.size )
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end
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for i,region in ipairs(page.regions) do
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sprites[region.name] = { frame=i, region=region, page=page }
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local frame = { }
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frame.x, frame.y = unpack(region.xy)
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frame.width, frame.height = unpack(region.size)
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if region.rotate then
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frame.width, frame.height = frame.height, frame.width
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end
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if region.offset[1] ~= 0 or region.offset[2] ~= 0 or region.size[1] ~= region.orig[1] or region.size[2] ~= region.orig[2] then
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print("WARNING: Corona currently does not srtipping whitespaces in Spine atlases (atlas: " .. name .. ", sprite: " .. region.name .. ")")
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end
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table.insert( options.frames, frame )
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end
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local oldMag, oldMin = display.getDefault( "magTextureFilter" ), display.getDefault( "minTextureFilter" )
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local newMag, newMin = "linear", "linear"
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if string.find("Nearest", page.filter[1]) then
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newMin = "nearest"
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end
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if string.find("Nearest", page.filter[2]) then
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newMag = "nearest"
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end
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display.setDefault( "magTextureFilter", newMag )
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display.setDefault( "minTextureFilter", newMin )
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page.sheet = graphics.newImageSheet( dir..page.name, options )
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display.setDefault( "magTextureFilter", oldMag )
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display.setDefault( "minTextureFilter", oldMin )
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end
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function sprites.ATLAS_HELPER_createImage(_, attachment)
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local sprite = sprites[attachment.name]
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local obj = display.newRect( 0, 0, 100, 100 )
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if sprite then
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obj.fill = { type="image", sheet=sprite.page.sheet, frame=sprite.frame}
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if sprite.region.rotate then
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local fill = obj.fill
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if fill then
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fill.rotation = 90
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end
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end
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end
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return obj
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end
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function sprites.ATLAS_HELPER_createMesh(_, attachment, meshParameters)
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local sprite = sprites[attachment.name]
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local obj = display.newMesh(meshParameters)
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if sprite then
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obj.fill = { type="image", sheet=sprite.page.sheet, frame=sprite.frame}
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if sprite.region.rotate then
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local fill = obj.fill
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if fill then
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fill.rotation = 90
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end
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end
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end
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return obj
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end
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function sprites.ATLAS_HELPER_setup(skeleton)
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skeleton.createImage = sprites.ATLAS_HELPER_createImage
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skeleton.createMesh = sprites.ATLAS_HELPER_createMesh
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end
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return sprites
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end
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return spine
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