mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
101 lines
4.2 KiB
Lua
101 lines
4.2 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes License Agreement
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-- Last updated May 1, 2019. Replaces all prior versions.
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--
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-- Copyright (c) 2013-2019, 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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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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-- OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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-- OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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-- NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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-- INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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-- BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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-- INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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-- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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-- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local AttachmentType = require "spine-lua.AttachmentType"
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local RegionAttachment = {}
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function RegionAttachment.new (name)
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if not name then error("name cannot be nil", 2) end
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local self = {
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name = name,
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type = AttachmentType.region,
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x = 0, y = 0,
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rotation = 0,
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scaleX = 1, scaleY = 1,
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width = 0, height = 0,
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offset = {},
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uvs = {},
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r = 1, g = 1, b = 1, a = 1,
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path = nil,
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rendererObject = nil,
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regionOffsetX = 0, regionOffsetY = 0,
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regionWidth = 0, regionHeight = 0,
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regionOriginalWidth = 0, regionOriginalHeight = 0
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}
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function self:updateOffset ()
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local regionScaleX = self.width / self.regionOriginalWidth * self.scaleX
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local regionScaleY = self.height / self.regionOriginalHeight * self.scaleY
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local localX = -self.width / 2 * self.scaleX + self.regionOffsetX * regionScaleX
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local localY = -self.height / 2 * self.scaleY + self.regionOffsetY * regionScaleY
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local localX2 = localX + self.regionWidth * regionScaleX
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local localY2 = localY + self.regionHeight * regionScaleY
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local radians = self.rotation * math.pi / 180
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local cos = math.cos(radians)
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local sin = math.sin(radians)
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local localXCos = localX * cos + self.x
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local localXSin = localX * sin
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local localYCos = localY * cos + self.y
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local localYSin = localY * sin
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local localX2Cos = localX2 * cos + self.x
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local localX2Sin = localX2 * sin
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local localY2Cos = localY2 * cos + self.y
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local localY2Sin = localY2 * sin
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local offset = self.offset
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offset[0] = localXCos - localYSin -- X1
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offset[1] = localYCos + localXSin -- Y1
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offset[2] = localXCos - localY2Sin -- X2
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offset[3] = localY2Cos + localXSin -- Y2
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offset[4] = localX2Cos - localY2Sin -- X3
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offset[5] = localY2Cos + localX2Sin -- Y3
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offset[6] = localX2Cos - localYSin -- X4
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offset[7] = localYCos + localX2Sin -- Y4
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end
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function self:computeWorldVertices (x, y, bone, worldVertices)
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x = x + bone.worldX
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y = y + bone.worldY
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local m00, m01, m10, m11 = bone.m00, bone.m01, bone.m10, bone.m11
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local offset = self.offset
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local vertices = self.vertices;
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vertices[0] = offset[0] * m00 + offset[1] * m01 + x
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vertices[1] = offset[0] * m10 + offset[1] * m11 + y
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vertices[2] = offset[2] * m00 + offset[3] * m01 + x
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vertices[3] = offset[2] * m10 + offset[3] * m11 + y
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vertices[4] = offset[4] * m00 + offset[5] * m01 + x
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vertices[5] = offset[4] * m10 + offset[5] * m11 + y
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vertices[6] = offset[6] * m00 + offset[7] * m01 + x
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vertices[7] = offset[6] * m10 + offset[7] * m11 + y
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end
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return self
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end
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return RegionAttachment
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