mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
152 lines
5.0 KiB
Lua
152 lines
5.0 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License v2.5
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--
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-- Copyright (c) 2013-2016, 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 and derivative works solely for personal or internal
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-- use. Without the written permission of Esoteric Software (see Section 2 of
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-- the Spine Software License Agreement), you may not (a) modify, translate,
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-- adapt, or develop new applications using the Spine Runtimes or otherwise
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-- create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
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-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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-- POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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-- FIXME the logic in this file uses 0-based indexing. Each array
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-- access adds 1 to the calculated index. We should switch the logic
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-- to 1-based indexing eventually.
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local setmetatable = setmetatable
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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local Attachment = require "spine-lua.attachments.Attachment"
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local VertexAttachment = {}
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VertexAttachment.__index = VertexAttachment
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setmetatable(VertexAttachment, { __index = Attachment })
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function VertexAttachment.new (name, attachmentType)
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local self = Attachment.new(name, attachmentType)
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self.bones = nil
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self.vertices = nil
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self.worldVerticesLength = 0
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setmetatable(self, VertexAttachment)
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return self
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end
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function VertexAttachment:computeWorldVertices (slot, worldVertices)
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self:computeWorldVerticesWith(slot, 0, self.worldVerticesLength, worldVertices, 0)
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end
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function VertexAttachment:computeWorldVerticesWith (slot, start, count, worldVertices, offset)
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count = count + offset
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local skeleton = slot.bone.skeleton
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local deformArray = slot.attachmentVertices
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local vertices = self.vertices
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local bones = self.bones
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if not bones then
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if #deformArray > 0 then vertices = deformArray end
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local bone = slot.bone
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x = bone.worldX
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y = bone.worldY
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local a = bone.a
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local b = bone.b
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local c = bone.c
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local d = bone.d
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local v = start
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local w = offset
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while w < count do
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local vx = vertices[v + 1]
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local vy = vertices[v + 2]
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worldVertices[w + 1] = vx * a + vy * b + x
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worldVertices[w + 2] = vx * c + vy * d + y
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v = v + 2
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w = w + 2
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end
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return
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end
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local v = 0
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local skip = 0
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local i = 0
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while i < start do
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local n = bones[v + 1]
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v = v + n + 1
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skip = skip + n
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i = i + 2
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end
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local skeletonBones = skeleton.bones
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if #deformArray == 0 then
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local w = offset
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local b = skip * 3
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while w < count do
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local wx = 0
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local wy = 0
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local n = bones[v + 1]
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v = v + 1
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n = n + v
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while v < n do
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local bone = skeletonBones[bones[v + 1]]
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local vx = vertices[b + 1]
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local vy = vertices[b + 2]
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local weight = vertices[b + 3]
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wx = wx + (vx * bone.a + vy * bone.b + bone.worldX) * weight
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wy = wy + (vx * bone.c + vy * bone.d + bone.worldY) * weight
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v = v + 1
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b = b + 3
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end
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worldVertices[w + 1] = wx
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worldVertices[w + 2] = wy
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w = w + 2
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end
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else
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local deform = deformArray
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local w = offset
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local b = skip * 3
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local f = skip * 2
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while w < count do
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local wx = 0
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local wy = 0
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local n = bones[v + 1]
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v = v + 1
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n = n + v
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while v < n do
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local bone = skeletonBones[bones[v + 1]]
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local vx = vertices[b + 1] + deform[f + 1]
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local vy = vertices[b + 2] + deform[f + 2]
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local weight = vertices[b + 3]
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wx = wx + (vx * bone.a + vy * bone.b + bone.worldX) * weight
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wy = wy + (vx * bone.c + vy * bone.d + bone.worldY) * weight
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v = v + 1
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b = b + 3
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f = f + 2
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end
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worldVertices[w + 1] = wx
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worldVertices[w + 2] = wy
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w = w + 2
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end
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end
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end
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function VertexAttachment:applyDeform (sourceAttachment)
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return self == sourceAttachment
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end
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return VertexAttachment
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