spine-runtimes/spine-lua/MeshAttachment.lua
2019-05-02 11:38:19 +02:00

94 lines
3.6 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated May 1, 2019. Replaces all prior versions.
--
-- Copyright (c) 2013-2019, Esoteric Software LLC
--
-- Integration of the Spine Runtimes into software or otherwise creating
-- derivative works of the Spine Runtimes is permitted under the terms and
-- conditions of Section 2 of the Spine Editor License Agreement:
-- http://esotericsoftware.com/spine-editor-license
--
-- Otherwise, it is permitted to integrate the Spine Runtimes into software
-- or otherwise create derivative works of the Spine Runtimes (collectively,
-- "Products"), provided that each user of the Products must obtain their own
-- Spine Editor license and redistribution of the Products in any form must
-- include this license and copyright notice.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.
-------------------------------------------------------------------------------
local AttachmentType = require "spine-lua.AttachmentType"
local MeshAttachment = {}
function MeshAttachment.new (name)
if not name then error("name cannot be nil", 2) end
local self = {
name = name,
type = AttachmentType.mesh,
vertices = nil,
uvs = nil,
regionUVs = nil,
triangles = nil,
hullLength = 0,
r = 1, g = 1, b = 1, a = 1,
path = nil,
rendererObject = nil,
regionU = 0, regionV = 0, regionU2 = 1, regionV2 = 1, regionRotate = false,
regionOffsetX = 0, regionOffsetY = 0,
regionWidth = 0, regionHeight = 0,
regionOriginalWidth = 0, regionOriginalHeight = 0,
edges = nil,
width = 0, height = 0
}
function self:updateUVs ()
local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV
local n = #self.regionUVs
if not self.uvs or #self.uvs ~= n then
self.uvs = {}
end
if self.regionRotate then
for i = 1, n, 2 do
self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width
self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height
end
else
for i = 1, n, 2 do
self.uvs[i] = self.regionU + self.regionUVs[i] * width
self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height
end
end
end
function self:computeWorldVertices (x, y, slot, worldVertices)
local bone = slot.bone
x,y=slot.bone.skeleton.x,slot.bone.skeleton.y
x = x + bone.worldX
y = y + bone.worldY
local m00, m01, m10, m11 = bone.m00, bone.m01, bone.m10, bone.m11
local vertices = self.vertices
local verticesCount = #vertices
if slot.attachmentVertices and #slot.attachmentVertices == verticesCount then vertices = slot.attachmentVertices end
for i = 1, verticesCount, 2 do
local vx = vertices[i]
local vy = vertices[i + 1]
worldVertices[i] = vx * m00 + vy * m01 + x
worldVertices[i + 1] = vx * m10 + vy * m11 + y
end
end
return self
end
return MeshAttachment