mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
94 lines
3.6 KiB
Lua
94 lines
3.6 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 MeshAttachment = {}
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function MeshAttachment.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.mesh,
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vertices = nil,
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uvs = nil,
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regionUVs = nil,
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triangles = nil,
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hullLength = 0,
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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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regionU = 0, regionV = 0, regionU2 = 1, regionV2 = 1, regionRotate = false,
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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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edges = nil,
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width = 0, height = 0
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}
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function self:updateUVs ()
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local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV
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local n = #self.regionUVs
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if not self.uvs or #self.uvs ~= n then
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self.uvs = {}
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end
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if self.regionRotate then
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for i = 1, n, 2 do
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self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width
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self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height
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end
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else
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for i = 1, n, 2 do
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self.uvs[i] = self.regionU + self.regionUVs[i] * width
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self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height
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end
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end
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end
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function self:computeWorldVertices (x, y, slot, worldVertices)
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local bone = slot.bone
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x,y=slot.bone.skeleton.x,slot.bone.skeleton.y
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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 vertices = self.vertices
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local verticesCount = #vertices
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if slot.attachmentVertices and #slot.attachmentVertices == verticesCount then vertices = slot.attachmentVertices end
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for i = 1, verticesCount, 2 do
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local vx = vertices[i]
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local vy = vertices[i + 1]
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worldVertices[i] = vx * m00 + vy * m01 + x
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worldVertices[i + 1] = vx * m10 + vy * m11 + y
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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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return MeshAttachment
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