spine-runtimes/spine-lua/RegionAttachment.lua
NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

102 lines
4.3 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License
-- Version 2.3
--
-- Copyright (c) 2013-2015, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable and
-- non-transferable license to use, install, execute and perform the Spine
-- Runtimes Software (the "Software") and derivative works solely for personal
-- or internal use. Without the written permission of Esoteric Software (see
-- Section 2 of the Spine Software License Agreement), you may not (a) modify,
-- translate, adapt or otherwise create derivative works, improvements of the
-- Software or develop new applications using the Software or (b) remove,
-- delete, alter or obscure any trademarks or any copyright, trademark, patent
-- or other intellectual property or proprietary rights notices on or in the
-- Software, including any copy thereof. Redistributions in binary or source
-- form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
-- OR BUSINESS INTERRUPTION) 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 RegionAttachment = {}
function RegionAttachment.new (name)
if not name then error("name cannot be nil", 2) end
local self = {
name = name,
type = AttachmentType.region,
x = 0, y = 0,
rotation = 0,
scaleX = 1, scaleY = 1,
width = 0, height = 0,
offset = {},
uvs = {},
r = 1, g = 1, b = 1, a = 1,
path = null,
rendererObject = null,
regionOffsetX = 0, regionOffsetY = 0,
regionWidth = 0, regionHeight = 0,
regionOriginalWidth = 0, regionOriginalHeight = 0
}
function self:updateOffset ()
local regionScaleX = self.width / self.regionOriginalWidth * self.scaleX
local regionScaleY = self.height / self.regionOriginalHeight * self.scaleY
local localX = -self.width / 2 * self.scaleX + self.regionOffsetX * regionScaleX
local localY = -self.height / 2 * self.scaleY + self.regionOffsetY * regionScaleY
local localX2 = localX + self.regionWidth * regionScaleX
local localY2 = localY + self.regionHeight * regionScaleY
local radians = self.rotation * math.pi / 180
local cos = math.cos(radians)
local sin = math.sin(radians)
local localXCos = localX * cos + self.x
local localXSin = localX * sin
local localYCos = localY * cos + self.y
local localYSin = localY * sin
local localX2Cos = localX2 * cos + self.x
local localX2Sin = localX2 * sin
local localY2Cos = localY2 * cos + self.y
local localY2Sin = localY2 * sin
local offset = self.offset
offset[0] = localXCos - localYSin -- X1
offset[1] = localYCos + localXSin -- Y1
offset[2] = localXCos - localY2Sin -- X2
offset[3] = localY2Cos + localXSin -- Y2
offset[4] = localX2Cos - localY2Sin -- X3
offset[5] = localY2Cos + localX2Sin -- Y3
offset[6] = localX2Cos - localYSin -- X4
offset[7] = localYCos + localX2Sin -- Y4
end
function self:computeWorldVertices (x, y, bone, worldVertices)
x = x + bone.worldX
y = y + bone.worldY
local m00, m01, m10, m11 = bone.m00, bone.m01, bone.m10, bone.m11
local offset = self.offset
vertices[0] = offset[0] * m00 + offset[1] * m01 + x
vertices[1] = offset[0] * m10 + offset[1] * m11 + y
vertices[2] = offset[2] * m00 + offset[3] * m01 + x
vertices[3] = offset[2] * m10 + offset[3] * m11 + y
vertices[4] = offset[4] * m00 + offset[5] * m01 + x
vertices[5] = offset[4] * m10 + offset[5] * m11 + y
vertices[6] = offset[6] * m00 + offset[7] * m01 + x
vertices[7] = offset[6] * m10 + offset[7] * m11 + y
end
return self
end
return RegionAttachment