2019-05-10 15:07:06 +02:00

139 lines
5.4 KiB
TypeScript

/******************************************************************************
* 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.
*****************************************************************************/
module spine {
export abstract class Attachment {
name: string;
constructor (name: string) {
if (name == null) throw new Error("name cannot be null.");
this.name = name;
}
abstract copy (): Attachment;
}
export abstract class VertexAttachment extends Attachment {
private static nextID = 0;
id = (VertexAttachment.nextID++ & 65535) << 11;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength = 0;
constructor (name: string) {
super(name);
}
/** Transforms local vertices to world coordinates.
* @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
* @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
* @param worldVertices The output world vertices. Must have a length >= offset + count.
* @param offset The worldVertices index to begin writing values. */
computeWorldVertices (slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number) {
count = offset + (count >> 1) * stride;
let skeleton = slot.bone.skeleton;
let deformArray = slot.deform;
let vertices = this.vertices;
let bones = this.bones;
if (bones == null) {
if (deformArray.length > 0) vertices = deformArray;
let bone = slot.bone;
let x = bone.worldX;
let y = bone.worldY;
let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (let v = start, w = offset; w < count; v += 2, w += stride) {
let vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
let v = 0, skip = 0;
for (let i = 0; i < start; i += 2) {
let n = bones[v];
v += n + 1;
skip += n;
}
let skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (let w = offset, b = skip * 3; w < count; w += stride) {
let wx = 0, wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
let bone = skeletonBones[bones[v]];
let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
let deform = deformArray;
for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
let wx = 0, wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
let bone = skeletonBones[bones[v]];
let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
/** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
applyDeform (sourceAttachment: VertexAttachment) {
return this == sourceAttachment;
}
copyTo (attachment: VertexAttachment) {
if (this.bones != null) {
attachment.bones = new Array<number>(this.bones.length);
Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
} else
attachment.bones = null;
if (this.vertices != null) {
attachment.vertices = Utils.newFloatArray(this.vertices.length);
Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
} else
attachment.vertices = null;
attachment.worldVerticesLength = this.worldVerticesLength;
}
}
}