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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
The spine-lua API has been updated to be compatible with Spine version 3.4.02 (latest stable). The spine-lua API now supports path constraints, transform constraints, uses the new way we encode meshes etc. There are no API breaking changes, only API additions, such as PathConstraints and TransformConstraints as well as additional methods to Skeleton and similar classes. The internals of the spine-lua API have also been updated to follow Lua best performance practices by localizing heavily and using meta tables for "class methods". The spine-lua API now also loads texture atlases as exported by Spine. All that is required for a consumer is to supply an image loading function for their specific engine/framework. We provide implementations for spine-love and spine-corona. The spine-love API can now render all Spine attachment types, including meshes and linked meshes. The API has changed. Where previously a "class" Skeleton existed with a draw function, the new spine-love API introduces a new SkeletonRenderer. See the example on API usage. The spine-corona API can now also render all Spine attachment types. The API has not changed.
517 lines
15 KiB
Lua
517 lines
15 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2.3
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--
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-- Copyright (c) 2013-2015, 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 (the "Software") and derivative works solely for personal
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-- or internal use. Without the written permission of Esoteric Software (see
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-- Section 2 of the Spine Software License Agreement), you may not (a) modify,
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-- translate, adapt or otherwise create derivative works, improvements of the
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-- Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
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-- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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-- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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-- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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-- ADVISED OF THE 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 PathConstraintData = require "spine-lua.PathConstraintData"
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local utils = require "spine-lua.utils"
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local math_pi = math.pi
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local math_pi2 = math.pi * 2
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local math_atan2 = math.atan2
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local math_sqrt = math.sqrt
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local math_acos = math.acos
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local math_sin = math.sin
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local math_cos = math.cos
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local table_insert = table.insert
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local math_deg = math.deg
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local math_rad = math.rad
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local math_abs = math.abs
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local math_max = math.max
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local PathConstraint = {}
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PathConstraint.__index = PathConstraint
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PathConstraint.NONE = -1
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PathConstraint.BEFORE = -2
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PathConstraint.AFTER = -3
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function PathConstraint.new (data, skeleton)
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if not data then error("data cannot be nil", 2) end
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if not skeleton then error("skeleton cannot be nil", 2) end
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local self = {
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data = data,
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bones = {},
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target = skeleton:findSlot(data.target.name),
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position = data.position,
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spacing = data.spacing,
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rotateMix = data.rotateMix,
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translateMix = data.translateMix,
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spaces = {},
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positions = {},
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world = {},
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curves = {},
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lengths = {},
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segments = {}
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}
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setmetatable(self, PathConstraint)
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for i,boneData in ipairs(data.bones) do
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table_insert(self.bones, skeleton:findBone(boneData.name))
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end
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return self
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end
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function PathConstraint:apply ()
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self:update()
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end
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function PathConstraint:update ()
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local attachment = self.target.attachment
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if not (attachment.type == AttachmentType.path) then return end
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local rotateMix = self.rotateMix
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local translateMix = self.translateMix
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local translate = translateMix > 0
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local rotate = rotateMix > 0
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if not translate and not rotate then return end
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local data = self.data;
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local spacingMode = data.spacingMode
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local lengthSpacing = spacingMode == PathConstraintData.SpacingMode.length
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local rotateMode = data.rotateMode
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local tangents = rotateMode == PathConstraintData.RotateMode.tangent
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local scale = rotateMode == PathConstraintData.RotateMode.chainscale
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local bones = self.bones
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local boneCount = #bones
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local spacesCount = boneCount + 1
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if tangents then spacesCount = boneCount end
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local spaces = utils.setArraySize(self.spaces, spacesCount)
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local lengths = nil
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local spacing = self.spacing
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if scale or lengthSpacing then
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if scale then lengths = utils.setArraySize(self.lengths, boneCount) end
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local i = 0
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local n = spacesCount - 1
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while i < n do
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local bone = bones[i + 1];
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local length = bone.data.length
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local x = length * bone.a
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local y = length * bone.c
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length = math_sqrt(x * x + y * y)
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if scale then lengths[i + 1] = length end
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i = i + 1
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if lengthSpacing then spaces[i + 1] = math_max(0, length + spacing) else spaces[i + 1] = spacing end
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end
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else
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local i = 1
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while i < spacesCount do
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spaces[i + 1] = spacing
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i = i + 1
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end
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end
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local positions = self:computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == PathConstraintData.PositionMode.percent, spacingMode == PathConstraintData.SpacingMode.percent)
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local skeleton = self.target.bone.skeleton
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local skeletonX = skeleton.x
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local skeletonY = skeleton.y
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local boneX = positions[1]
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local boneY = positions[2]
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local offsetRotation = data.offsetRotation
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local tip = rotateMode == PathConstraintData.RotateMode.chain and offsetRotation == 0
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local i = 0
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local p = 3
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while i < boneCount do
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local bone = bones[i + 1]
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bone.worldX = bone.worldX + (boneX - skeletonX - bone.worldX) * translateMix
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bone.worldY = bone.worldY + (boneY - skeletonY - bone.worldY) * translateMix
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local x = positions[p + 1]
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local y = positions[p + 2]
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local dx = x - boneX
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local dy = y - boneY
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if scale then
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local length = lengths[i + 1]
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if length ~= 0 then
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local s = (math_sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1
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bone.a = bone.a * s
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bone.c = bone.c * s
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end
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end
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boneX = x
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boneY = y
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if rotate then
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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 r = 0
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local cos = 0
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local sin = 0
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if tangents then
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r = positions[p - 1 + 1]
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elseif spaces[i + 1 + 1] == 0 then
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r = positions[p + 2 + 1]
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else
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r = math_atan2(dy, dx)
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end
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r = r - (math_atan2(c, a) - math_rad(offsetRotation))
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if tip then
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cos = math_cos(r)
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sin = math_sin(r)
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local length = bone.data.length
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boneX = boneX + (length * (cos * a - sin * c) - dx) * rotateMix;
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boneY = boneY + (length * (sin * a + cos * c) - dy) * rotateMix;
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end
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if r > math_pi then
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r = r - math_pi2
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elseif r < -math_pi then
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r = r + math_pi2
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end
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r = r * rotateMix
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cos = math_cos(r)
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sin = math.sin(r)
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bone.a = cos * a - sin * c
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bone.b = cos * b - sin * d
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bone.c = sin * a + cos * c
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bone.d = sin * b + cos * d
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end
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i = i + 1
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p = p + 3
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end
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end
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function PathConstraint:computeWorldPositions (path, spacesCount, tangents, percentPosition, percentSpacing)
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local target = self.target
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local position = self.position
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local spaces = self.spaces
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local out = utils.setArraySize(self.positions, spacesCount * 3 + 2)
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local world = nil
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local closed = path.closed
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local verticesLength = path.worldVerticesLength
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local curveCount = verticesLength / 6
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local prevCurve = PathConstraint.NONE
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if not path.constantSpeed then
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local lengths = path.lengths
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if closed then curveCount = curveCount - 1 else curveCount = curveCount - 2 end
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local pathLength = lengths[curveCount + 1];
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if percentPosition then position = position * pathLength end
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if percentSpacing then
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local i = 0
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while i < spacesCount do
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spaces[i + 1] = spaces[i + 1] * pathLength
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i = i + 1
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end
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end
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world = utils.setArraySize(self.world, 8);
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local i = 0
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local o = 0
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local curve = 0
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while i < spacesCount do
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local space = spaces[i + 1];
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position = position + space
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local p = position
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local skip = false
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if closed then
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p = p % pathLength
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if p < 0 then p = p + pathLength end
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curve = 0
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elseif p < 0 then
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if prevCurve ~= PathConstraint.BEFORE then
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prevCurve = PathConstraint.BEFORE
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path:computeWorldVerticesWith(target, 2, 4, world, 0)
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end
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self:addBeforePosition(p, world, 0, out, o)
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skip = true
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elseif p > pathLength then
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if prevCurve ~= PathConstraint.AFTER then
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prevCurve = PathConstraint.AFTER
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path:computeWorldVerticesWith(target, verticesLength - 6, 4, world, 0)
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end
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self:addAfterPosition(p - pathLength, world, 0, out, o)
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skip = true
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end
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if not skip then
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-- Determine curve containing position.
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while true do
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local length = lengths[curve + 1]
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if p <= length then
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if curve == 0 then
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p = p / length
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else
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local prev = lengths[curve - 1 + 1]
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p = (p - prev) / (length - prev)
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end
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break
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end
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curve = curve + 1
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end
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if curve ~= prevCurve then
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prevCurve = curve
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if closed and curve == curveCount then
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path:computeWorldVerticesWith(target, verticesLength - 4, 4, world, 0)
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path:computeWorldVerticesWith(target, 0, 4, world, 4)
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else
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path:computeWorldVerticesWith(target, curve * 6 + 2, 8, world, 0)
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end
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end
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self:addCurvePosition(p, world[1], world[2], world[3], world[4], world[5], world[6], world[7], world[8], out, o, tangents or (i > 0 and space == 0))
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end
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i = i + 1
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o = o + 3
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end
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return out
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end
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-- World vertices.
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if closed then
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verticesLength = verticesLength + 2
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world = utils.setArraySize(self.world, verticesLength)
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path:computeWorldVerticesWith(target, 2, verticesLength - 4, world, 0)
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path:computeWorldVerticesWith(target, 0, 2, world, verticesLength - 4)
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world[verticesLength - 2 + 1] = world[0 + 1]
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world[verticesLength - 1 + 1] = world[1 + 1]
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else
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curveCount = curveCount - 1
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verticesLength = verticesLength - 4;
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world = utils.setArraySize(self.world, verticesLength)
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path:computeWorldVerticesWith(target, 2, verticesLength, world, 0)
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end
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-- Curve lengths.
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local curves = utils.setArraySize(self.curves, curveCount)
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local pathLength = 0;
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local x1 = world[0 + 1]
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local y1 = world[1 + 1]
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local cx1 = 0
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local cy1 = 0
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local cx2 = 0
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local cy2 = 0
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local x2 = 0
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local y2 = 0
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local tmpx = 0
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local tmpy = 0
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local dddfx = 0
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local dddfy = 0
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local ddfx = 0
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local ddfy = 0
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local dfx = 0
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local dfy = 0
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i = 0
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local w = 2
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while i < curveCount do
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cx1 = world[w + 1]
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cy1 = world[w + 2]
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cx2 = world[w + 3]
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cy2 = world[w + 4]
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x2 = world[w + 5]
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y2 = world[w + 6]
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tmpx = (x1 - cx1 * 2 + cx2) * 0.1875
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tmpy = (y1 - cy1 * 2 + cy2) * 0.1875
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dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375
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dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375
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ddfx = tmpx * 2 + dddfx
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ddfy = tmpy * 2 + dddfy
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dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667
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dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667
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pathLength = pathLength + math_sqrt(dfx * dfx + dfy * dfy)
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dfx = dfx + ddfx
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dfy = dfy + ddfy
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ddfx = ddfx + dddfx
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ddfy = ddfy + dddfy
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pathLength = pathLength + math_sqrt(dfx * dfx + dfy * dfy)
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dfx = dfx + ddfx
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dfy = dfy + ddfy
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pathLength = pathLength + math_sqrt(dfx * dfx + dfy * dfy)
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dfx = dfx + ddfx + dddfx
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dfy = dfy + ddfy + dddfy
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pathLength = pathLength + math_sqrt(dfx * dfx + dfy * dfy)
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curves[i + 1] = pathLength
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x1 = x2
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y1 = y2
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i = i + 1
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w = w + 6
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end
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if percentPosition then position = position * pathLength end
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if percentSpacing then
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local i = 0
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while i < spacesCount do
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spaces[i + 1] = spaces[i + 1] * pathLength
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i = i + 1
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end
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end
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local segments = self.segments
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local curveLength = 0
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local i = 0
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local o = 0
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local curve = 0
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local segment = 0
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while i < spacesCount do
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local space = spaces[i + 1]
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position = position + space
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local p = position
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local skip = false
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if closed then
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p = p % pathLength
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if p < 0 then p = p + pathLength end
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curve = 0
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elseif p < 0 then
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self:addBeforePosition(p, world, 0, out, o)
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skip = true
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elseif p > pathLength then
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self:addAfterPosition(p - pathLength, world, verticesLength - 4, out, o)
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skip = true
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end
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if not skip then
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-- Determine curve containing position.
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while true do
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local length = curves[curve + 1]
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if p <= length then
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if curve == 0 then
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p = p / length
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else
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local prev = curves[curve - 1 + 1]
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p = (p - prev) / (length - prev)
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end
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break
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end
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curve = curve + 1
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end
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-- Curve segment lengths.
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if curve ~= prevCurve then
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prevCurve = curve
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local ii = curve * 6
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x1 = world[ii + 1]
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y1 = world[ii + 2]
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cx1 = world[ii + 3]
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cy1 = world[ii + 4]
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cx2 = world[ii + 5]
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cy2 = world[ii + 6]
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x2 = world[ii + 7]
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y2 = world[ii + 8]
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tmpx = (x1 - cx1 * 2 + cx2) * 0.03
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tmpy = (y1 - cy1 * 2 + cy2) * 0.03
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dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006
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dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006
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ddfx = tmpx * 2 + dddfx
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ddfy = tmpy * 2 + dddfy
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dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667
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dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667
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curveLength = math_sqrt(dfx * dfx + dfy * dfy)
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segments[1] = curveLength
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ii = 1
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while ii < 8 do
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dfx = dfx + ddfx
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dfy = dfy + ddfy
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ddfx = ddfx + dddfx
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ddfy = ddfy + dddfy
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curveLength = curveLength + math_sqrt(dfx * dfx + dfy * dfy)
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segments[ii + 1] = curveLength
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ii = ii + 1
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end
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dfx = dfx + ddfx
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dfy = dfy + ddfy
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curveLength = curveLength + math_sqrt(dfx * dfx + dfy * dfy)
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segments[9] = curveLength
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dfx = dfx + ddfx + dddfx
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dfy = dfy + ddfy + dddfy
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curveLength = curveLength + math_sqrt(dfx * dfx + dfy * dfy)
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segments[10] = curveLength
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segment = 0
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end
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-- Weight by segment length.
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p = p * curveLength
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while true do
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local length = segments[segment + 1]
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if p <= length then
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if segment == 0 then
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p = p / length
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else
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local prev = segments[segment - 1 + 1]
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p = segment + (p - prev) / (length - prev)
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end
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break;
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end
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segment = segment + 1
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end
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self:addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents or (i > 0 and space == 0))
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end
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i = i + 1
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o = o + 3
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end
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return out
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end
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function PathConstraint:addBeforePosition (p, temp, i, out, o)
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local x1 = temp[i + 1]
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local y1 = temp[i + 2]
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local dx = temp[i + 3] - x1
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local dy = temp[i + 4] - y1
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local r = math_atan2(dy, dx)
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out[o + 1] = x1 + p * math_cos(r)
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out[o + 2] = y1 + p * math_sin(r)
|
|
out[o + 3] = r
|
|
end
|
|
|
|
function PathConstraint:addAfterPosition(p, temp, i, out, o)
|
|
local x1 = temp[i + 3]
|
|
local y1 = temp[i + 4]
|
|
local dx = x1 - temp[i + 1]
|
|
local dy = y1 - temp[i + 2]
|
|
local r = math_atan2(dy, dx)
|
|
out[o + 1] = x1 + p * math_cos(r)
|
|
out[o + 2] = y1 + p * math_sin(r)
|
|
out[o + 3] = r
|
|
end
|
|
|
|
function PathConstraint:addCurvePosition(p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents)
|
|
if p == 0 then p = 0.0001 end
|
|
local tt = p * p
|
|
local ttt = tt * p
|
|
local u = 1 - p
|
|
local uu = u * u
|
|
local uuu = uu * u
|
|
local ut = u * p
|
|
local ut3 = ut * 3
|
|
local uut3 = u * ut3
|
|
local utt3 = ut3 * p
|
|
local x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt
|
|
local y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt
|
|
out[o + 1] = x
|
|
out[o + 2] = y
|
|
if tangents then out[o + 3] = math_atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)) end
|
|
end
|
|
|
|
return PathConstraint |