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https://github.com/EsotericSoftware/spine-runtimes.git
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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.
142 lines
4.8 KiB
Lua
142 lines
4.8 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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local setmetatable = setmetatable
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local SkeletonData = {}
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SkeletonData.__index = SkeletonData
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function SkeletonData.new ()
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local self = {
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name,
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bones = {},
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slots = {},
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skins = {},
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defaultSkin = nil,
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events = {},
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animations = {},
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ikConstraints = {},
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transformConstraints = {},
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pathConstraints = {},
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width, height,
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version, hash, imagesPath,
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slotNameIndices = {}
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}
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setmetatable(self, SkeletonData)
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return self
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end
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function SkeletonData:findBone (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.name == boneName then return bone end
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end
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return nil
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end
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function SkeletonData:findBoneIndex (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.name == boneName then return i end
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end
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return -1
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end
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function SkeletonData:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.name == slotName then return slot end
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end
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return nil
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end
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function SkeletonData:findSlotIndex (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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return self.slotNameIndices[slotName] or -1
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end
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function SkeletonData:findSkin (skinName)
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if not skinName then error("skinName cannot be nil.", 2) end
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for i,skin in ipairs(self.skins) do
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if skin.name == skinName then return skin end
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end
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return nil
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end
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function SkeletonData:findEvent (eventName)
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if not eventName then error("eventName cannot be nil.", 2) end
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for i,event in ipairs(self.events) do
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if event.name == eventName then return event end
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end
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return nil
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end
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function SkeletonData:findAnimation (animationName)
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if not animationName then error("animationName cannot be nil.", 2) end
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for i,animation in ipairs(self.animations) do
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if animation.name == animationName then return animation end
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end
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return nil
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end
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function SkeletonData:findIkConstraint (constraintName)
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if not constraintName then error("constraintName cannot be nil.", 2) end
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for i,constraint in ipairs(self.ikConstraints) do
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if constraint.name == constraintName then return constraint end
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end
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return nil
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end
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function SkeletonData:findTransformConstraint (constraintName)
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if not constraintName then error("constraintName cannot be nil.", 2) end
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for i,constraint in ipairs(self.transformConstraints) do
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if constraint.name == constraintName then return constraint end
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end
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return nil
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end
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function SkeletonData:findPathConstraint (constraintName)
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if not constraintName then error("constraintName cannot be nil.", 2) end
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for i,constraint in ipairs(self.pathConstraints) do
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if constraint.name == constraintName then return constraint end
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end
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return nil
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end
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function SkeletonData:findPathConstraintIndex (constraintName)
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if not constraintName then error("constraintName cannot be nil.", 2) end
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for i,constraint in ipairs(self.pathConstraints) do
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if constraint.name == constraintName then return i end
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end
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return -1
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end
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return SkeletonData |