spine-runtimes/spine-lua/SkinnedMeshAttachment.lua
Mario Zechner 5b1814cff3 spine-lua, spine-love, spine-corona update to 3.4.02 (#722)
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.
2016-10-11 16:33:25 +02:00

133 lines
4.4 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 SkinnedMeshAttachment = {}
function SkinnedMeshAttachment.new (name)
if not name then error("name cannot be nil", 2) end
local self = {
name = name,
type = AttachmentType.skinnedmesh,
bones = nil,
weights = nil,
uvs = nil,
regionUVs = nil,
triangles = nil,
hullLength = 0,
r = 1, g = 1, b = 1, a = 1,
path = nil,
rendererObject = nil,
regionU = 0, regionV = 0, regionU2 = 1, regionV2 = 1, regionRotate = false,
regionOffsetX = 0, regionOffsetY = 0,
regionWidth = 0, regionHeight = 0,
regionOriginalWidth = 0, regionOriginalHeight = 0,
edges = nil,
width = 0, height = 0
}
function self:updateUVs ()
local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV
local n = #self.regionUVs
if not self.uvs or #self.uvs ~= n then
self.uvs = {}
end
if self.regionRotate then
for i = 1, n, 2 do
self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width
self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height
end
else
for i = 1, n, 2 do
self.uvs[i] = self.regionU + self.regionUVs[i] * width
self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height
end
end
end
function self:computeWorldVertices (x, y, slot, worldVertices)
local skeletonBones = slot.bone.skeleton.bones
x,y=slot.bone.skeleton.x,slot.bone.skeleton.y
local weights = self.weights
local bones = self.bones
local w, v, b, f = 1, 1, 1, 1
local n = #bones
local wx, wy, bone, vx, vy, weight
if slot.attachmentVerticesCount == 0 then
while v <= n do
wx = 0
wy = 0
local nn = bones[v] + v
v = v + 1
while v <= nn do
bone = skeletonBones[bones[v] + 1]
vx = weights[b]
vy = weights[b + 1]
weight = weights[b + 2]
wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight
wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight
v = v + 1
b = b + 3
end
worldVertices[w] = wx + x
worldVertices[w + 1] = wy + y
w = w + 2
end
else
local ffd = slot.attachmentVertices
while v <= n do
wx = 0
wy = 0
local nn = bones[v] + v
v = v + 1
while v <= nn do
bone = skeletonBones[bones[v] + 1]
vx = weights[b] + ffd[f]
vy = weights[b + 1] + ffd[f + 1]
weight = weights[b + 2]
wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight
wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight
v = v + 1
b = b + 3
f = f + 2
end
worldVertices[w] = wx + x
worldVertices[w + 1] = wy + y
w = w + 2
end
end
end
return self
end
return SkinnedMeshAttachment