mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +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.
231 lines
7.0 KiB
Lua
231 lines
7.0 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 math_pi = math.pi
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local math_sin = math.sin
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local math_cos = math.cos
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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local Attachment = require "spine-lua.attachments.Attachment"
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local Color = require "spine-lua.Color"
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local Utils = require "spine-lua.utils"
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local OX1 = 1
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local OY1 = 2
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local OX2 = 3
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local OY2 = 4
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local OX3 = 5
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local OY3 = 6
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local OX4 = 7
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local OY4 = 8
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local X1 = 1
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local Y1 = 2
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local U1 = 3
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local V1 = 4
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local C1R = 5
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local C1G = 6
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local C1B = 7
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local C1A = 8
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local X2 = 9
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local Y2 = 10
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local U2 = 11
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local V2 = 12
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local C2R = 13
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local C2G = 14
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local C2B = 15
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local C2A = 16
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local X3 = 17
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local Y3 = 18
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local U3 = 19
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local V3 = 20
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local C3R = 21
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local C3G = 22
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local C3B = 23
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local C3A = 24
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local X4 = 25
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local Y4 = 26
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local U4 = 27
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local V4 = 28
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local C4R = 29
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local C4G = 30
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local C4B = 31
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local C4A = 32
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local RegionAttachment = {}
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RegionAttachment.__index = RegionAttachment
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setmetatable(RegionAttachment, { __index = Attachment })
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function RegionAttachment.new (name)
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if not name then error("name cannot be nil", 2) end
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local self = Attachment.new(name, AttachmentType.region)
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self.x = 0
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self.y = 0
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self.scaleX = 1
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self.scaleY = 1
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self.rotation = 0
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self.width = 0
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self.height = 0
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self.color = Color.newWith(1, 1, 1, 1)
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self.path = nil
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self.rendererObject = nil
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self.region = nil
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self.offset = Utils.newNumberArray(8)
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self.vertices = Utils.newNumberArray(8 * 4)
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self.tempColor = Color.newWith(1, 1, 1, 1)
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setmetatable(self, RegionAttachment)
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return self
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end
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function RegionAttachment:setRegion (region)
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local vertices = self.vertices
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if region.rotate then
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vertices[U2] = region.u
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vertices[V2] = region.v2
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vertices[U3] = region.u
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vertices[V3] = region.v
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vertices[U4] = region.u2
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vertices[V4] = region.v
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vertices[U1] = region.u2
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vertices[V1] = region.v2
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else
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vertices[U1] = region.u
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vertices[V1] = region.v2
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vertices[U2] = region.u
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vertices[V2] = region.v
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vertices[U3] = region.u2
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vertices[V3] = region.v
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vertices[U4] = region.u2
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vertices[V4] = region.v2
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end
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end
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function RegionAttachment:updateOffset ()
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local regionScaleX = self.width / self.region.originalWidth * self.scaleX
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local regionScaleY = self.height / self.region.originalHeight * self.scaleY
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local localX = -self.width / 2 * self.scaleX + self.region.offsetX * regionScaleX
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local localY = -self.height / 2 * self.scaleY + self.region.offsetY * regionScaleY
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local localX2 = localX + self.region.width * regionScaleX
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local localY2 = localY + self.region.height * regionScaleY
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local radians = self.rotation * math_pi / 180
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local cos = math_cos(radians)
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local sin = math_sin(radians)
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local localXCos = localX * cos + self.x
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local localXSin = localX * sin
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local localYCos = localY * cos + self.y
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local localYSin = localY * sin
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local localX2Cos = localX2 * cos + self.x
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local localX2Sin = localX2 * sin
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local localY2Cos = localY2 * cos + self.y
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local localY2Sin = localY2 * sin
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local offset = self.offset
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offset[OX1] = localXCos - localYSin
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offset[OY1] = localYCos + localXSin
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offset[OX2] = localXCos - localY2Sin
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offset[OY2] = localY2Cos + localXSin
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offset[OX3] = localX2Cos - localY2Sin
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offset[OY3] = localY2Cos + localX2Sin
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offset[OX4] = localX2Cos - localYSin
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offset[OY4] = localYCos + localX2Sin
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end
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function RegionAttachment:updateWorldVertices (slot, premultipliedAlpha)
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local skeleton = slot.bone.skeleton
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local skeletonColor = skeleton.color
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local slotColor = slot.color
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local regionColor = self.color
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local alpha = skeletonColor.a * slotColor.a * regionColor.a
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local multiplier = alpha
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if premultipliedAlpha then multiplier = 1 end
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local color = self.tempColor
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color:set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
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skeletonColor.g * slotColor.g * regionColor.g * multiplier,
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skeletonColor.b * slotColor.b * regionColor.b * multiplier,
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alpha)
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local vertices = self.vertices
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local offset = self.offset
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local bone = slot.bone
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local x = skeleton.x + bone.worldX
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local y = skeleton.y + bone.worldY
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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 offsetX = 0
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local offsetY = 0
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offsetX = offset[OX1]
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offsetY = offset[OY1]
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vertices[X1] = offsetX * a + offsetY * b + x -- br
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vertices[Y1] = offsetX * c + offsetY * d + y
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vertices[C1R] = color.r
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vertices[C1G] = color.g
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vertices[C1B] = color.b
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vertices[C1A] = color.a
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offsetX = offset[OX2]
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offsetY = offset[OY2]
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vertices[X2] = offsetX * a + offsetY * b + x -- bl
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vertices[Y2] = offsetX * c + offsetY * d + y
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vertices[C2R] = color.r
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vertices[C2G] = color.g
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vertices[C2B] = color.b
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vertices[C2A] = color.a
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offsetX = offset[OX3]
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offsetY = offset[OY3]
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vertices[X3] = offsetX * a + offsetY * b + x -- ul
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vertices[Y3] = offsetX * c + offsetY * d + y
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vertices[C3R] = color.r
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vertices[C3G] = color.g
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vertices[C3B] = color.b
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vertices[C3A] = color.a
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offsetX = offset[OX4]
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offsetY = offset[OY4]
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vertices[X4] = offsetX * a + offsetY * b + x -- ur
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vertices[Y4] = offsetX * c + offsetY * d + y
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vertices[C4R] = color.r
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vertices[C4G] = color.g
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vertices[C4B] = color.b
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vertices[C4A] = color.a
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return vertices
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end
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return RegionAttachment |