mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
247 lines
7.2 KiB
Lua
247 lines
7.2 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License v2.5
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--
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-- Copyright (c) 2013-2016, 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 and derivative works solely for personal or internal
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-- use. Without the written permission of Esoteric Software (see Section 2 of
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-- the Spine Software License Agreement), you may not (a) modify, translate,
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-- adapt, or develop new applications using the Spine Runtimes or otherwise
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-- create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
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-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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-- 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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RegionAttachment.OX1 = 1
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RegionAttachment.OY1 = 2
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RegionAttachment.OX2 = 3
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RegionAttachment.OY2 = 4
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RegionAttachment.OX3 = 5
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RegionAttachment.OY3 = 6
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RegionAttachment.OX4 = 7
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RegionAttachment.OY4 = 8
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RegionAttachment.X1 = 1
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RegionAttachment.Y1 = 2
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RegionAttachment.U1 = 3
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RegionAttachment.V1 = 4
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RegionAttachment.C1R = 5
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RegionAttachment.C1G = 6
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RegionAttachment.C1B = 7
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RegionAttachment.C1A = 8
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RegionAttachment.X2 = 9
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RegionAttachment.Y2 = 10
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RegionAttachment.U2 = 11
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RegionAttachment.V2 = 12
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RegionAttachment.C2R = 13
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RegionAttachment.C2G = 14
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RegionAttachment.C2B = 15
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RegionAttachment.C2A = 16
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RegionAttachment.X3 = 17
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RegionAttachment.Y3 = 18
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RegionAttachment.U3 = 19
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RegionAttachment.V3 = 20
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RegionAttachment.C3R = 21
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RegionAttachment.C3G = 22
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RegionAttachment.C3B = 23
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RegionAttachment.C3A = 24
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RegionAttachment.X4 = 25
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RegionAttachment.Y4 = 26
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RegionAttachment.U4 = 27
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RegionAttachment.V4 = 28
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RegionAttachment.C4R = 29
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RegionAttachment.C4G = 30
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RegionAttachment.C4B = 31
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RegionAttachment.C4A = 32
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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.uvs = Utils.newNumberArray(8)
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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: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:setRegion (region)
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local uvs = self.uvs
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if region.rotate then
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uvs[5] = region.u
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uvs[6] = region.v2
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uvs[7] = region.u
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uvs[8] = region.v
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uvs[1] = region.u2
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uvs[2] = region.v
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uvs[3] = region.u2
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uvs[4] = region.v2
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else
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uvs[3] = region.u
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uvs[4] = region.v2
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uvs[5] = region.u
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uvs[6] = region.v
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uvs[7] = region.u2
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uvs[8] = region.v
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uvs[1] = region.u2
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uvs[2] = region.v2
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end
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end
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function RegionAttachment:computeWorldVertices (bone, worldVertices, offset, stride)
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offset = offset + 1
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local vertexOffset = self.offset
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local x = bone.worldX
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local 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 = vertexOffset[7]
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offsetY = vertexOffset[8]
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worldVertices[offset] = offsetX * a + offsetY * b + x -- br
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y
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offset = offset + stride
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offsetX = vertexOffset[1]
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offsetY = vertexOffset[2]
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worldVertices[offset] = offsetX * a + offsetY * b + x -- bl
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y
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offset = offset + stride
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offsetX = vertexOffset[3]
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offsetY = vertexOffset[4]
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worldVertices[offset] = offsetX * a + offsetY * b + x -- ul
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y
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offset = offset + stride
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offsetX = vertexOffset[5]
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offsetY = vertexOffset[6]
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worldVertices[offset] = offsetX * a + offsetY * b + x -- ur
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y
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end
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return RegionAttachment
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