mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
155 lines
5.8 KiB
ActionScript
155 lines
5.8 KiB
ActionScript
/******************************************************************************
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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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package spine.attachments {
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import spine.Color;
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import spine.Bone;
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public dynamic class RegionAttachment extends Attachment {
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public const X1:int = 0;
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public const Y1:int = 1;
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public const X2:int = 2;
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public const Y2:int = 3;
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public const X3:int = 4;
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public const Y3:int = 5;
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public const X4:int = 6;
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public const Y4:int = 7;
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public var x:Number;
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public var y:Number;
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public var scaleX:Number = 1;
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public var scaleY:Number = 1;
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public var rotation:Number;
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public var width:Number;
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public var height:Number;
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public var color:Color = new Color(1, 1, 1, 1);
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public var path:String;
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public var rendererObject:Object;
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public var regionOffsetX:Number; // Pixels stripped from the bottom left, unrotated.
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public var regionOffsetY:Number;
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public var regionWidth:Number; // Unrotated, stripped size.
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public var regionHeight:Number;
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public var regionOriginalWidth:Number; // Unrotated, unstripped size.
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public var regionOriginalHeight:Number;
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public var offset:Vector.<Number> = new Vector.<Number>();
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public var uvs:Vector.<Number> = new Vector.<Number>();
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public function RegionAttachment (name:String) {
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super(name);
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offset.length = 8;
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uvs.length = 8;
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}
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public function updateOffset () : void {
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var regionScaleX:Number = width / regionOriginalWidth * scaleX;
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var regionScaleY:Number = height / regionOriginalHeight * scaleY;
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var localX:Number = -width / 2 * scaleX + regionOffsetX * regionScaleX;
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var localY:Number = -height / 2 * scaleY + regionOffsetY * regionScaleY;
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var localX2:Number = localX + regionWidth * regionScaleX;
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var localY2:Number = localY + regionHeight * regionScaleY;
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var radians:Number = rotation * Math.PI / 180;
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var cos:Number = Math.cos(radians);
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var sin:Number = Math.sin(radians);
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var localXCos:Number = localX * cos + x;
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var localXSin:Number = localX * sin;
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var localYCos:Number = localY * cos + y;
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var localYSin:Number = localY * sin;
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var localX2Cos:Number = localX2 * cos + x;
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var localX2Sin:Number = localX2 * sin;
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var localY2Cos:Number = localY2 * cos + y;
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var localY2Sin:Number = localY2 * sin;
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offset[X1] = localXCos - localYSin;
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offset[Y1] = localYCos + localXSin;
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offset[X2] = localXCos - localY2Sin;
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offset[Y2] = localY2Cos + localXSin;
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offset[X3] = localX2Cos - localY2Sin;
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offset[Y3] = localY2Cos + localX2Sin;
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offset[X4] = localX2Cos - localYSin;
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offset[Y4] = localYCos + localX2Sin;
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}
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public function setUVs (u:Number, v:Number, u2:Number, v2:Number, rotate:Boolean) : void {
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var uvs:Vector.<Number> = this.uvs;
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if (rotate) {
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uvs[X2] = u;
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uvs[Y2] = v2;
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uvs[X3] = u;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v;
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uvs[X1] = u2;
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uvs[Y1] = v2;
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} else {
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uvs[X1] = u;
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uvs[Y1] = v2;
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uvs[X2] = u;
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uvs[Y2] = v;
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uvs[X3] = u2;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v2;
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}
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}
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public function computeWorldVertices (bone:Bone, worldVertices:Vector.<Number>, offset:int, stride:int) : void {
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var vertexOffset:Vector.<Number> = this.offset;
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var x:Number = bone.worldX, y:Number = bone.worldY;
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var a:Number = bone.a, b:Number = bone.b, c:Number = bone.c, d:Number = bone.d;
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var offsetX:Number = 0, offsetY:Number = 0;
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offsetX = vertexOffset[X1];
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offsetY = vertexOffset[Y1];
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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 += stride;
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offsetX = vertexOffset[X2];
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offsetY = vertexOffset[Y2];
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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 += stride;
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offsetX = vertexOffset[X3];
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offsetY = vertexOffset[Y3];
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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 += stride;
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offsetX = vertexOffset[X4];
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offsetY = vertexOffset[Y4];
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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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}
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}
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}
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