155 lines
5.8 KiB
ActionScript

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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.
*****************************************************************************/
package spine.attachments {
import spine.Color;
import spine.Bone;
public dynamic class RegionAttachment extends Attachment {
public const X1:int = 0;
public const Y1:int = 1;
public const X2:int = 2;
public const Y2:int = 3;
public const X3:int = 4;
public const Y3:int = 5;
public const X4:int = 6;
public const Y4:int = 7;
public var x:Number;
public var y:Number;
public var scaleX:Number = 1;
public var scaleY:Number = 1;
public var rotation:Number;
public var width:Number;
public var height:Number;
public var color:Color = new Color(1, 1, 1, 1);
public var path:String;
public var rendererObject:Object;
public var regionOffsetX:Number; // Pixels stripped from the bottom left, unrotated.
public var regionOffsetY:Number;
public var regionWidth:Number; // Unrotated, stripped size.
public var regionHeight:Number;
public var regionOriginalWidth:Number; // Unrotated, unstripped size.
public var regionOriginalHeight:Number;
public var offset:Vector.<Number> = new Vector.<Number>();
public var uvs:Vector.<Number> = new Vector.<Number>();
public function RegionAttachment (name:String) {
super(name);
offset.length = 8;
uvs.length = 8;
}
public function updateOffset () : void {
var regionScaleX:Number = width / regionOriginalWidth * scaleX;
var regionScaleY:Number = height / regionOriginalHeight * scaleY;
var localX:Number = -width / 2 * scaleX + regionOffsetX * regionScaleX;
var localY:Number = -height / 2 * scaleY + regionOffsetY * regionScaleY;
var localX2:Number = localX + regionWidth * regionScaleX;
var localY2:Number = localY + regionHeight * regionScaleY;
var radians:Number = rotation * Math.PI / 180;
var cos:Number = Math.cos(radians);
var sin:Number = Math.sin(radians);
var localXCos:Number = localX * cos + x;
var localXSin:Number = localX * sin;
var localYCos:Number = localY * cos + y;
var localYSin:Number = localY * sin;
var localX2Cos:Number = localX2 * cos + x;
var localX2Sin:Number = localX2 * sin;
var localY2Cos:Number = localY2 * cos + y;
var localY2Sin:Number = localY2 * sin;
offset[X1] = localXCos - localYSin;
offset[Y1] = localYCos + localXSin;
offset[X2] = localXCos - localY2Sin;
offset[Y2] = localY2Cos + localXSin;
offset[X3] = localX2Cos - localY2Sin;
offset[Y3] = localY2Cos + localX2Sin;
offset[X4] = localX2Cos - localYSin;
offset[Y4] = localYCos + localX2Sin;
}
public function setUVs (u:Number, v:Number, u2:Number, v2:Number, rotate:Boolean) : void {
var uvs:Vector.<Number> = this.uvs;
if (rotate) {
uvs[X2] = u;
uvs[Y2] = v2;
uvs[X3] = u;
uvs[Y3] = v;
uvs[X4] = u2;
uvs[Y4] = v;
uvs[X1] = u2;
uvs[Y1] = v2;
} else {
uvs[X1] = u;
uvs[Y1] = v2;
uvs[X2] = u;
uvs[Y2] = v;
uvs[X3] = u2;
uvs[Y3] = v;
uvs[X4] = u2;
uvs[Y4] = v2;
}
}
public function computeWorldVertices (bone:Bone, worldVertices:Vector.<Number>, offset:int, stride:int) : void {
var vertexOffset:Vector.<Number> = this.offset;
var x:Number = bone.worldX, y:Number = bone.worldY;
var a:Number = bone.a, b:Number = bone.b, c:Number = bone.c, d:Number = bone.d;
var offsetX:Number = 0, offsetY:Number = 0;
offsetX = vertexOffset[X1];
offsetY = vertexOffset[Y1];
worldVertices[offset] = offsetX * a + offsetY * b + x; // br
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[X2];
offsetY = vertexOffset[Y2];
worldVertices[offset] = offsetX * a + offsetY * b + x; // bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[X3];
offsetY = vertexOffset[Y3];
worldVertices[offset] = offsetX * a + offsetY * b + x; // ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[X4];
offsetY = vertexOffset[Y4];
worldVertices[offset] = offsetX * a + offsetY * b + x; // ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
}
}
}