mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-13 18:48:44 +08:00
122 lines
5.0 KiB
TypeScript
122 lines
5.0 KiB
TypeScript
/******************************************************************************
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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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module spine {
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export abstract class Attachment {
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name: string;
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constructor (name: string) {
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if (name == null) throw new Error("name cannot be null.");
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this.name = name;
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}
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}
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export abstract class VertexAttachment extends Attachment {
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private static nextID = 0;
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id = (VertexAttachment.nextID++ & 65535) << 11;
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bones: Array<number>;
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vertices: ArrayLike<number>;
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worldVerticesLength = 0;
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constructor (name: string) {
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super(name);
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}
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/** Transforms local vertices to world coordinates.
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* @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
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* @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
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* @param worldVertices The output world vertices. Must have a length >= offset + count.
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* @param offset The worldVertices index to begin writing values. */
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computeWorldVertices (slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number) {
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count = offset + (count >> 1) * stride;
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let skeleton = slot.bone.skeleton;
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let deformArray = slot.attachmentVertices;
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let vertices = this.vertices;
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let bones = this.bones;
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if (bones == null) {
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if (deformArray.length > 0) vertices = deformArray;
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let bone = slot.bone;
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let x = bone.worldX;
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let y = bone.worldY;
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let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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for (let v = start, w = offset; w < count; v += 2, w += stride) {
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let vx = vertices[v], vy = vertices[v + 1];
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worldVertices[w] = vx * a + vy * b + x;
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worldVertices[w + 1] = vx * c + vy * d + y;
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}
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return;
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}
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let v = 0, skip = 0;
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for (let i = 0; i < start; i += 2) {
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let n = bones[v];
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v += n + 1;
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skip += n;
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}
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let skeletonBones = skeleton.bones;
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if (deformArray.length == 0) {
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for (let w = offset, b = skip * 3; w < count; w += stride) {
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let wx = 0, wy = 0;
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let n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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let bone = skeletonBones[bones[v]];
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let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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} else {
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let deform = deformArray;
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for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
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let wx = 0, wy = 0;
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let n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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let bone = skeletonBones[bones[v]];
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let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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}
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}
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/** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
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applyDeform (sourceAttachment: VertexAttachment) {
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return this == sourceAttachment;
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}
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}
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}
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