mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-12 01:58:45 +08:00
98 lines
3.7 KiB
TypeScript
98 lines
3.7 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 class MeshAttachment extends VertexAttachment {
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region: TextureRegion;
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path: string;
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regionUVs: ArrayLike<number>; uvs: ArrayLike<number>;
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triangles: Array<number>;
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color = new Color(1, 1, 1, 1);
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hullLength: number;
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private parentMesh: MeshAttachment;
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inheritDeform = false;
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tempColor = new Color(0, 0, 0, 0);
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constructor (name: string) {
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super(name);
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}
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updateUVs () {
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let u = 0, v = 0, width = 0, height = 0;
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if (this.region == null) {
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u = v = 0;
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width = height = 1;
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} else {
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u = this.region.u;
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v = this.region.v;
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width = this.region.u2 - u;
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height = this.region.v2 - v;
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}
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let regionUVs = this.regionUVs;
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if (this.uvs == null || this.uvs.length != regionUVs.length) this.uvs = Utils.newFloatArray(regionUVs.length);
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let uvs = this.uvs;
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if (this.region.rotate) {
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for (let i = 0, n = uvs.length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i + 1] * width;
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uvs[i + 1] = v + height - regionUVs[i] * height;
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}
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} else {
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for (let i = 0, n = uvs.length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i] * width;
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uvs[i + 1] = v + regionUVs[i + 1] * height;
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}
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}
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}
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applyDeform (sourceAttachment: VertexAttachment): boolean {
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return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
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}
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getParentMesh () {
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return this.parentMesh;
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}
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/** @param parentMesh May be null. */
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setParentMesh (parentMesh: MeshAttachment) {
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this.parentMesh = parentMesh;
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if (parentMesh != null) {
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this.bones = parentMesh.bones;
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this.vertices = parentMesh.vertices;
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this.worldVerticesLength = parentMesh.worldVerticesLength;
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this.regionUVs = parentMesh.regionUVs;
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this.triangles = parentMesh.triangles;
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this.hullLength = parentMesh.hullLength;
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this.worldVerticesLength = parentMesh.worldVerticesLength
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}
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}
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}
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}
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