mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
231 lines
7.3 KiB
Lua
231 lines
7.3 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 AttachmentType = require "spine-lua.attachments.AttachmentType"
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local VertexAttachment = require "spine-lua.attachments.VertexAttachment"
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local utils = require "spine-lua.utils"
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local Color = require "spine-lua.Color"
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local MeshAttachment = {}
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MeshAttachment.__index = MeshAttachment
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setmetatable(MeshAttachment, { __index = VertexAttachment })
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function MeshAttachment.new (name)
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if not name then error("name cannot be nil", 2) end
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local self = VertexAttachment.new(name, AttachmentType.mesh)
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self.region = nil
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self.path = nil
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self.regionUVs = nil
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self.worldVertices = nil
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self.triangles = nil
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self.color = Color.newWith(1, 1, 1, 1)
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self.hullLength = 0
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self.parentMesh = nil
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self.inheritDeform = false
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self.tempColor = Color.newWith(1, 1, 1, 1)
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setmetatable(self, MeshAttachment)
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return self
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end
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function MeshAttachment:updateUVs ()
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local regionUVs = self.regionUVs
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local verticesLength = #regionUVs
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local worldVerticesLength = (verticesLength / 2) * 8
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if not self.worldVertices or #self.worldVertices ~= worldVerticesLength then
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self.worldVertices = utils.newNumberArray(worldVerticesLength)
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end
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local u = 0
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local v = 0
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local width = 0
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local height = 0
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if not self.region then
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u = 0
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v = 0
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width = 1
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height = 1
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else
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u = self.region.u;
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v = self.region.v;
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width = self.region.u2 - u;
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height = self.region.v2 - v;
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end
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if self.region and self.region.rotate then
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local i = 0
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local w = 2
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while i < verticesLength do
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self.worldVertices[w + 1] = u + regionUVs[i + 2] * width;
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self.worldVertices[w + 2] = v + height - regionUVs[i + 1] * height;
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i = i + 2
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w = w + 8
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end
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else
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local i = 0
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local w = 2
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while i < verticesLength do
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self.worldVertices[w + 1] = u + regionUVs[i + 1] * width;
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self.worldVertices[w + 2] = v + regionUVs[i + 2] * height;
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i = i + 2
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w = w + 8
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end
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end
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end
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function MeshAttachment:updateWorldVertices(slot, premultipliedAlpha)
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local skeleton = slot.bone.skeleton
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local skeletonColor = skeleton.color
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local slotColor = slot.color
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local meshColor = self.color
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local alpha = skeletonColor.a * slotColor.a * meshColor.a
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local multiplier = 1
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if premultipliedAlpha then multiplier = alpha end
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local color = self.tempColor
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color:set(skeletonColor.r * slotColor.r * meshColor.r * multiplier,
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skeletonColor.g * slotColor.g * meshColor.g * multiplier,
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skeletonColor.b * slotColor.b * meshColor.b * multiplier,
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alpha)
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local deformArray = slot.attachmentVertices
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local vertices = self.vertices
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local worldVertices = self.worldVertices
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local bones = self.bones
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if not bones then
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local verticesLength = #vertices
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if #deformArray > 0 then vertices = deformArray end
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local bone = slot.bone;
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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 v = 0
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local w = 0
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while v < verticesLength do
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local vx = vertices[v + 1]
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local vy = vertices[v + 2]
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worldVertices[w + 1] = vx * a + vy * b + x
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worldVertices[w + 2] = vx * c + vy * d + y
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worldVertices[w + 5] = color.r
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worldVertices[w + 6] = color.g
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worldVertices[w + 7] = color.b
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worldVertices[w + 8] = color.a
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v = v + 2
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w = w + 8
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end
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return worldVertices
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end
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local skeletonBones = skeleton.bones
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if #deformArray == 0 then
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local w = 0
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local v = 0
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local b = 0
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local n = #bones
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while v < n do
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local wx = 0
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local wy = 0
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local nn = bones[v + 1];
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v = v + 1
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nn = nn + v
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while v < nn do
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local bone = skeletonBones[bones[v + 1]];
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local vx = vertices[b + 1]
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local vy = vertices[b + 2]
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local weight = vertices[b + 3]
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wx = wx + (vx * bone.a + vy * bone.b + bone.worldX) * weight
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wy = wy + (vx * bone.c + vy * bone.d + bone.worldY) * weight
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v = v + 1
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b = b + 3
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end
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worldVertices[w + 1] = wx
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worldVertices[w + 2] = wy
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worldVertices[w + 5] = color.r
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worldVertices[w + 6] = color.g
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worldVertices[w + 7] = color.b
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worldVertices[w + 8] = color.a
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w = w + 8
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end
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else
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local deform = deformArray;
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local w = 0
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local v = 0
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local b = 0
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local f = 0
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local n = #bones
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while v < n do
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local wx = 0
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local wy = 0
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local nn = bones[v + 1]
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v = v + 1
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nn = nn + v
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while v < nn do
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local bone = skeletonBones[bones[v + 1]];
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local vx = vertices[b + 1] + deform[f + 1]
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local vy = vertices[b + 2] + deform[f + 2]
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local weight = vertices[b + 3]
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wx = wx + (vx * bone.a + vy * bone.b + bone.worldX) * weight
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wy = wy + (vx * bone.c + vy * bone.d + bone.worldY) * weight
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b = b + 3
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f = f + 2
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v = v + 1
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end
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worldVertices[w + 1] = wx;
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worldVertices[w + 2] = wy;
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worldVertices[w + 5] = color.r;
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worldVertices[w + 6] = color.g;
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worldVertices[w + 7] = color.b;
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worldVertices[w + 8] = color.a;
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w = w + 8
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end
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end
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return worldVertices;
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end
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function MeshAttachment:applyDeform (sourceAttachment)
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return self == sourceAttachment or (self.inheritDeform and self.parentMesh == sourceAttachment)
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end
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function MeshAttachment:setParentMesh (parentMesh)
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self.parentMesh = parentMesh
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if parentMesh then
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self.bones = parentMesh.bones
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self.vertices = parentMesh.vertices
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self.regionUVs = parentMesh.regionUVs
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self.triangles = parentMesh.triangles
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self.hullLength = parentMesh.hullLength
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end
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end
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return MeshAttachment
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