spine-runtimes/spine-lua/attachments/MeshAttachment.lua

231 lines
7.3 KiB
Lua

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