290 lines
10 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.
-------------------------------------------------------------------------------
spine = {}
spine.utils = require "spine-lua.utils"
spine.SkeletonJson = require "spine-lua.SkeletonJson"
spine.SkeletonData = require "spine-lua.SkeletonData"
spine.BoneData = require "spine-lua.BoneData"
spine.SlotData = require "spine-lua.SlotData"
spine.IkConstraintData = require "spine-lua.IkConstraintData"
spine.Skin = require "spine-lua.Skin"
spine.Attachment = require "spine-lua.attachments.Attachment"
spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment"
spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment"
spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment"
spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment"
spine.PathAttachment = require "spine-lua.attachments.PathAttachment"
spine.PointAttachment = require "spine-lua.attachments.PointAttachment"
spine.Skeleton = require "spine-lua.Skeleton"
spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.IkConstraint = require "spine-lua.IkConstraint"
spine.AttachmentType = require "spine-lua.attachments.AttachmentType"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.EventData = require "spine-lua.EventData"
spine.Event = require "spine-lua.Event"
spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
spine.BlendMode = require "spine-lua.BlendMode"
spine.TextureAtlas = require "spine-lua.TextureAtlas"
spine.TextureRegion = require "spine-lua.TextureRegion"
spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
spine.Color = require "spine-lua.Color"
spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end
local path = system.pathForFile(fileName, base)
local file = io.open(path, "r")
if not file then return nil end
local contents = file:read("*a")
io.close(file)
return contents
end
local json = require "json"
spine.utils.readJSON = function (text)
return json.decode(text)
end
local QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 }
spine.Skeleton.new_super = spine.Skeleton.new
spine.Skeleton.updateWorldTransform_super = spine.Skeleton.updateWorldTransform
spine.Skeleton.new = function(skeletonData, group)
self = spine.Skeleton.new_super(skeletonData)
self.group = group or display.newGroup()
self.drawingGroup = nil
self.premultipliedAlpha = false
self.batches = 0
self.tempColor = spine.Color.newWith(1, 1, 1, 1)
return self
end
local function colorEquals(color1, color2)
if not color1 and not color2 then return true end
if not color1 and color2 then return false end
if color1 and not color2 then return false end
return color1[1] == color2[1] and color1[2] == color2[2] and color1[3] == color2[3] and color1[4] == color2[4]
end
local function toCoronaBlendMode(blendMode)
if blendMode == spine.BlendMode.normal then
return "normal"
elseif blendMode == spine.BlendMode.additive then
return "add"
elseif blendMode == spine.BlendMode.multiply then
return "multiply"
elseif blendMode == spine.BlendMode.screen then
return "screen"
end
end
local worldVertices = spine.utils.newNumberArray(10000 * 8)
function spine.Skeleton:updateWorldTransform()
spine.Skeleton.updateWorldTransform_super(self)
local premultipliedAlpha = self.premultipliedAlpha
self.batches = 0
-- Remove old drawing group, we will start anew
if self.drawingGroup then self.drawingGroup:removeSelf() end
local drawingGroup = display.newGroup()
self.drawingGroup = drawingGroup
self.group:insert(drawingGroup)
local drawOrder = self.drawOrder
local currentGroup = nil
local groupVertices = {}
local groupIndices = {}
local groupUvs = {}
local color = self.tempColor
local lastColor = nil
local texture = nil
local lastTexture = nil
local blendMode = nil
local lastBlendMode = nil
for i,slot in ipairs(drawOrder) do
local attachment = slot.attachment
local vertices = nil
local numVertices = 0
local indices = nil
if attachment then
if attachment.type == spine.AttachmentType.region then
numVertices = 4
vertices = self:computeRegionVertices(slot, attachment, premultipliedAlpha, color)
indices = QUAD_TRIANGLES
texture = attachment.region.renderObject.texture
blendMode = toCoronaBlendMode(slot.data.blendMode)
elseif attachment.type == spine.AttachmentType.mesh then
numVertices = attachment.worldVerticesLength / 2
vertices = self:computeMeshVertices(slot, attachment, premultipliedAlpha, color)
indices = attachment.triangles
texture = attachment.region.renderObject.texture
blendMode = toCoronaBlendMode(slot.data.blendMode)
end
if texture and vertices and indices then
if not lastTexture then lastTexture = texture end
if not lastColor then lastColor = color end
if not lastBlendMode then lastBlendMode = blendMode end
if (texture ~= lastTexture or not colorEquals(color, lastColor) or blendMode ~= lastBlendMode) then
self:flush(groupVertices, groupUvs, groupIndices, lastTexture, lastColor, lastBlendMode, drawingGroup)
lastTexture = texture
lastColor = color
lastBlendMode = blendMode
groupVertices = {}
groupUvs = {}
groupIndices = {}
end
self:batch(vertices, numVertices, indices, groupVertices, groupUvs, groupIndices)
end
end
end
if #groupVertices > 0 then
self:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
end
end
function spine.Skeleton:computeRegionVertices(slot, region, pma, color)
local skeleton = slot.bone.skeleton
local skeletonColor = skeleton.color
local slotColor = slot.color
local regionColor = region.color
local alpha = skeletonColor.a * slotColor.a * regionColor.a
local multiplier = alpha
if pma then multiplier = 1 end
color:set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
skeletonColor.g * slotColor.g * regionColor.g * multiplier,
skeletonColor.b * slotColor.b * regionColor.b * multiplier,
alpha)
local vertices = worldVertices
region:computeWorldVertices(slot.bone, vertices, 0, 4)
local uvs = region.uvs
vertices[3] = uvs[1]
vertices[4] = uvs[2]
vertices[7] = uvs[3]
vertices[8] = uvs[4]
vertices[11] = uvs[5]
vertices[12] = uvs[6]
vertices[15] = uvs[7]
vertices[16] = uvs[8]
return vertices
end
function spine.Skeleton:computeMeshVertices(slot, mesh, pma, color)
local skeleton = slot.bone.skeleton
local skeletonColor = skeleton.color
local slotColor = slot.color
local meshColor = mesh.color
local alpha = skeletonColor.a * slotColor.a * meshColor.a
local multiplier = alpha
if pma then multiplier = 1 end
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 numVertices = mesh.worldVerticesLength / 2
local vertices = worldVertices
mesh:computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 4)
local uvs = mesh.uvs
local i = 1
local n = numVertices + 1
local u = 1
local v = 3
while i < n do
vertices[v] = uvs[u]
vertices[v + 1] = uvs[u + 1]
i = i + 1
u = u + 2
v = v + 4
end
return vertices
end
function spine.Skeleton:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
local mesh = display.newMesh(drawingGroup, 0, 0, {
mode = "indexed",
vertices = groupVertices,
uvs = groupUvs,
indices = groupIndices
})
mesh.fill = texture
mesh:setFillColor(color.r, color.g, color.b)
mesh.alpha = color.a
mesh.blendMode = blendMode
mesh:translate(mesh.path:getVertexOffset())
self.batches = self.batches + 1
end
function spine.Skeleton:batch(vertices, numVertices, indices, groupVertices, groupUvs, groupIndices)
local numIndices = #indices
local i = 1
local indexStart = #groupIndices + 1
local offset = #groupVertices / 2
local indexEnd = indexStart + numIndices
while indexStart < indexEnd do
groupIndices[indexStart] = indices[i] + offset
indexStart = indexStart + 1
i = i + 1
end
i = 1
local vertexStart = #groupVertices + 1
local vertexEnd = vertexStart + numVertices * 2
while vertexStart < vertexEnd do
groupVertices[vertexStart] = vertices[i]
groupVertices[vertexStart+1] = vertices[i+1]
groupUvs[vertexStart] = vertices[i+2]
groupUvs[vertexStart+1] = vertices[i+3]
vertexStart = vertexStart + 2
i = i + 4
end
end
return spine