mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-05 10:16:54 +08:00
290 lines
10 KiB
Lua
290 lines
10 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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spine = {}
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spine.utils = require "spine-lua.utils"
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spine.SkeletonJson = require "spine-lua.SkeletonJson"
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spine.SkeletonData = require "spine-lua.SkeletonData"
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spine.BoneData = require "spine-lua.BoneData"
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spine.SlotData = require "spine-lua.SlotData"
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spine.IkConstraintData = require "spine-lua.IkConstraintData"
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spine.Skin = require "spine-lua.Skin"
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spine.Attachment = require "spine-lua.attachments.Attachment"
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spine.BoundingBoxAttachment = require "spine-lua.attachments.BoundingBoxAttachment"
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spine.RegionAttachment = require "spine-lua.attachments.RegionAttachment"
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spine.MeshAttachment = require "spine-lua.attachments.MeshAttachment"
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spine.VertexAttachment = require "spine-lua.attachments.VertexAttachment"
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spine.PathAttachment = require "spine-lua.attachments.PathAttachment"
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spine.PointAttachment = require "spine-lua.attachments.PointAttachment"
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spine.Skeleton = require "spine-lua.Skeleton"
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spine.Bone = require "spine-lua.Bone"
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spine.Slot = require "spine-lua.Slot"
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spine.IkConstraint = require "spine-lua.IkConstraint"
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spine.AttachmentType = require "spine-lua.attachments.AttachmentType"
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spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.EventData = require "spine-lua.EventData"
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spine.Event = require "spine-lua.Event"
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spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
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spine.BlendMode = require "spine-lua.BlendMode"
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spine.TextureAtlas = require "spine-lua.TextureAtlas"
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spine.TextureRegion = require "spine-lua.TextureRegion"
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spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
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spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
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spine.Color = require "spine-lua.Color"
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spine.utils.readFile = function (fileName, base)
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if not base then base = system.ResourceDirectory end
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local path = system.pathForFile(fileName, base)
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local file = io.open(path, "r")
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if not file then return nil end
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local contents = file:read("*a")
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io.close(file)
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return contents
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end
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local json = require "json"
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spine.utils.readJSON = function (text)
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return json.decode(text)
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end
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local QUAD_TRIANGLES = { 1, 2, 3, 3, 4, 1 }
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spine.Skeleton.new_super = spine.Skeleton.new
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spine.Skeleton.updateWorldTransform_super = spine.Skeleton.updateWorldTransform
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spine.Skeleton.new = function(skeletonData, group)
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self = spine.Skeleton.new_super(skeletonData)
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self.group = group or display.newGroup()
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self.drawingGroup = nil
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self.premultipliedAlpha = false
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self.batches = 0
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self.tempColor = spine.Color.newWith(1, 1, 1, 1)
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return self
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end
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local function colorEquals(color1, color2)
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if not color1 and not color2 then return true end
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if not color1 and color2 then return false end
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if color1 and not color2 then return false end
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return color1[1] == color2[1] and color1[2] == color2[2] and color1[3] == color2[3] and color1[4] == color2[4]
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end
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local function toCoronaBlendMode(blendMode)
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if blendMode == spine.BlendMode.normal then
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return "normal"
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elseif blendMode == spine.BlendMode.additive then
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return "add"
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elseif blendMode == spine.BlendMode.multiply then
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return "multiply"
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elseif blendMode == spine.BlendMode.screen then
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return "screen"
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end
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end
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local worldVertices = spine.utils.newNumberArray(10000 * 8)
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function spine.Skeleton:updateWorldTransform()
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spine.Skeleton.updateWorldTransform_super(self)
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local premultipliedAlpha = self.premultipliedAlpha
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self.batches = 0
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-- Remove old drawing group, we will start anew
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if self.drawingGroup then self.drawingGroup:removeSelf() end
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local drawingGroup = display.newGroup()
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self.drawingGroup = drawingGroup
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self.group:insert(drawingGroup)
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local drawOrder = self.drawOrder
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local currentGroup = nil
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local groupVertices = {}
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local groupIndices = {}
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local groupUvs = {}
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local color = self.tempColor
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local lastColor = nil
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local texture = nil
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local lastTexture = nil
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local blendMode = nil
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local lastBlendMode = nil
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for i,slot in ipairs(drawOrder) do
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local attachment = slot.attachment
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local vertices = nil
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local numVertices = 0
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local indices = nil
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if attachment then
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if attachment.type == spine.AttachmentType.region then
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numVertices = 4
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vertices = self:computeRegionVertices(slot, attachment, premultipliedAlpha, color)
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indices = QUAD_TRIANGLES
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texture = attachment.region.renderObject.texture
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blendMode = toCoronaBlendMode(slot.data.blendMode)
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elseif attachment.type == spine.AttachmentType.mesh then
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numVertices = attachment.worldVerticesLength / 2
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vertices = self:computeMeshVertices(slot, attachment, premultipliedAlpha, color)
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indices = attachment.triangles
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texture = attachment.region.renderObject.texture
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blendMode = toCoronaBlendMode(slot.data.blendMode)
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end
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if texture and vertices and indices then
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if not lastTexture then lastTexture = texture end
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if not lastColor then lastColor = color end
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if not lastBlendMode then lastBlendMode = blendMode end
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if (texture ~= lastTexture or not colorEquals(color, lastColor) or blendMode ~= lastBlendMode) then
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self:flush(groupVertices, groupUvs, groupIndices, lastTexture, lastColor, lastBlendMode, drawingGroup)
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lastTexture = texture
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lastColor = color
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lastBlendMode = blendMode
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groupVertices = {}
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groupUvs = {}
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groupIndices = {}
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end
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self:batch(vertices, numVertices, indices, groupVertices, groupUvs, groupIndices)
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end
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end
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end
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if #groupVertices > 0 then
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self:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
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end
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end
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function spine.Skeleton:computeRegionVertices(slot, region, pma, color)
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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 regionColor = region.color
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local alpha = skeletonColor.a * slotColor.a * regionColor.a
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local multiplier = alpha
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if pma then multiplier = 1 end
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color:set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
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skeletonColor.g * slotColor.g * regionColor.g * multiplier,
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skeletonColor.b * slotColor.b * regionColor.b * multiplier,
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alpha)
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local vertices = worldVertices
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region:computeWorldVertices(slot.bone, vertices, 0, 4)
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local uvs = region.uvs
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vertices[3] = uvs[1]
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vertices[4] = uvs[2]
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vertices[7] = uvs[3]
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vertices[8] = uvs[4]
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vertices[11] = uvs[5]
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vertices[12] = uvs[6]
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vertices[15] = uvs[7]
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vertices[16] = uvs[8]
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return vertices
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end
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function spine.Skeleton:computeMeshVertices(slot, mesh, pma, color)
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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 = mesh.color
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local alpha = skeletonColor.a * slotColor.a * meshColor.a
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local multiplier = alpha
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if pma then multiplier = 1 end
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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 numVertices = mesh.worldVerticesLength / 2
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local vertices = worldVertices
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mesh:computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 4)
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local uvs = mesh.uvs
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local i = 1
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local n = numVertices + 1
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local u = 1
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local v = 3
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while i < n do
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vertices[v] = uvs[u]
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vertices[v + 1] = uvs[u + 1]
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i = i + 1
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u = u + 2
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v = v + 4
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end
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return vertices
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end
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function spine.Skeleton:flush(groupVertices, groupUvs, groupIndices, texture, color, blendMode, drawingGroup)
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local mesh = display.newMesh(drawingGroup, 0, 0, {
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mode = "indexed",
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vertices = groupVertices,
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uvs = groupUvs,
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indices = groupIndices
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})
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mesh.fill = texture
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mesh:setFillColor(color.r, color.g, color.b)
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mesh.alpha = color.a
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mesh.blendMode = blendMode
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mesh:translate(mesh.path:getVertexOffset())
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self.batches = self.batches + 1
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end
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function spine.Skeleton:batch(vertices, numVertices, indices, groupVertices, groupUvs, groupIndices)
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local numIndices = #indices
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local i = 1
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local indexStart = #groupIndices + 1
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local offset = #groupVertices / 2
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local indexEnd = indexStart + numIndices
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while indexStart < indexEnd do
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groupIndices[indexStart] = indices[i] + offset
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indexStart = indexStart + 1
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i = i + 1
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end
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i = 1
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local vertexStart = #groupVertices + 1
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local vertexEnd = vertexStart + numVertices * 2
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while vertexStart < vertexEnd do
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groupVertices[vertexStart] = vertices[i]
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groupVertices[vertexStart+1] = vertices[i+1]
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groupUvs[vertexStart] = vertices[i+2]
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groupUvs[vertexStart+1] = vertices[i+3]
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vertexStart = vertexStart + 2
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i = i + 4
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end
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end
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return spine
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