mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
169 lines
5.2 KiB
Lua
169 lines
5.2 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes License Agreement
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-- Last updated January 1, 2020. Replaces all prior versions.
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--
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-- Copyright (c) 2013-2020, Esoteric Software LLC
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--
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-- Integration of the Spine Runtimes into software or otherwise creating
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-- derivative works of the Spine Runtimes is permitted under the terms and
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-- conditions of Section 2 of the Spine Editor License Agreement:
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-- http://esotericsoftware.com/spine-editor-license
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--
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-- Otherwise, it is permitted to integrate the Spine Runtimes into software
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-- or otherwise create derivative works of the Spine Runtimes (collectively,
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-- "Products"), provided that each user of the Products must obtain their own
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-- Spine Editor license and redistribution of the Products in any form must
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-- include this license and copyright notice.
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--
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-- THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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-- EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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-- DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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-- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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-- BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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-- THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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-- FIXME the logic in this file uses 0-based indexing. Each array
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-- access adds 1 to the calculated index. We should switch the logic
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-- to 1-based indexing eventually.
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local setmetatable = setmetatable
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local utils = require "spine-lua.utils"
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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local Attachment = require "spine-lua.attachments.Attachment"
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local nextID = 0;
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local SHL_11 = 2048;
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local VertexAttachment = {}
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VertexAttachment.__index = VertexAttachment
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setmetatable(VertexAttachment, { __index = Attachment })
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function VertexAttachment.new (name, attachmentType)
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local self = Attachment.new(name, attachmentType)
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self.bones = nil
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self.vertices = nil
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self.worldVerticesLength = 0
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while nextID > 65535 do
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nextID = nextID - 65535
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end
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self.id = nextID * SHL_11
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self.deformAttachment = self
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nextID = nextID + 1
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setmetatable(self, VertexAttachment)
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return self
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end
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function VertexAttachment:computeWorldVertices (slot, start, count, worldVertices, offset, stride)
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count = offset + (count / 2) * stride
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local skeleton = slot.bone.skeleton
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local deformArray = slot.deform
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local vertices = self.vertices
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local bones = self.bones
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if not bones then
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if #deformArray > 0 then vertices = deformArray end
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local bone = slot.bone
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x = bone.worldX
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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 = start
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local w = offset
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while w < count 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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v = v + 2
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w = w + stride
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end
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return
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end
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local v = 0
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local skip = 0
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local i = 0
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while i < start do
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local n = bones[v + 1]
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v = v + n + 1
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skip = skip + n
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i = i + 2
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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 = offset
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local b = skip * 3
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while w < count do
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local wx = 0
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local wy = 0
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local n = bones[v + 1]
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v = v + 1
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n = n + v
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while v < n 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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w = w + stride
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end
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else
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local deform = deformArray
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local w = offset
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local b = skip * 3
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local f = skip * 2
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while w < count do
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local wx = 0
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local wy = 0
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local n = bones[v + 1]
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v = v + 1
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n = n + v
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while v < n 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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v = v + 1
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b = b + 3
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f = f + 2
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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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w = w + stride
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end
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end
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end
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function VertexAttachment:copyTo (attachment)
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if self.bones then
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attachment.bones = utils.copy(self.bones)
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else
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attachment.bones = nil
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end
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if self.vertices then
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attachment.vertices = utils.copy(self.vertices)
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else
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attachment.vertices = nil
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end
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attachment.worldVerticesLength = self.worldVerticesLength
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attachment.deformAttachment = self.deformAttachment
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end
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return VertexAttachment
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