mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
177 lines
6.0 KiB
TypeScript
177 lines
6.0 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine {
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export class RegionAttachment extends Attachment {
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static OX1 = 0;
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static OY1 = 1;
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static OX2 = 2;
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static OY2 = 3;
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static OX3 = 4;
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static OY3 = 5;
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static OX4 = 6;
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static OY4 = 7;
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static X1 = 0;
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static Y1 = 1;
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static C1R = 2;
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static C1G = 3;
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static C1B = 4;
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static C1A = 5;
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static U1 = 6;
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static V1 = 7;
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static X2 = 8;
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static Y2 = 9;
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static C2R = 10;
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static C2G = 11;
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static C2B = 12;
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static C2A = 13;
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static U2 = 14;
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static V2 = 15;
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static X3 = 16;
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static Y3 = 17;
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static C3R = 18;
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static C3G = 19;
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static C3B = 20;
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static C3A = 21;
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static U3 = 22;
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static V3 = 23;
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static X4 = 24;
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static Y4 = 25;
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static C4R = 26;
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static C4G = 27;
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static C4B = 28;
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static C4A = 29;
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static U4 = 30;
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static V4 = 31;
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x = 0; y = 0; scaleX = 1; scaleY = 1; rotation = 0; width = 0; height = 0;
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color = new Color(1, 1, 1, 1);
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path: string;
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rendererObject: any;
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region: TextureRegion;
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offset = Utils.newFloatArray(8);
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uvs = Utils.newFloatArray(8);
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tempColor = new Color(1, 1, 1, 1);
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constructor (name:string) {
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super(name);
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}
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updateOffset () : void {
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let regionScaleX = this.width / this.region.originalWidth * this.scaleX;
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let regionScaleY = this.height / this.region.originalHeight * this.scaleY;
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let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
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let localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
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let localX2 = localX + this.region.width * regionScaleX;
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let localY2 = localY + this.region.height * regionScaleY;
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let radians = this.rotation * Math.PI / 180;
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let cos = Math.cos(radians);
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let sin = Math.sin(radians);
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let localXCos = localX * cos + this.x;
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let localXSin = localX * sin;
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let localYCos = localY * cos + this.y;
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let localYSin = localY * sin;
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let localX2Cos = localX2 * cos + this.x;
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let localX2Sin = localX2 * sin;
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let localY2Cos = localY2 * cos + this.y;
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let localY2Sin = localY2 * sin;
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let offset = this.offset;
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offset[RegionAttachment.OX1] = localXCos - localYSin;
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offset[RegionAttachment.OY1] = localYCos + localXSin;
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offset[RegionAttachment.OX2] = localXCos - localY2Sin;
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offset[RegionAttachment.OY2] = localY2Cos + localXSin;
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offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
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offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
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offset[RegionAttachment.OX4] = localX2Cos - localYSin;
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offset[RegionAttachment.OY4] = localYCos + localX2Sin;
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}
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setRegion (region: TextureRegion) : void {
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this.region = region;
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let uvs = this.uvs;
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if (region.rotate) {
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uvs[2] = region.u;
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uvs[3] = region.v2;
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uvs[4] = region.u;
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uvs[5] = region.v;
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uvs[6] = region.u2;
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uvs[7] = region.v;
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uvs[0] = region.u2;
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uvs[1] = region.v2;
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} else {
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uvs[0] = region.u;
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uvs[1] = region.v2;
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uvs[2] = region.u;
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uvs[3] = region.v;
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uvs[4] = region.u2;
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uvs[5] = region.v;
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uvs[6] = region.u2;
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uvs[7] = region.v2;
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}
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}
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computeWorldVertices (bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number) {
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let vertexOffset = this.offset;
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let x = bone.worldX, y = bone.worldY;
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let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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let offsetX = 0, offsetY = 0;
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offsetX = vertexOffset[RegionAttachment.OX1];
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offsetY = vertexOffset[RegionAttachment.OY1];
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worldVertices[offset] = offsetX * a + offsetY * b + x; // br
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
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offset += stride;
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offsetX = vertexOffset[RegionAttachment.OX2];
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offsetY = vertexOffset[RegionAttachment.OY2];
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worldVertices[offset] = offsetX * a + offsetY * b + x; // bl
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
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offset += stride;
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offsetX = vertexOffset[RegionAttachment.OX3];
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offsetY = vertexOffset[RegionAttachment.OY3];
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worldVertices[offset] = offsetX * a + offsetY * b + x; // ul
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
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offset += stride;
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offsetX = vertexOffset[RegionAttachment.OX4];
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offsetY = vertexOffset[RegionAttachment.OY4];
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worldVertices[offset] = offsetX * a + offsetY * b + x; // ur
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worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
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}
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}
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}
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