فهرست منبع

[as3][starling] Added clipping. Worked before moving stuff around in FDT. Seems like convex decomposer is now bugged?

badlogic 8 سال پیش
والد
کامیت
971e203b9e
21فایلهای تغییر یافته به همراه890 افزوده شده و 218 حذف شده
  1. BIN
      spine-as3/spine-as3-example/lib/spine-as3.swc
  2. 1 11
      spine-as3/spine-as3/.settings/com.powerflasher.fdt.exclude
  3. 3 0
      spine-as3/spine-as3/.settings/org.eclipse.core.resources.prefs
  4. 266 0
      spine-as3/spine-as3/src/spine/ConvexDecomposer.as
  5. 297 0
      spine-as3/spine-as3/src/spine/SkeletonClipping.as
  6. 20 2
      spine-as3/spine-as3/src/spine/SkeletonJson.as
  7. 4 0
      spine-as3/spine-as3/src/spine/attachments/AtlasAttachmentLoader.as
  8. 3 0
      spine-as3/spine-as3/src/spine/attachments/AttachmentLoader.as
  9. 1 0
      spine-as3/spine-as3/src/spine/attachments/AttachmentType.as
  10. 43 0
      spine-as3/spine-as3/src/spine/attachments/ClippingAttachment.as
  11. 44 44
      spine-as3/spine-as3/src/spine/attachments/RegionAttachment.as
  12. BIN
      spine-starling/spine-starling-example/lib/spine-as3.swc
  13. BIN
      spine-starling/spine-starling-example/lib/spine-starling.swc
  14. 118 146
      spine-starling/spine-starling-example/src/raptor.atlas
  15. 11 1
      spine-starling/spine-starling-example/src/raptor.json
  16. BIN
      spine-starling/spine-starling-example/src/raptor.png
  17. 1 1
      spine-starling/spine-starling-example/src/spine/examples/Main.as
  18. 6 3
      spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as
  19. BIN
      spine-starling/spine-starling/lib/spine-as3.swc
  20. 67 10
      spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as
  21. 5 0
      spine-starling/spine-starling/src/spine/starling/StarlingAtlasAttachmentLoader.as

BIN
spine-as3/spine-as3-example/lib/spine-as3.swc


+ 1 - 11
spine-as3/spine-as3/.settings/com.powerflasher.fdt.exclude

@@ -1,13 +1,3 @@
 <?xml version="1.0" encoding="UTF-8"?>
-<exclude>
-  <resource>frameworks/libs/air/aircore.swc</resource>
-  <resource>frameworks/libs/air/airglobal.swc</resource>
-  <resource>frameworks/libs/air/applicationupdater.swc</resource>
-  <resource>frameworks/libs/air/applicationupdater_ui.swc</resource>
-  <resource>frameworks/libs/air/servicemonitor.swc</resource>
-  <resource>frameworks/libs/authoringsupport.swc</resource>
-  <resource>frameworks/libs/core.swc</resource>
-  <resource>frameworks/libs/osmf.swc</resource>
-  <resource>frameworks/libs/textLayout.swc</resource>
-</exclude>
+<exclude />
 

+ 3 - 0
spine-as3/spine-as3/.settings/org.eclipse.core.resources.prefs

@@ -1,5 +1,8 @@
 eclipse.preferences.version=1
+encoding//src/spine/ConvexDecomposer.as=UTF-8
+encoding//src/spine/SkeletonClipping.as=UTF-8
 encoding//src/spine/SkeletonJson.as=UTF-8
 encoding//src/spine/animation/TwoColorTimeline.as=UTF-8
+encoding//src/spine/attachments/ClippingAttachment.as=UTF-8
 encoding//src/spine/attachments/PointAttachment.as=UTF-8
 encoding/<project>=UTF-8

+ 266 - 0
spine-as3/spine-as3/src/spine/ConvexDecomposer.as

@@ -0,0 +1,266 @@
+/******************************************************************************
+ * 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.
+ *****************************************************************************/
+package spine {
+	public class ConvexDecomposer {
+		private var convexPolygons : Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
+		private var convexPolygonsIndices : Vector.<Vector.<int>> = new Vector.<Vector.<int>>();
+		private var indicesArray : Vector.<int> = new Vector.<int>();
+		private var isConcaveArray : Vector.<Boolean> = new Vector.<Boolean>();
+		private var triangles : Vector.<int> = new Vector.<int>();
+		private var polygonPool : Pool = new Pool(function() : Vector.<Number> {
+			return new Vector.<Number>();
+		});
+		private var polygonIndicesPool : Pool = new Pool(function() : Vector.<int> {
+			return new Vector.<int>();
+		});
+
+		public function decompose(input : Vector.<Number>) : Vector.<Vector.<Number>> {
+			var vertices : Vector.<Number> = input;
+			var vertexCount : int = input.length >> 1;
+			var i : int, n : int;
+
+			var indices : Vector.<int> = this.indicesArray;
+			indices.length = 0;
+			for (i = 0; i < vertexCount; i++)
+				indices[i] = i;
+
+			var isConcaveArray : Vector.<Boolean> = this.isConcaveArray;
+			isConcaveArray.length = 0;
+			for (i = 0, n = vertexCount; i < n; ++i)
+				isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices);
+
+			var triangles : Vector.<int> = this.triangles;
+			triangles.length = 0;
+
+			while (vertexCount > 3) {
+				// Find ear tip.
+				var previous : int = vertexCount - 1, next : int = 1;
+				i = 0;
+				while (true) {
+					outer:
+					if (!isConcaveArray[i]) {
+						var p1 : int = indices[previous] << 1, p2 : int = indices[i] << 1, p3 : int = indices[next] << 1;
+						var p1x : Number = vertices[p1], p1y : Number = vertices[p1 + 1];
+						var p2x : Number = vertices[p2], p2y : Number = vertices[p2 + 1];
+						var p3x : Number = vertices[p3], p3y : Number = vertices[p3 + 1];
+						for (var ii : int = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
+							if (!isConcaveArray[ii]) continue;
+							var v : int = indices[ii] << 1;
+							var vx : int = vertices[v], vy : int = vertices[v + 1];
+							if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
+								if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
+									if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
+								}
+							}
+						}
+						break;
+					}
+
+					if (next == 0) {
+						do {
+							if (!isConcaveArray[i]) break;
+							i--;
+						} while (i > 0);
+						break;
+					}
+
+					previous = i;
+					i = next;
+					next = (next + 1) % vertexCount;
+				}
+
+				// Cut ear tip.
+				triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
+				triangles.push(indices[i]);
+				triangles.push(indices[(i + 1) % vertexCount]);
+				indices.splice(i, 1);
+				isConcaveArray.splice(i, 1);
+				vertexCount--;
+
+				var previousIndex : int = (vertexCount + i - 1) % vertexCount;
+				var nextIndex : int = i == vertexCount ? 0 : i;
+				isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
+				isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
+			}
+
+			if (vertexCount == 3) {
+				triangles.push(indices[2]);
+				triangles.push(indices[0]);
+				triangles.push(indices[1]);
+			}
+
+			var convexPolygons : Vector.<Vector.<Number>> = this.convexPolygons;
+			for (i = 0, n = convexPolygons.length; i < n; i++) {
+				this.polygonPool.free(convexPolygons[i]);
+			}
+			convexPolygons.length = 0;
+
+			var convexPolygonsIndices : Vector.<Vector.<int>> = this.convexPolygonsIndices;
+			for (i = 0, n = convexPolygonsIndices.length; i < n; i++) {
+				this.polygonIndicesPool.free(convexPolygonsIndices[i]);
+			}
+			convexPolygonsIndices.length = 0;
+
+			var polygonIndices : Vector.<int> = Vector.<int>(this.polygonIndicesPool.obtain());
+			polygonIndices.length = 0;
+
+			var polygon : Vector.<Number> = Vector.<Number>(this.polygonPool.obtain());
+			polygon.length = 0;
+
+			// Merge subsequent triangles if they form a triangle fan.
+			var fanBaseIndex : int = -1, lastWinding : int = 0;
+			var x1 : Number, y1 : Number, x2 : Number, y2 : Number, x3 : Number, y3 : Number;
+			var winding1 : int, winding2 : int, o : int;
+			for (i = 0, n = triangles.length; i < n; i += 3) {
+				var t1 : int = triangles[i] << 1, t2 : int = triangles[i + 1] << 1, t3 : int = triangles[i + 2] << 1;
+				x1 = vertices[t1];
+				y1 = vertices[t1 + 1];
+				x2 = vertices[t2];
+				y2 = vertices[t2 + 1];
+				x3 = vertices[t3];
+				y3 = vertices[t3 + 1];
+
+				// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
+				var merged : Boolean = false;
+				if (fanBaseIndex == t1) {
+					o = polygon.length - 4;
+					winding1 = ConvexDecomposer.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
+					winding2 = ConvexDecomposer.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
+					if (winding1 == lastWinding && winding2 == lastWinding) {
+						polygon.push(x3);
+						polygon.push(y3);
+						polygonIndices.push(t3);
+						merged = true;
+					}
+				}
+
+				// Otherwise make this triangle the new base.
+				if (!merged) {
+					if (polygon.length > 0) {
+						convexPolygons.push(polygon);
+						convexPolygonsIndices.push(polygonIndices);
+					}
+					polygon = Vector.<Number>(this.polygonPool.obtain());
+					polygon.length = 0;
+					polygon.push(x1);
+					polygon.push(y1);
+					polygon.push(x2);
+					polygon.push(y2);
+					polygon.push(x3);
+					polygon.push(y3);
+					polygonIndices = Vector.<int>(this.polygonIndicesPool.obtain());
+					polygonIndices.length = 0;
+					polygonIndices.push(t1);
+					polygonIndices.push(t2);
+					polygonIndices.push(t3);
+					lastWinding = ConvexDecomposer.winding(x1, y1, x2, y2, x3, y3);
+					fanBaseIndex = t1;
+				}
+			}
+
+			if (polygon.length > 0) {
+				convexPolygons.push(polygon);
+				convexPolygonsIndices.push(polygonIndices);
+			}
+
+			// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
+			for (i = 0, n = convexPolygons.length; i < n; i++) {
+				polygonIndices = convexPolygonsIndices[i];
+				if (polygonIndices.length == 0) continue;
+				var firstIndex : int = polygonIndices[0];
+				var lastIndex : int = polygonIndices[polygonIndices.length - 1];
+
+				polygon = convexPolygons[i];
+				o = polygon.length - 4;
+				var prevPrevX : Number = polygon[o], prevPrevY : Number = polygon[o + 1];
+				var prevX : Number = polygon[o + 2], prevY : Number = polygon[o + 3];
+				var firstX : Number = polygon[0], firstY : Number = polygon[1];
+				var secondX : Number = polygon[2], secondY : Number = polygon[3];
+				var currWinding : int = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
+
+				for (ii = 0; ii < n; ii++) {
+					if (ii == i) continue;
+					var otherIndices : Vector.<int>= convexPolygonsIndices[ii];
+					if (otherIndices.length != 3) continue;
+					var otherFirstIndex : int = otherIndices[0];
+					var otherSecondIndex : int = otherIndices[1];
+					var otherLastIndex : int = otherIndices[2];
+
+					var otherPoly : Vector.<Number>= convexPolygons[ii];
+					x3 = otherPoly[otherPoly.length - 2];
+					y3 = otherPoly[otherPoly.length - 1];
+
+					if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
+					winding1 = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
+					winding2 = ConvexDecomposer.winding(x3, y3, firstX, firstY, secondX, secondY);
+					if (winding1 == currWinding && winding2 == currWinding) {
+						otherPoly.length = 0;
+						otherIndices.length = 0;
+						polygon.push(x3);
+						polygon.push(y3);
+						polygonIndices.push(otherLastIndex);
+						prevPrevX = prevX;
+						prevPrevY = prevY;
+						prevX = x3;
+						prevY = y3;
+						ii = 0;
+					}
+				}
+			}
+
+			// Remove empty polygons that resulted from the merge step above.
+			for (i = convexPolygons.length - 1; i >= 0; i--) {
+				polygon = convexPolygons[i];
+				if (polygon.length == 0) {
+					convexPolygons.splice(i, 1);
+					this.polygonPool.free(polygon);
+				}
+			}
+
+			return convexPolygons;
+		}
+
+		private static function isConcave(index : Number, vertexCount : Number, vertices : Vector.<Number>, indices : Vector.<int>) : Boolean {
+			var previous : int = indices[(vertexCount + index - 1) % vertexCount] << 1;
+			var current : int = indices[index] << 1;
+			var next : int = indices[(index + 1) % vertexCount] << 1;
+			return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
+		}
+
+		private static function positiveArea(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : Boolean {
+			return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
+		}
+
+		private static function winding(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : int {
+			var px : Number = p2x - p1x, py : Number = p2y - p1y;
+			return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
+		}
+	}
+}

+ 297 - 0
spine-as3/spine-as3/src/spine/SkeletonClipping.as

@@ -0,0 +1,297 @@
+/******************************************************************************
+ * 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,
+ * devare, 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.
+ *****************************************************************************/
+
+package spine {
+	import spine.attachments.ClippingAttachment;
+	
+	public class SkeletonClipping {
+		private var decomposer : ConvexDecomposer = new ConvexDecomposer();
+		private var clippingPolygon : Vector.<Number> = new Vector.<Number>();
+		private var clipOutput : Vector.<Number> = new Vector.<Number>();
+		public var clippedVertices : Vector.<Number> = new Vector.<Number>();
+		public var clippedUvs : Vector.<Number> = new Vector.<Number>();
+		public var clippedTriangles : Vector.<uint> = new Vector.<uint>();		
+		private var scratch : Vector.<Number> = new Vector.<Number>();
+
+		private var clipAttachment: ClippingAttachment;
+		private var clippingPolygons: Vector.<Vector.<Number>>;
+
+		public function clipStart (slot: Slot, clip: ClippingAttachment) : void {
+			if (this.clipAttachment != null) return;
+			this.clipAttachment = clip;
+
+			var i : int, n : int = clip.worldVerticesLength;			
+			var vertices : Vector.<Number> = this.clippingPolygon;
+			vertices.length = n;
+			clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
+			var clippingPolygon : Vector.<Number> = this.clippingPolygon;
+			SkeletonClipping.makeClockwise(clippingPolygon);
+			var clippingPolygons : Vector.<Vector.<Number>> = this.clippingPolygons = this.decomposer.decompose(clippingPolygon);
+			for (i = 0, n = clippingPolygons.length; i < n; i++) {
+				var polygon : Vector.<Number> = clippingPolygons[i];
+				SkeletonClipping.makeClockwise(polygon);
+				polygon.push(polygon[0]);
+				polygon.push(polygon[1]);
+			}
+		}
+
+		public function clipEndWithSlot (slot: Slot) : void {
+			if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data) this.clipEnd();
+		}
+
+		public function clipEnd () : void {
+			if (this.clipAttachment == null) return;
+			this.clipAttachment = null;
+			this.clippingPolygons = null;
+			this.clippedVertices.length = 0;
+			this.clippedTriangles.length = 0;
+			this.clippingPolygon.length = 0;
+		}
+
+		public function isClipping (): Boolean {
+			return this.clipAttachment != null;
+		}
+
+		public function clipTriangles (vertices: Vector.<Number>, triangles: Vector.<uint>, trianglesLength: Number, uvs: Vector.<Number>) : void {
+
+			var clipOutput : Vector.<Number> = this.clipOutput, clippedVertices : Vector.<Number> = this.clippedVertices,  clippedUvs : Vector.<Number> = this.clippedUvs;
+			var clippedTriangles : Vector.<uint> = this.clippedTriangles;
+			var polygons : Vector.<Vector.<Number>> = this.clippingPolygons;
+			var polygonsCount : int = this.clippingPolygons.length;
+
+			var index : int = 0;
+			clippedVertices.length = 0;
+			clippedUvs.length = 0;
+			clippedTriangles.length = 0;
+			outer:
+			for (var i : int = 0; i < trianglesLength; i += 3) {
+				var vertexOffset : int = triangles[i] << 1;
+				var x1 : Number = vertices[vertexOffset], y1 : Number = vertices[vertexOffset + 1];
+				var u1 : Number = uvs[vertexOffset], v1 : Number = uvs[vertexOffset + 1];
+
+				vertexOffset = triangles[i + 1] << 1;
+				var x2 : Number = vertices[vertexOffset], y2 : Number = vertices[vertexOffset + 1];
+				var u2 : Number = uvs[vertexOffset], v2 : Number = uvs[vertexOffset + 1];
+
+				vertexOffset = triangles[i + 2] << 1;
+				var x3 : Number = vertices[vertexOffset], y3 : Number = vertices[vertexOffset + 1];
+				var u3 : Number = uvs[vertexOffset], v3 : Number = uvs[vertexOffset + 1];
+
+				for (var p : int = 0; p < polygonsCount; p++) {
+					var s : int = clippedVertices.length;
+					var clippedVerticesItems : Vector.<Number>;
+					var clippedUvsItems : Vector.<Number>;
+					var clippedTrianglesItems : Vector.<uint>;
+					if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+						var clipOutputLength : int = clipOutput.length;
+						if (clipOutputLength == 0) continue;
+						var d0 : Number = y2 - y3, d1 : Number = x3 - x2, d2 : Number = x1 - x3, d4 : Number = y3 - y1;
+						var d : Number = 1 / (d0 * d2 + d1 * (y1 - y3));
+						
+						var clipOutputCount : int = clipOutputLength >> 1;
+						var clipOutputItems : Vector.<Number> = this.clipOutput;
+						clippedVerticesItems = clippedVertices;
+						clippedVerticesItems.length = s + clipOutputLength;
+						clippedUvsItems = clippedUvs;
+						clippedUvsItems.length = s + clipOutputLength;
+						
+						var ii : int;
+						for (ii = 0; ii < clipOutputLength; ii += 2) {
+							var x : Number = clipOutputItems[ii], y : Number = clipOutputItems[ii + 1];
+							clippedVerticesItems[s] = x;
+							clippedVerticesItems[s + 1] = y;
+							var c0 : Number = x - x3, c1 : Number = y - y3;
+							var a : Number = (d0 * c0 + d1 * c1) * d;
+							var b : Number = (d4 * c0 + d2 * c1) * d;
+							var c : Number = 1 - a - b;
+							clippedUvsItems[s] = u1 * a + u2 * b + u3 * c;
+							clippedUvsItems[s + 1] = v1 * a + v2 * b + v3 * c;
+							s += 2;
+						}
+
+						s = clippedTriangles.length;
+						clippedTrianglesItems = clippedTriangles;
+						clippedTrianglesItems.length = s + 3 * (clipOutputCount - 2);
+						clipOutputCount--;
+						for (ii = 1; ii < clipOutputCount; ii++) {
+							clippedTrianglesItems[s] = index;
+							clippedTrianglesItems[s + 1] = (index + ii);
+							clippedTrianglesItems[s + 2] = (index + ii + 1);
+							s += 3;
+						}
+						index += clipOutputCount + 1;
+
+					} else {
+						clippedVerticesItems = clippedVertices;
+						clippedVerticesItems.length = s + 3 * 2;
+						clippedVerticesItems[s] = x1;
+						clippedVerticesItems[s + 1] = y1;
+						clippedVerticesItems[s + 2] = x2;
+						clippedVerticesItems[s + 3] = y2;
+						clippedVerticesItems[s + 4] = x3;
+						clippedVerticesItems[s + 5] = y3;
+						
+						clippedUvsItems = clippedUvs;
+						clippedUvsItems.length = s + 3 * 2;
+						clippedUvsItems[s] = u1;
+						clippedUvsItems[s + 1] = v1;
+						clippedUvsItems[s + 2] = u2;
+						clippedUvsItems[s + 3] = v2;						
+						clippedUvsItems[s + 4] = u3;						
+						clippedUvsItems[s + 5] = v3;
+
+						s = clippedTriangles.length;
+						clippedTrianglesItems = clippedTriangles;
+						clippedTrianglesItems.length = s + 3;
+						clippedTrianglesItems[s] = index;
+						clippedTrianglesItems[s + 1] = (index + 1);
+						clippedTrianglesItems[s + 2] = (index + 2);
+						index += 3;
+						continue outer;
+					}
+				}
+			}
+		}
+
+		/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
+		 * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
+		public function clip (x1: Number, y1: Number, x2: Number, y2: Number, x3: Number, y3: Number, clippingArea: Vector.<Number>, output: Vector.<Number>) : Boolean {
+			var originalOutput : Vector.<Number> = output;
+			var clipped : Boolean = false;
+
+			// Avoid copy at the end.
+			var input: Vector.<Number> = null;
+			if (clippingArea.length % 4 >= 2) {
+				input = output;
+				output = this.scratch;
+			} else
+				input = this.scratch;
+
+			input.length = 0;
+			input.push(x1);
+			input.push(y1);
+			input.push(x2);
+			input.push(y2);
+			input.push(x3);
+			input.push(y3);
+			input.push(x1);
+			input.push(y1);
+			output.length = 0;
+
+			var clippingVertices : Vector.<Number> = clippingArea;
+			var clippingVerticesLast : int = clippingArea.length - 4;
+			var c0 : Number, c2 : Number, ua : Number;
+			var i : int, n : int;
+			for (i = 0;; i += 2) {
+				var edgeX : Number = clippingVertices[i], edgeY : Number = clippingVertices[i + 1];
+				var edgeX2 : Number = clippingVertices[i + 2], edgeY2 : Number = clippingVertices[i + 3];
+				var deltaX : Number = edgeX - edgeX2, deltaY : Number = edgeY - edgeY2;
+
+				var inputVertices : Vector.<Number> = input;
+				var inputVerticesLength : int = input.length - 2, outputStart : int = output.length;
+				for (var ii : int = 0; ii < inputVerticesLength; ii += 2) {
+					var inputX : Number = inputVertices[ii], inputY : Number = inputVertices[ii + 1];
+					var inputX2 : Number = inputVertices[ii + 2], inputY2 : Number = inputVertices[ii + 3];
+					var side2 : Boolean = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
+					if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
+						if (side2) { // v1 inside, v2 inside
+							output.push(inputX2);
+							output.push(inputY2);
+							continue;
+						}
+						// v1 inside, v2 outside
+						c0 = inputY2 - inputY; c2 = inputX2 - inputX;
+						ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
+						output.push(edgeX + (edgeX2 - edgeX) * ua);
+						output.push(edgeY + (edgeY2 - edgeY) * ua);
+					} else if (side2) { // v1 outside, v2 inside
+						c0 = inputY2 - inputY, c2 = inputX2 - inputX;
+						ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
+						output.push(edgeX + (edgeX2 - edgeX) * ua);
+						output.push(edgeY + (edgeY2 - edgeY) * ua);
+						output.push(inputX2);
+						output.push(inputY2);
+					}
+					clipped = true;
+				}
+
+				if (outputStart == output.length) { // All edges outside.
+					originalOutput.length = 0;
+					return true;
+				}
+
+				output.push(output[0]);
+				output.push(output[1]);
+
+				if (i == clippingVerticesLast) break;
+				var temp : Vector.<Number> = output;
+				output = input;
+				output.length = 0;
+				input = temp;
+			}
+
+			if (originalOutput != output) {
+				originalOutput.length = 0;
+				for (i = 0, n = output.length - 2; i < n; i++)
+					originalOutput[i] = output[i];
+			} else
+				originalOutput.length = originalOutput.length - 2;
+
+			return clipped;
+		}
+
+		public static function makeClockwise (polygon: Vector.<Number>) : void {
+			var vertices : Vector.<Number> = polygon;
+			var verticeslength : int = polygon.length;
+
+			var area : Number = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1];
+			var p1x : Number = 0, p1y : Number = 0, p2x : Number = 0, p2y : Number = 0;
+			var i : int, n : int;
+			for (i = 0, n = verticeslength - 3; i < n; i += 2) {
+				p1x = vertices[i];
+				p1y = vertices[i + 1];
+				p2x = vertices[i + 2];
+				p2y = vertices[i + 3];
+				area += p1x * p2y - p2x * p1y;
+			}
+			if (area < 0) return;
+
+			var lastX : int;
+			for (i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
+				var x : Number = vertices[i], y : Number = vertices[i + 1];
+				var other : int = lastX - i;
+				vertices[i] = vertices[other];
+				vertices[i + 1] = vertices[other + 1];
+				vertices[other] = x;
+				vertices[other + 1] = y;
+			}
+		}
+	}
+}

+ 20 - 2
spine-as3/spine-as3/src/spine/SkeletonJson.as

@@ -29,6 +29,7 @@
  *****************************************************************************/
 
 package spine {
+	import spine.attachments.ClippingAttachment;
 	import spine.animation.TwoColorTimeline;
 	import spine.attachments.PointAttachment;
 	import spine.animation.PathConstraintMixTimeline;
@@ -231,7 +232,7 @@ package spine {
 					var slotIndex : int = skeletonData.findSlotIndex(slotName);
 					var slotEntry : Object = skinMap[slotName];
 					for (var attachmentName : String in slotEntry) {
-						var attachment : Attachment = readAttachment(slotEntry[attachmentName], skin, slotIndex, attachmentName);
+						var attachment : Attachment = readAttachment(slotEntry[attachmentName], skin, slotIndex, attachmentName, skeletonData);
 						if (attachment != null)
 							skin.addAttachment(slotIndex, attachmentName, attachment);
 					}
@@ -274,7 +275,7 @@ package spine {
 			return skeletonData;
 		}
 
-		private function readAttachment(map : Object, skin : Skin, slotIndex : int, name : String) : Attachment {
+		private function readAttachment(map : Object, skin : Skin, slotIndex : int, name : String, skeletonData: SkeletonData) : Attachment {
 			name = map["name"] || name;
 
 			var typeName : String = map["type"] || "region";
@@ -353,6 +354,23 @@ package spine {
 						point.color.setFrom(toColor(color, 0), toColor(color, 1), toColor(color, 2), toColor(color, 3));
 					}
 					return point;
+				case AttachmentType.clipping:
+					var clip : ClippingAttachment = attachmentLoader.newClippingAttachment(skin, name);
+					if (!clip) return null;
+					var end : String = map["end"];
+					if (end != null) {
+						var slot : SlotData = skeletonData.findSlot(end);
+						if (slot == null) throw new Error("Clipping end slot not found: " + end);
+						clip.endSlot = slot;
+					}
+					
+					vertexCount = int(map["vertexCount"]);
+					readVertices(map, clip, vertexCount << 1);					
+					color = map["color"];
+					if (color) {
+						clip.color.setFrom(toColor(color, 0), toColor(color, 1), toColor(color, 2), toColor(color, 3));
+					}
+					return clip;
 			}
 
 			return null;

+ 4 - 0
spine-as3/spine-as3/src/spine/attachments/AtlasAttachmentLoader.as

@@ -93,6 +93,10 @@ package spine.attachments {
 		public function newPointAttachment(skin : Skin, name : String) : PointAttachment {
 			return new PointAttachment(name);
 		}
+		
+		public function newClippingAttachment(skin : Skin, name : String) : ClippingAttachment {
+			return new ClippingAttachment(name);
+		}
 
 		static public function nextPOT(value : int) : int {
 			value--;

+ 3 - 0
spine-as3/spine-as3/src/spine/attachments/AttachmentLoader.as

@@ -46,5 +46,8 @@ package spine.attachments {
 
 		/** @return May be null to not load an attachment */
 		function newPointAttachment(skin : Skin, name : String) : PointAttachment;
+		
+		/** @return May be null to not load an attachment */
+		function newClippingAttachment(skin : Skin, name : String) : ClippingAttachment;
 	}
 }

+ 1 - 0
spine-as3/spine-as3/src/spine/attachments/AttachmentType.as

@@ -37,6 +37,7 @@ package spine.attachments {
 		public static const linkedmesh : AttachmentType = new AttachmentType(3, "linkedmesh");
 		public static const path : AttachmentType = new AttachmentType(4, "path");
 		public static const point : AttachmentType = new AttachmentType(5, "point");
+		public static const clipping : AttachmentType = new AttachmentType(6, "clipping");
 		public var ordinal : int;
 		public var name : String;
 

+ 43 - 0
spine-as3/spine-as3/src/spine/attachments/ClippingAttachment.as

@@ -0,0 +1,43 @@
+/******************************************************************************
+ * 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.
+ *****************************************************************************/
+
+package spine.attachments {
+	import spine.Color;
+	import spine.SlotData;
+	
+	public class ClippingAttachment extends VertexAttachment {
+		public var endSlot : SlotData;
+		public var color : Color = new Color(0.2275, 0.2275, 0.2275, 1);
+
+		public function ClippingAttachment(name : String) {
+			super(name);
+		}
+	}
+}

+ 44 - 44
spine-as3/spine-as3/src/spine/attachments/RegionAttachment.as

@@ -33,14 +33,14 @@ package spine.attachments {
 	import spine.Bone;
 
 	public dynamic class RegionAttachment extends Attachment {
-		public const X1 : int = 0;
-		public const Y1 : int = 1;
-		public const X2 : int = 2;
-		public const Y2 : int = 3;
-		public const X3 : int = 4;
-		public const Y3 : int = 5;
-		public const X4 : int = 6;
-		public const Y4 : int = 7;
+		public const BLX : int = 0;
+		public const BLY : int = 1;
+		public const ULX : int = 2;
+		public const ULY : int = 3;
+		public const URX : int = 4;
+		public const URY : int = 5;
+		public const BRX : int = 6;
+		public const BRY : int = 7;
 		public var x : Number;
 		public var y : Number;
 		public var scaleX : Number = 1;
@@ -57,7 +57,7 @@ package spine.attachments {
 		public var regionHeight : Number;
 		public var regionOriginalWidth : Number; // Unrotated, unstripped size.
 		public var regionOriginalHeight : Number;
-		public var offset : Vector.<Number> = new Vector.<Number>();
+		private var offset : Vector.<Number> = new Vector.<Number>();
 		public var uvs : Vector.<Number> = new Vector.<Number>();
 
 		public function RegionAttachment(name : String) {
@@ -84,36 +84,36 @@ package spine.attachments {
 			var localX2Sin : Number = localX2 * sin;
 			var localY2Cos : Number = localY2 * cos + y;
 			var localY2Sin : Number = localY2 * sin;
-			offset[X1] = localXCos - localYSin;
-			offset[Y1] = localYCos + localXSin;
-			offset[X2] = localXCos - localY2Sin;
-			offset[Y2] = localY2Cos + localXSin;
-			offset[X3] = localX2Cos - localY2Sin;
-			offset[Y3] = localY2Cos + localX2Sin;
-			offset[X4] = localX2Cos - localYSin;
-			offset[Y4] = localYCos + localX2Sin;
+			offset[BLX] = localXCos - localYSin;
+			offset[BLY] = localYCos + localXSin;
+			offset[ULX] = localXCos - localY2Sin;
+			offset[ULY] = localY2Cos + localXSin;
+			offset[URX] = localX2Cos - localY2Sin;
+			offset[URY] = localY2Cos + localX2Sin;
+			offset[BRX] = localX2Cos - localYSin;
+			offset[BRY] = localYCos + localX2Sin;
 		}
 
 		public function setUVs(u : Number, v : Number, u2 : Number, v2 : Number, rotate : Boolean) : void {
 			var uvs : Vector.<Number> = this.uvs;
 			if (rotate) {
-				uvs[X2] = u;
-				uvs[Y2] = v2;
-				uvs[X3] = u;
-				uvs[Y3] = v;
-				uvs[X4] = u2;
-				uvs[Y4] = v;
-				uvs[X1] = u2;
-				uvs[Y1] = v2;
+				uvs[4] = u;
+				uvs[5] = v2;
+				uvs[6] = u;
+				uvs[7] = v;
+				uvs[0] = u2;
+				uvs[1] = v;
+				uvs[2] = u2;
+				uvs[3] = v2;
 			} else {
-				uvs[X1] = u;
-				uvs[Y1] = v2;
-				uvs[X2] = u;
-				uvs[Y2] = v;
-				uvs[X3] = u2;
-				uvs[Y3] = v;
-				uvs[X4] = u2;
-				uvs[Y4] = v2;
+				uvs[2] = u;
+				uvs[3] = v2;
+				uvs[4] = u;
+				uvs[5] = v;
+				uvs[6] = u2;
+				uvs[7] = v;
+				uvs[0] = u2;
+				uvs[1] = v2;
 			}
 		}
 
@@ -123,26 +123,26 @@ package spine.attachments {
 			var a : Number = bone.a, b : Number = bone.b, c : Number = bone.c, d : Number = bone.d;
 			var offsetX : Number = 0, offsetY : Number = 0;
 
-			offsetX = vertexOffset[X1];
-			offsetY = vertexOffset[Y1];
+			offsetX = vertexOffset[BRX];
+			offsetY = vertexOffset[BRY];
 			worldVertices[offset] = offsetX * a + offsetY * b + x; // br
 			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
 			offset += stride;
-
-			offsetX = vertexOffset[X2];
-			offsetY = vertexOffset[Y2];
+		
+			offsetX = vertexOffset[BLX];
+			offsetY = vertexOffset[BLY];
 			worldVertices[offset] = offsetX * a + offsetY * b + x; // bl
 			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
 			offset += stride;
-
-			offsetX = vertexOffset[X3];
-			offsetY = vertexOffset[Y3];
+		
+			offsetX = vertexOffset[ULX];
+			offsetY = vertexOffset[ULY];
 			worldVertices[offset] = offsetX * a + offsetY * b + x; // ul
 			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
 			offset += stride;
-
-			offsetX = vertexOffset[X4];
-			offsetY = vertexOffset[Y4];
+		
+			offsetX = vertexOffset[URX];
+			offsetY = vertexOffset[URY];
 			worldVertices[offset] = offsetX * a + offsetY * b + x; // ur
 			worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
 		}

BIN
spine-starling/spine-starling-example/lib/spine-as3.swc


BIN
spine-starling/spine-starling-example/lib/spine-starling.swc


+ 118 - 146
spine-starling/spine-starling-example/src/raptor.atlas

@@ -1,279 +1,251 @@
 
 raptor.png
-size: 1024,1024
+size: 2048,2048
 format: RGBA8888
 filter: Linear,Linear
 repeat: none
 back_arm
-  rotate: true
-  xy: 140, 191
-  size: 46, 29
-  orig: 46, 29
+  rotate: false
+  xy: 1888, 1638
+  size: 91, 57
+  orig: 91, 57
   offset: 0, 0
   index: -1
 back_bracer
-  rotate: true
-  xy: 167, 317
-  size: 39, 28
-  orig: 39, 28
+  rotate: false
+  xy: 1888, 1581
+  size: 77, 55
+  orig: 77, 55
   offset: 0, 0
   index: -1
 back_hand
   rotate: false
-  xy: 167, 358
-  size: 36, 34
-  orig: 36, 34
+  xy: 1954, 1764
+  size: 72, 68
+  orig: 72, 68
   offset: 0, 0
   index: -1
 back_knee
   rotate: false
-  xy: 299, 478
-  size: 49, 67
-  orig: 49, 67
+  xy: 275, 438
+  size: 97, 134
+  orig: 97, 134
   offset: 0, 0
   index: -1
 back_thigh
-  rotate: true
-  xy: 167, 437
-  size: 39, 24
-  orig: 39, 24
-  offset: 0, 0
-  index: -1
-eyes_closed
-  rotate: true
-  xy: 2, 2
-  size: 47, 45
-  orig: 47, 45
+  rotate: false
+  xy: 1778, 1518
+  size: 78, 47
+  orig: 78, 47
   offset: 0, 0
   index: -1
 eyes_open
-  rotate: true
-  xy: 49, 2
-  size: 47, 45
-  orig: 47, 45
-  offset: 0, 0
-  index: -1
-eyes_surprised
-  rotate: true
-  xy: 96, 2
-  size: 47, 45
-  orig: 47, 45
+  rotate: false
+  xy: 275, 347
+  size: 93, 89
+  orig: 93, 89
   offset: 0, 0
   index: -1
 front_arm
   rotate: false
-  xy: 419, 544
-  size: 48, 30
-  orig: 48, 30
+  xy: 830, 1089
+  size: 96, 60
+  orig: 96, 60
   offset: 0, 0
   index: -1
 front_bracer
   rotate: false
-  xy: 880, 695
-  size: 41, 29
-  orig: 41, 29
+  xy: 1888, 1697
+  size: 81, 58
+  orig: 81, 58
   offset: 0, 0
   index: -1
 front_hand
-  rotate: true
-  xy: 167, 394
-  size: 41, 38
-  orig: 41, 38
+  rotate: false
+  xy: 1870, 1757
+  size: 82, 75
+  orig: 82, 75
   offset: 0, 0
   index: -1
 front_open_hand
   rotate: false
-  xy: 880, 726
-  size: 43, 44
-  orig: 43, 44
+  xy: 192, 15
+  size: 86, 87
+  orig: 86, 87
   offset: 0, 0
   index: -1
 front_thigh
   rotate: false
-  xy: 360, 545
-  size: 57, 29
-  orig: 57, 29
+  xy: 714, 1091
+  size: 114, 58
+  orig: 114, 58
   offset: 0, 0
   index: -1
 gun
   rotate: false
-  xy: 785, 774
-  size: 107, 103
-  orig: 107, 103
+  xy: 1563, 1543
+  size: 213, 206
+  orig: 213, 206
   offset: 0, 0
   index: -1
 gun_nohand
   rotate: false
-  xy: 614, 703
-  size: 105, 102
-  orig: 105, 102
+  xy: 1223, 1403
+  size: 210, 203
+  orig: 210, 203
   offset: 0, 0
   index: -1
 head
   rotate: false
-  xy: 2, 137
-  size: 136, 149
-  orig: 136, 149
+  xy: 2, 274
+  size: 271, 298
+  orig: 271, 298
   offset: 0, 0
   index: -1
 lower_leg
-  rotate: true
-  xy: 780, 699
-  size: 73, 98
-  orig: 73, 98
-  offset: 0, 0
-  index: -1
-mouth_grind
   rotate: false
-  xy: 469, 544
-  size: 47, 30
-  orig: 47, 30
-  offset: 0, 0
-  index: -1
-mouth_oooo
-  rotate: true
-  xy: 894, 772
-  size: 105, 30
-  orig: 105, 30
+  xy: 551, 893
+  size: 146, 195
+  orig: 146, 195
   offset: 0, 0
   index: -1
 mouth_smile
-  rotate: true
-  xy: 140, 239
-  size: 47, 30
-  orig: 47, 30
+  rotate: false
+  xy: 928, 1090
+  size: 93, 59
+  orig: 93, 59
   offset: 0, 0
   index: -1
 neck
-  rotate: true
-  xy: 538, 577
-  size: 18, 21
-  orig: 18, 21
+  rotate: false
+  xy: 330, 908
+  size: 36, 41
+  orig: 36, 41
   offset: 0, 0
   index: -1
 raptor_arm_back
   rotate: false
-  xy: 940, 936
-  size: 82, 86
-  orig: 82, 86
+  xy: 386, 916
+  size: 163, 172
+  orig: 163, 172
   offset: 0, 0
   index: -1
 raptor_body
   rotate: false
-  xy: 2, 737
-  size: 610, 285
-  orig: 610, 285
+  xy: 2, 1467
+  size: 1219, 570
+  orig: 1219, 570
   offset: 0, 0
   index: -1
 raptor_front_arm
-  rotate: true
-  xy: 195, 464
-  size: 81, 102
-  orig: 81, 102
+  rotate: false
+  xy: 1870, 1834
+  size: 162, 203
+  orig: 162, 203
   offset: 0, 0
   index: -1
 raptor_front_leg
   rotate: false
-  xy: 2, 478
-  size: 191, 257
-  orig: 191, 257
+  xy: 2, 951
+  size: 382, 514
+  orig: 382, 514
   offset: 0, 0
   index: -1
 raptor_hindleg_back
   rotate: false
-  xy: 614, 807
-  size: 169, 215
-  orig: 169, 215
+  xy: 1223, 1608
+  size: 338, 429
+  orig: 338, 429
   offset: 0, 0
   index: -1
 raptor_horn
   rotate: false
-  xy: 360, 655
-  size: 182, 80
-  orig: 182, 80
+  xy: 714, 1306
+  size: 363, 159
+  orig: 363, 159
   offset: 0, 0
   index: -1
 raptor_horn_back
   rotate: false
-  xy: 360, 576
-  size: 176, 77
-  orig: 176, 77
+  xy: 714, 1151
+  size: 351, 153
+  orig: 351, 153
   offset: 0, 0
   index: -1
 raptor_jaw
   rotate: false
-  xy: 785, 879
-  size: 153, 143
-  orig: 153, 143
+  xy: 1563, 1751
+  size: 305, 286
+  orig: 305, 286
   offset: 0, 0
   index: -1
 raptor_saddle_noshadow
   rotate: false
-  xy: 2, 288
-  size: 163, 188
-  orig: 163, 188
+  xy: 2, 574
+  size: 326, 375
+  orig: 326, 375
   offset: 0, 0
   index: -1
 raptor_saddle_strap_front
   rotate: false
-  xy: 721, 710
-  size: 57, 95
-  orig: 57, 95
+  xy: 1435, 1417
+  size: 114, 189
+  orig: 114, 189
   offset: 0, 0
   index: -1
 raptor_saddle_strap_rear
-  rotate: true
-  xy: 940, 880
-  size: 54, 74
-  orig: 54, 74
+  rotate: false
+  xy: 1079, 1317
+  size: 108, 148
+  orig: 108, 148
   offset: 0, 0
   index: -1
 raptor_saddle_w_shadow
   rotate: false
-  xy: 195, 547
-  size: 163, 188
-  orig: 163, 188
+  xy: 386, 1090
+  size: 326, 375
+  orig: 326, 375
   offset: 0, 0
   index: -1
 raptor_tongue
-  rotate: true
-  xy: 544, 649
-  size: 86, 64
-  orig: 86, 64
+  rotate: false
+  xy: 1551, 1413
+  size: 171, 128
+  orig: 171, 128
   offset: 0, 0
   index: -1
 stirrup_back
-  rotate: true
-  xy: 140, 145
-  size: 44, 35
-  orig: 44, 35
+  rotate: false
+  xy: 275, 276
+  size: 87, 69
+  orig: 87, 69
   offset: 0, 0
   index: -1
 stirrup_front
   rotate: false
-  xy: 538, 597
-  size: 45, 50
-  orig: 45, 50
+  xy: 2, 2
+  size: 89, 100
+  orig: 89, 100
   offset: 0, 0
   index: -1
 stirrup_strap
   rotate: false
-  xy: 350, 497
-  size: 49, 46
-  orig: 49, 46
+  xy: 93, 11
+  size: 97, 91
+  orig: 97, 91
   offset: 0, 0
   index: -1
 torso
-  rotate: true
-  xy: 610, 647
-  size: 54, 91
-  orig: 54, 91
+  rotate: false
+  xy: 1778, 1567
+  size: 108, 182
+  orig: 108, 182
   offset: 0, 0
   index: -1
 visor
   rotate: false
-  xy: 2, 51
-  size: 131, 84
-  orig: 131, 84
+  xy: 2, 104
+  size: 261, 168
+  orig: 261, 168
   offset: 0, 0
   index: -1

+ 11 - 1
spine-starling/spine-starling-example/src/raptor.json

@@ -1,5 +1,5 @@
 {
-"skeleton": { "hash": "WOArBZLexLEX/Tow3AuM8ddszEE", "spine": "3.6.14-beta", "width": 1223.73, "height": 1055.62, "images": "./images/" },
+"skeleton": { "hash": "T+jP778edtEIrEMb7QvVNAgiHUo", "spine": "3.6.14-beta", "width": 1223.73, "height": 1056.91, "images": "./images/" },
 "bones": [
 	{ "name": "root" },
 	{ "name": "hip", "parent": "root", "rotation": 3.16, "x": -136.79, "y": 415.48, "color": "fbff00ff" },
@@ -199,6 +199,7 @@
 	{ "name": "tongue3", "parent": "tongue2", "length": 43.65, "rotation": 12.86, "x": 44.27, "y": -0.21, "color": "fff200ff" }
 ],
 "slots": [
+	{ "name": "clip", "bone": "root", "attachment": "clip" },
 	{ "name": "back_hand", "bone": "back_hand", "attachment": "back_hand" },
 	{ "name": "back_arm", "bone": "back_arm", "attachment": "back_arm" },
 	{ "name": "back_bracer", "bone": "back_bracer", "attachment": "back_bracer" },
@@ -310,6 +311,15 @@
 		"back_thigh": {
 			"back_thigh": { "x": 37.85, "y": -4.37, "rotation": 19.25, "width": 78, "height": 47 }
 		},
+		"clip": {
+			"clip": {
+				"type": "clipping",
+				"end": "clip",
+				"vertexCount": 25,
+				"vertices": [ -31.42, 352.85, -182.02, 382.27, -214.91, 562.3, -8.92, 647.12, 183.22, 555.37, 254.19, 375.35, 261.12, 153.78, 3.2, 13.57, -270.3, -36.63, -408.78, 48.19, -349.93, 280.14, -228.76, 133.01, -59.12, 94.93, 107.06, 160.71, 202.26, 349.38, 122.64, 487.86, -41.81, 557.1, -142.21, 489.6, -57.39, 422.09, 49.94, 432.47, 133.02, 370.16, 94.94, 271.49, 43.01, 186.67, -138.74, 174.55, -230.49, 273.22 ],
+				"color": "ce3a3aff"
+			}
+		},
 		"eyes_open": {
 			"eyes_open": { "x": 93.24, "y": -25.45, "rotation": -70.58, "width": 93, "height": 89 }
 		},

BIN
spine-starling/spine-starling-example/src/raptor.png


+ 1 - 1
spine-starling/spine-starling-example/src/spine/examples/Main.as

@@ -38,7 +38,7 @@ package spine.examples {
 		private var _starling : Starling;
 
 		public function Main() {
-			_starling = new Starling(SpineboyExample, stage);
+			_starling = new Starling(RaptorExample, stage);
 			_starling.enableErrorChecking = true;
 			_starling.showStats = true;
 			_starling.skipUnchangedFrames = false;

+ 6 - 3
spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as

@@ -65,13 +65,16 @@ package spine.examples {
 			json.scale = 0.5;
 			var skeletonData : SkeletonData = json.readSkeletonData(new RaptorJson());
 
+			this.x = 400;
+			this.y = 560;
+
 			skeleton = new SkeletonAnimation(skeletonData);
-			skeleton.x = 400;
-			skeleton.y = 560;
+//			skeleton.x = 400;
+//			skeleton.y = 560;
 			skeleton.state.setAnimationByName(0, "walk", true);
 
 			addChild(skeleton);
-			Starling.juggler.add(skeleton);
+			// Starling.juggler.add(skeleton);
 
 			addEventListener(TouchEvent.TOUCH, onClick);
 		}

BIN
spine-starling/spine-starling/lib/spine-as3.swc


+ 67 - 10
spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as

@@ -27,8 +27,39 @@
  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  * POSSIBILITY OF SUCH DAMAGE.
  *****************************************************************************/
+/******************************************************************************
+ * 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.
+ *****************************************************************************/
 
 package spine.starling {
+	import spine.attachments.ClippingAttachment;
+	import spine.SkeletonClipping;
 	import spine.Bone;
 	import spine.Skeleton;
 	import spine.SkeletonData;
@@ -60,6 +91,8 @@ package spine.starling {
 		public var batchable : Boolean = true;
 		private var _smoothing : String = "bilinear";
 		private static var _twoColorStyle : TwoColorMeshStyle;
+		private static var clipper: SkeletonClipping = new SkeletonClipping();
+		private static var QUAD_INDICES : Vector.<uint> = new <uint>[0, 1, 2, 2, 3, 0];
 
 		public function SkeletonSprite(skeletonData : SkeletonData) {
 			Bone.yDown = true;
@@ -71,13 +104,13 @@ package spine.starling {
 		}
 
 		override public function render(painter : Painter) : void {
+			var clipper: SkeletonClipping = SkeletonSprite.clipper;
 			painter.state.alpha *= skeleton.color.a;
 			var originalBlendMode : String = painter.state.blendMode;
 			var r : Number = skeleton.color.r * 255;
 			var g : Number = skeleton.color.g * 255;
 			var b : Number = skeleton.color.b * 255;
-			var drawOrder : Vector.<Slot> = skeleton.drawOrder;
-			var worldVertices : Vector.<Number> = _tempVertices;
+			var drawOrder : Vector.<Slot> = skeleton.drawOrder;			
 			var ii : int, iii : int;
 			var attachmentColor: spine.Color;
 			var rgb : uint, a : Number;
@@ -88,6 +121,7 @@ package spine.starling {
 			var uvs : Vector.<Number>;
 
 			for (var i : int = 0, n : int = drawOrder.length; i < n; ++i) {
+				var worldVertices : Vector.<Number> = _tempVertices;
 				var slot : Slot = drawOrder[i];
 				if (slot.attachment is RegionAttachment) {
 					var region : RegionAttachment = slot.attachment as RegionAttachment;
@@ -97,20 +131,20 @@ package spine.starling {
 					region.computeWorldVertices(slot.bone, worldVertices, 0, 2);					
 
 					mesh = region.rendererObject as SkeletonMesh;
+					indices = QUAD_INDICES;					
 					if (mesh == null) {
 						if (region.rendererObject is Image)
 							region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture);
 						if (region.rendererObject is AtlasRegion)
-							region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);
-						
+							region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);						
+												
 						indexData = mesh.getIndexData();
-						indices = new <uint>[0, 1, 2, 2, 3, 0];
 						for (ii = 0; ii < indices.length; ii++)
 							indexData.setIndex(ii, indices[ii]);
-						indexData.numIndices = 6;
+						indexData.numIndices = indices.length;
 						indexData.trim();
 					}
-					
+					indexData = mesh.getIndexData();
 					attachmentColor = region.color;
 					uvs = region.uvs;													
 				} else if (slot.attachment is MeshAttachment) {
@@ -121,6 +155,7 @@ package spine.starling {
 					meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, worldVertices, 0, 2);
 					
 					mesh = meshAttachment.rendererObject as SkeletonMesh;
+					indices = meshAttachment.triangles;					
 					if (mesh == null) {
 						if (meshAttachment.rendererObject is Image)
 							meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture);
@@ -129,17 +164,20 @@ package spine.starling {
 						mesh.setStyle(_twoColorStyle);
 						
 						indexData = mesh.getIndexData();
-						indices = meshAttachment.triangles;
 						indicesLength = meshAttachment.triangles.length;
 						for (ii = 0; ii < indicesLength; ii++) {
 							indexData.setIndex(ii, indices[ii]);
 						}
 						indexData.numIndices = indicesLength;
 						indexData.trim();
-					}					
-										
+					}
+					indexData = mesh.getIndexData();				
 					attachmentColor = meshAttachment.color;
 					uvs = meshAttachment.uvs;					
+				} else if (slot.attachment is ClippingAttachment) {
+					var clip : ClippingAttachment = ClippingAttachment(slot.attachment);
+					clipper.clipStart(slot, clip);
+					continue;
 				} else {
 					continue;
 				}
@@ -149,6 +187,22 @@ package spine.starling {
 				if (slot.darkColor == null) dark = Color.rgb(0, 0, 0);
 				else dark = Color.rgb(slot.darkColor.r * 255, slot.darkColor.g * 255, slot.darkColor.b * 255);	
 
+				if (clipper.isClipping()) {
+					clipper.clipTriangles(worldVertices, indices, indices.length, uvs);
+					
+					verticesCount = clipper.clippedVertices.length >> 1;
+					worldVertices = clipper.clippedVertices;
+					uvs = clipper.clippedUvs;					
+					
+					indices = clipper.clippedTriangles;
+					indicesLength = indices.length;
+					for (ii = 0; ii < indicesLength; ii++) {
+						indexData.setIndex(ii, indices[ii]);
+					}
+					indexData.numIndices = indicesLength;
+					indexData.trim();
+				}
+
 				// Mesh doesn't retain the style, can't find the reason why
 				mesh.setStyle(_twoColorStyle);			
 				vertexData = mesh.getVertexData();					
@@ -161,8 +215,11 @@ package spine.starling {
 				vertexData.numVertices = verticesCount;
 				painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];				
 				painter.batchMesh(mesh);
+				
+				clipper.clipEndWithSlot(slot);
 			}
 			painter.state.blendMode = originalBlendMode;
+			clipper.clipEnd();
 		}
 
 		override public function hitTest(localPoint : Point) : DisplayObject {

+ 5 - 0
spine-starling/spine-starling/src/spine/starling/StarlingAtlasAttachmentLoader.as

@@ -29,6 +29,7 @@
  *****************************************************************************/
 
 package spine.starling {
+	import spine.attachments.ClippingAttachment;
 	import spine.attachments.PointAttachment;
 	import spine.attachments.PathAttachment;
 
@@ -129,5 +130,9 @@ package spine.starling {
 		public function newPointAttachment(skin : Skin, name : String) : PointAttachment {
 			return new PointAttachment(name);
 		}
+		
+		public function newClippingAttachment(skin : Skin, name : String) : ClippingAttachment {
+			return new ClippingAttachment(name);
+		}
 	}
 }