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Removed obsolete SkinnedMeshAttachment.

NathanSweet 9 ani în urmă
părinte
comite
ded7a697d9
1 a modificat fișierele cu 0 adăugiri și 131 ștergeri
  1. 0 131
      spine-lua/SkinnedMeshAttachment.lua

+ 0 - 131
spine-lua/SkinnedMeshAttachment.lua

@@ -1,131 +0,0 @@
--------------------------------------------------------------------------------
--- 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.
--------------------------------------------------------------------------------
-
-local AttachmentType = require "spine-lua.AttachmentType"
-
-local SkinnedMeshAttachment = {}
-function SkinnedMeshAttachment.new (name)
-	if not name then error("name cannot be nil", 2) end
-	
-	local self = {
-		name = name,
-		type = AttachmentType.skinnedmesh,
-		bones = nil,
-		weights = nil,
-		uvs = nil,
-		regionUVs = nil,
-		triangles = nil,
-		hullLength = 0,
-		r = 1, g = 1, b = 1, a = 1,
-		path = nil,
-		rendererObject = nil,
-		regionU = 0, regionV = 0, regionU2 = 1, regionV2 = 1, regionRotate = false,
-		regionOffsetX = 0, regionOffsetY = 0,
-		regionWidth = 0, regionHeight = 0,
-		regionOriginalWidth = 0, regionOriginalHeight = 0,
-		edges = nil,
-		width = 0, height = 0
-	}
-
-	function self:updateUVs ()
-		local width, height = self.regionU2 - self.regionU, self.regionV2 - self.regionV
-		local n = #self.regionUVs
-		if not self.uvs or #self.uvs ~= n then
-			self.uvs = {}
-		end
-		if self.regionRotate then
-			for i = 1, n, 2 do
-				self.uvs[i] = self.regionU + self.regionUVs[i + 1] * width
-				self.uvs[i + 1] = self.regionV + height - self.regionUVs[i] * height
-			end
-		else
-			for i = 1, n, 2 do
-				self.uvs[i] = self.regionU + self.regionUVs[i] * width
-				self.uvs[i + 1] = self.regionV + self.regionUVs[i + 1] * height
-			end
-		end
-	end
-
-	function self:computeWorldVertices (x, y, slot, worldVertices)
-		local skeletonBones = slot.bone.skeleton.bones
-x,y=slot.bone.skeleton.x,slot.bone.skeleton.y
-		local weights = self.weights
-		local bones = self.bones
-		local w, v, b, f = 1, 1, 1, 1
-		local n = #bones
-		local wx, wy, bone, vx, vy, weight
-		if slot.attachmentVerticesCount == 0 then
-			while v <= n do
-				wx = 0
-				wy = 0
-				local nn = bones[v] + v
-				v = v + 1
-				while v <= nn do
-					bone = skeletonBones[bones[v] + 1]
-					vx = weights[b]
-					vy = weights[b + 1]
-					weight = weights[b + 2]
-					wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight
-					wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight
-					v = v + 1
-					b = b + 3
-				end
-				worldVertices[w] = wx + x
-				worldVertices[w + 1] = wy + y
-				w = w + 2
-			end
-		else
-			local ffd = slot.attachmentVertices
-			while v <= n do
-				wx = 0
-				wy = 0
-				local nn = bones[v] + v
-				v = v + 1
-				while v <= nn do
-					bone = skeletonBones[bones[v] + 1]
-					vx = weights[b] + ffd[f]
-					vy = weights[b + 1] + ffd[f + 1]
-					weight = weights[b + 2]
-					wx = wx + (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight
-					wy = wy + (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight
-					v = v + 1
-					b = b + 3
-					f = f + 2
-				end
-				worldVertices[w] = wx + x
-				worldVertices[w + 1] = wy + y
-				w = w + 2
-			end
-		end
-	end
-
-	return self
-end
-return SkinnedMeshAttachment