ソースを参照

spine-lua: bounding boxes.

NathanSweet 12 年 前
コミット
ed4cf32726

+ 26 - 1
spine-corona/examples/spineboy.lua

@@ -17,8 +17,11 @@ skeleton.group.y = 325
 skeleton.flipX = false
 skeleton.flipY = false
 skeleton.debug = true -- Omit or set to false to not draw debug lines on top of the images.
+skeleton.debugAabb = true
 skeleton:setToSetupPose()
 
+local bounds = spine.SkeletonBounds.new()
+
 -- AnimationStateData defines crossfade durations between animations.
 local stateData = spine.AnimationStateData.new(skeletonData)
 stateData:setMix("walk", "jump", 0.2)
@@ -44,16 +47,38 @@ state.onEvent = function (trackIndex, event)
 end
 
 local lastTime = 0
-local animationTime = 0
+local touchX = 999999
+local touchY = 999999
+local headSlot = skeleton:findSlot("head")
 Runtime:addEventListener("enterFrame", function (event)
 	-- Compute time in seconds since last frame.
 	local currentTime = event.time / 1000
 	local delta = currentTime - lastTime
 	lastTime = currentTime
 
+	-- Bounding box hit detection.
+	bounds:update(skeleton, true)
+	if bounds:containsPoint(touchX, touchY) then
+		headSlot.g = 0;
+		headSlot.b = 0;
+	else
+		headSlot.g = 1;
+		headSlot.b = 1;
+	end
+
 	-- Update the state with the delta time, apply it, and update the world transforms.
 	state:update(delta)
 	state:apply(skeleton)
 	skeleton:updateWorldTransform()
 end)
 
+Runtime:addEventListener("touch", function (event)
+	if event.phase ~= "ended" and event.phase ~= "cancelled" then
+		-- Make the coordinates relative to the skeleton's group.
+		touchX = event.x - skeleton.group.x
+		touchY = skeleton.group.y - event.y
+	else
+		touchX = 999999
+		touchY = 999999
+	end
+end)

+ 113 - 85
spine-corona/spine-corona/spine.lua

@@ -43,12 +43,14 @@ spine.RegionAttachment = require "spine-lua.RegionAttachment"
 spine.Skeleton = require "spine-lua.Skeleton"
 spine.Bone = require "spine-lua.Bone"
 spine.Slot = require "spine-lua.Slot"
+spine.AttachmentType = require "spine-lua.AttachmentType"
 spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
 spine.Animation = require "spine-lua.Animation"
 spine.AnimationStateData = require "spine-lua.AnimationStateData"
 spine.AnimationState = require "spine-lua.AnimationState"
 spine.EventData = require "spine-lua.EventData"
 spine.Event = require "spine-lua.Event"
+spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
 
 spine.utils.readFile = function (fileName, base)
 	if not base then base = system.ResourceDirectory end
@@ -69,115 +71,123 @@ spine.Skeleton.failed = {} -- Placeholder for an image that failed to load.
  
 spine.Skeleton.new_super = spine.Skeleton.new
 function spine.Skeleton.new (skeletonData, group)
-	-- Skeleton extends a group.
 	local self = spine.Skeleton.new_super(skeletonData)
 	self.group = group or display.newGroup()
+
 	self.images = {}
-	-- createImage can customize where images are found.
+
+	-- Customizes where images are found.
 	function self:createImage (attachment)
 		return display.newImage(attachment.name .. ".png")
 	end
-	 
+
+	-- Customizes what happens when an image changes, return false to recreate the image.
+	function self:modifyImage (attachment)
+		return false
+	end
+
 	-- updateWorldTransform positions images.
 	local updateWorldTransform_super = self.updateWorldTransform
 	function self:updateWorldTransform ()
 		updateWorldTransform_super(self)
 		local images = self.images
 
-		local skeletonR, skeletonG, skeletonB, skeletonA = self.r, self.g, self.b, self.a
+		local skeletonR, skeletonG, skeletonB, skeletonA = self.r * 255, self.g * 255, self.b * 255, self.a
 		for i,slot in ipairs(self.drawOrder) do
 			local attachment = slot.attachment
-			local image = images[slot]
-			if not attachment then -- Attachment is gone, remove the image.
-				if image then
-					image:removeSelf()
-					images[slot] = nil
-				end
-			else
-				if image and image.attachment ~= attachment then -- Attachment image has changed.
-					if self.modifyImage then
-						self:modifyImage(image, attachment)
-						image.lastR, image.lastG, image.lastB, image.lastA = nil, nil, nil, nil
-						image.attachment = attachment
-					else -- If no modifier supplied just remove the image and it will be recreated.
+			if attachment.type == spine.AttachmentType.region then
+				local image = images[slot]
+				if not attachment then -- Attachment is gone, remove the image.
+					if image then
 						image:removeSelf()
 						images[slot] = nil
-						image = nil
 					end
-				end
-				if not image then -- Create new image.
-					image = self:createImage(attachment)
-					if image then
-						image.attachment = attachment
-						image:setReferencePoint(display.CenterReferencePoint)
-						image.width = attachment.width
-						image.height = attachment.height
-					else
-						print("Error creating image: " .. attachment.name)
-						image = spine.Skeleton.failed
+				else
+					if image and image.attachment ~= attachment then -- Attachment image has changed.
+						if self:modifyImage(image, attachment) then
+							image.lastR, image.lastA = nil, nil
+							image.attachment = attachment
+						else -- If not modified, remove the image and it will be recreated.
+							image:removeSelf()
+							images[slot] = nil
+							image = nil
+						end
 					end
-					if slot.data.additiveBlending then image.blendMode = "add" end
-					images[slot] = image
-				end
-				-- Position image based on attachment and bone.
-				if image ~= spine.Skeleton.failed then
-					local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
-
-					local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
-					local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
-					if not image.lastX then
-						image.x, image.y = x, y
-						image.lastX, image.lastY = x, y
-					elseif image.lastX ~= x or image.lastY ~= y then
-						image:translate(x - image.lastX, y - image.lastY)
-						image.lastX, image.lastY = x, y
+					if not image then -- Create new image.
+						image = self:createImage(attachment)
+						if image then
+							image.attachment = attachment
+							image:setReferencePoint(display.CenterReferencePoint)
+							image.width = attachment.width
+							image.height = attachment.height
+						else
+							print("Error creating image: " .. attachment.name)
+							image = spine.Skeleton.failed
+						end
+						if slot.data.additiveBlending then image.blendMode = "add" end
+						images[slot] = image
 					end
+					-- Position image based on attachment and bone.
+					if image ~= spine.Skeleton.failed then
+						local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
 
-					local xScale = attachment.scaleX * flipX
-					local yScale = attachment.scaleY * flipY
-					-- Fix scaling when attachment is rotated 90 or -90.
-					local rotation = math.abs(attachment.rotation) % 180
-					if (rotation == 90) then
-						xScale = xScale * slot.bone.worldScaleY
-						yScale = yScale * slot.bone.worldScaleX
-					else
-					    xScale = xScale * slot.bone.worldScaleX
-						yScale = yScale * slot.bone.worldScaleY
-						if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
-							image.rotationWarning = true
-							print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
-								.."         cardinal angles will not work as expected with Corona.\n"
-								.."         Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
+						local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
+						local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
+						if not image.lastX then
+							image.x, image.y = x, y
+							image.lastX, image.lastY = x, y
+						elseif image.lastX ~= x or image.lastY ~= y then
+							image:translate(x - image.lastX, y - image.lastY)
+							image.lastX, image.lastY = x, y
 						end
-					end
-					if not image.lastScaleX then
-						image.xScale, image.yScale = xScale, yScale
-						image.lastScaleX, image.lastScaleY = xScale, yScale
-					elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
-						image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
-						image.lastScaleX, image.lastScaleY = xScale, yScale
-					end
 
-					rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
-					if not image.lastRotation then
-						image.rotation = rotation
-						image.lastRotation = rotation
-					elseif rotation ~= image.lastRotation then
-						image:rotate(rotation - image.lastRotation)
-						image.lastRotation = rotation
-					end
+						local xScale = attachment.scaleX * flipX
+						local yScale = attachment.scaleY * flipY
+						-- Fix scaling when attachment is rotated 90 or -90.
+						local rotation = math.abs(attachment.rotation) % 180
+						if (rotation == 90) then
+							xScale = xScale * slot.bone.worldScaleY
+							yScale = yScale * slot.bone.worldScaleX
+						else
+							xScale = xScale * slot.bone.worldScaleX
+							yScale = yScale * slot.bone.worldScaleY
+							if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
+								image.rotationWarning = true
+								print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
+									.."         cardinal angles will not work as expected with Corona.\n"
+									.."         Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
+							end
+						end
+						if not image.lastScaleX then
+							image.xScale, image.yScale = xScale, yScale
+							image.lastScaleX, image.lastScaleY = xScale, yScale
+						elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
+							image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
+							image.lastScaleX, image.lastScaleY = xScale, yScale
+						end
 
-					local r, g, b, a = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b, skeletonA * slot.a
-					if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
-						image:setFillColor(r, g, b)
-						image.lastR, image.lastG, image.lastB = r, g, b
-					end
-					if a and (image.lastA ~= a or not image.lastA) then
-						image.lastA = a / 255
-						image.alpha = image.lastA
+						rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
+						if not image.lastRotation then
+							image.rotation = rotation
+							image.lastRotation = rotation
+						elseif rotation ~= image.lastRotation then
+							image:rotate(rotation - image.lastRotation)
+							image.lastRotation = rotation
+						end
+
+						local r, g, b = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b
+						if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
+							image:setFillColor(r, g, b)
+							image.lastR, image.lastG, image.lastB = r, g, b
+						end
+						local a = skeletonA * slot.a
+						if a and (image.lastA ~= a or not image.lastA) then
+							image.lastA = a
+							image.alpha = image.lastA
+						end
+						
+						self.group:insert(image)
 					end
-					
-					self.group:insert(image)
 				end
 			end
 		end
@@ -214,6 +224,24 @@ function spine.Skeleton.new (skeletonData, group)
 				self.group:insert(bone.circle)
 			end
 		end
+
+		if self.debugAabb then
+			if not self.bounds then
+				self.bounds = spine.SkeletonBounds.new()
+				self.boundsRect = display.newRect(self.group, 0, 0, 0, 0)
+				self.boundsRect:setFillColor(0, 0, 0, 0)
+				self.boundsRect.strokeWidth = 1
+				self.boundsRect:setStrokeColor(0, 255, 0, 255)
+			end
+			self.bounds:update(self, true)
+			local width = self.bounds:getWidth()
+			local height = self.bounds:getHeight()
+			self.boundsRect.x = self.bounds.minX + width / 2
+			self.boundsRect.y = -self.bounds.minY - height / 2
+			self.boundsRect.width = width
+			self.boundsRect.height = height
+			self.group:insert(self.boundsRect)
+		end
 	end
 	return self
 end

+ 6 - 6
spine-lua/AttachmentLoader.lua

@@ -31,22 +31,22 @@
  -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ------------------------------------------------------------------------------
 
+local AttachmentType = require "spine-lua.AttachmentType"
 local RegionAttachment = require "spine-lua.RegionAttachment"
+local BoundingBoxAttachment = require "spine-lua.BoundingBoxAttachment"
 
 local AttachmentLoader = {
-	failed = {},
-	ATTACHMENT_REGION = "region",
-	ATTACHMENT_BOUNDINGBOX = "boundingbox",
+	failed = {}
 }
 function AttachmentLoader.new ()
 	local self = {}
 
 	function self:newAttachment (type, name)
-		if type == AttachmentLoader.ATTACHMENT_REGION then
+		if type == AttachmentType.region then
 			return RegionAttachment.new(name)
 		end
-		if type == AttachmentLoader.ATTACHMENT_BOUNDINGBOX then
-			return nil -- BOZO - Implement bounding boxes.
+		if type == AttachmentType.boundingbox then
+			return BoundingBoxAttachment.new(name)
 		end
 		error("Unknown attachment type: " .. type .. " (" .. name .. ")")
 	end

+ 38 - 0
spine-lua/AttachmentType.lua

@@ -0,0 +1,38 @@
+------------------------------------------------------------------------------
+ -- Spine Runtime Software License - Version 1.0
+ -- 
+ -- Copyright (c) 2013, Esoteric Software
+ -- All rights reserved.
+ -- 
+ -- Redistribution and use in source and binary forms in whole or in part, with
+ -- or without modification, are permitted provided that the following conditions
+ -- are met:
+ -- 
+ -- 1. A Spine Essential, Professional, Enterprise, or Education License must
+ --    be purchased from Esoteric Software and the license must remain valid:
+ --    http://esotericsoftware.com/
+ -- 2. Redistributions of source code must retain this license, which is the
+ --    above copyright notice, this declaration of conditions and the following
+ --    disclaimer.
+ -- 3. Redistributions in binary form must reproduce this license, which is the
+ --    above copyright notice, this declaration of conditions and the following
+ --    disclaimer, in the documentation and/or other materials provided with the
+ --    distribution.
+ -- 
+ -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ -- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 = {
+	region = 0,
+	boundingbox = 1
+}
+return AttachmentType

+ 5 - 1
spine-lua/Bone.lua

@@ -41,7 +41,11 @@ function Bone.new (data, parent)
 		parent = parent,
 		x = 0, y = 0,
 		rotation = 0,
-		scaleX = 1, scaleY = 1
+		scaleX = 1, scaleY = 1,
+		m00 = 0, m01 = 0, worldX = 0, -- a b x
+		m10 = 0, m11 = 0, worldY = 0, -- c d y
+		worldRotation = 0,
+		worldScaleX = 1, worldScaleY = 1,
 	}
 
 	function self:updateWorldTransform (flipX, flipY)

+ 7 - 1
spine-lua/BoneData.lua

@@ -37,7 +37,13 @@ function BoneData.new (name, parent)
 
 	local self = {
 		name = name,
-		parent = parent
+		parent = parent,
+		length = 0,
+		x = 0, y = 0,
+		rotation = 0,
+		scaleX = 1, scaleY = 1,
+		inheritScale = true,
+		inheritRotation = true
 	}
 
 	return self

+ 65 - 0
spine-lua/BoundingBoxAttachment.lua

@@ -0,0 +1,65 @@
+------------------------------------------------------------------------------
+ -- Spine Runtime Software License - Version 1.0
+ -- 
+ -- Copyright (c) 2013, Esoteric Software
+ -- All rights reserved.
+ -- 
+ -- Redistribution and use in source and binary forms in whole or in part, with
+ -- or without modification, are permitted provided that the following conditions
+ -- are met:
+ -- 
+ -- 1. A Spine Essential, Professional, Enterprise, or Education License must
+ --    be purchased from Esoteric Software and the license must remain valid:
+ --    http://esotericsoftware.com/
+ -- 2. Redistributions of source code must retain this license, which is the
+ --    above copyright notice, this declaration of conditions and the following
+ --    disclaimer.
+ -- 3. Redistributions in binary form must reproduce this license, which is the
+ --    above copyright notice, this declaration of conditions and the following
+ --    disclaimer, in the documentation and/or other materials provided with the
+ --    distribution.
+ -- 
+ -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ -- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 BoundingBoxAttachment = {}
+function BoundingBoxAttachment.new (name)
+	if not name then error("name cannot be nil", 2) end
+
+	local self = {
+		name = name,
+		type = AttachmentType.boundingbox,
+		vertices = {}
+	}
+
+	function self:computeWorldVertices (x, y, bone, worldVertices)
+		x = x + bone.worldX
+		y = y + bone.worldY
+		local m00 = bone.m00
+		local m01 = bone.m01
+		local m10 = bone.m10
+		local m11 = bone.m11
+		local vertices = self.vertices
+		local count = #vertices
+		for i = 1, count, 2 do
+			local px = vertices[i]
+			local py = vertices[i + 1]
+			worldVertices[i] = px * m00 + py * m01 + x
+			worldVertices[i + 1] = px * m10 + py * m11 + y
+		end
+	end
+
+	return self
+end
+return BoundingBoxAttachment

+ 4 - 1
spine-lua/RegionAttachment.lua

@@ -31,12 +31,15 @@
  -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ------------------------------------------------------------------------------
 
+local AttachmentType = require "spine-lua.AttachmentType"
+
 local RegionAttachment = {}
 function RegionAttachment.new (name)
 	if not name then error("name cannot be nil", 2) end
 	
 	local self = {
-		name = name
+		name = name,
+		type = AttachmentType.region
 	}
 	
 	return self

+ 2 - 1
spine-lua/Skeleton.lua

@@ -45,7 +45,8 @@ function Skeleton.new (skeletonData)
 		slots = {},
 		slotsByName = {},
 		drawOrder = {},
-		r = 1, g = 1, b = 1, a = 1
+		r = 1, g = 1, b = 1, a = 1,
+		x = 0, y = 0
 	}
 
 	function self:updateWorldTransform ()

+ 185 - 0
spine-lua/SkeletonBounds.lua

@@ -0,0 +1,185 @@
+------------------------------------------------------------------------------
+ -- Spine Runtime Software License - Version 1.0
+ -- 
+ -- Copyright (c) 2013, Esoteric Software
+ -- All rights reserved.
+ -- 
+ -- Redistribution and use in source and binary forms in whole or in part, with
+ -- or without modification, are permitted provided that the following conditions
+ -- are met:
+ -- 
+ -- 1. A Spine Essential, Professional, Enterprise, or Education License must
+ --    be purchased from Esoteric Software and the license must remain valid:
+ --    http://esotericsoftware.com/
+ -- 2. Redistributions of source code must retain self license, which is the
+ --    above copyright notice, self declaration of conditions and the following
+ --    disclaimer.
+ -- 3. Redistributions in binary form must reproduce self license, which is the
+ --    above copyright notice, self declaration of conditions and the following
+ --    disclaimer, in the documentation and/or other materials provided with the
+ --    distribution.
+ -- 
+ -- self SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ -- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 self
+ -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ ------------------------------------------------------------------------------
+
+local AttachmentType = require "spine-lua.AttachmentType"
+local utils = require "spine-lua.utils"
+
+local SkeletonBounds = {}
+function SkeletonBounds.new ()
+	local self = {
+		polygons = {},
+		boundingBoxes = {},
+		minX = 0, minY = 0, maxX = 0, maxY = 0
+	}
+
+	function aabbCompute ()
+		local polygons = self.polygons
+		local minX, minY, maxX, maxY = 9999999, 9999999, -9999999, -9999999
+		for i,vertices in ipairs(polygons) do
+			local count = #vertices
+			for ii = 1, count, 2 do
+				local x = vertices[ii]
+				local y = vertices[ii + 1]
+				minX = math.min(minX, x)
+				minY = math.min(minY, y)
+				maxX = math.max(maxX, x)
+				maxY = math.max(maxY, y)
+			end
+		end
+		self.minX = minX
+		self.minY = minY
+		self.maxX = maxX
+		self.maxY = maxY
+	end
+
+	function self:update (skeleton, updateAabb)
+		local x = skeleton.x
+		local y = skeleton.y
+
+		local polygons = {}
+		self.polygons = polygons
+
+		local boundingBoxes = {}
+		self.boundingBoxes = boundingBoxes
+
+		for i,slot in ipairs(skeleton.slots) do
+			local boundingBox = slot.attachment
+			if boundingBox.type == AttachmentType.boundingbox then
+				table.insert(boundingBoxes, boundingBox)
+
+				local polygon = {}
+				table.insert(polygons, polygon)
+
+				boundingBox:computeWorldVertices(x, y, slot.bone, polygon)
+			end
+		end
+
+		if updateAabb then aabbCompute() end
+	end
+
+	function self:aabbContainsPoint (x, y)
+		return x >= self.minX and x <= self.maxX and y >= self.minY and y <= self.maxY
+	end
+
+	function self:aabbIntersectsSegment (x1, y1, x2, y2)
+		local minX, minY, maxX, maxY = self.minX, self.minY, self.maxX, self.maxY
+		if (x1 <= minX and x2 <= minX) or (y1 <= minY and y2 <= minY) or (x1 >= maxX and x2 >= maxX) or (y1 >= maxY and y2 >= maxY) then
+			return false
+		end
+		local m = (y2 - y1) / (x2 - x1)
+		local y = m * (minX - x1) + y1
+		if y > minY and y < maxY then return true end
+		y = m * (maxX - x1) + y1
+		if y > minY and y < maxY then return true end
+		local x = (minY - y1) / m + x1
+		if x > minX and x < maxX then return true end
+		x = (maxY - y1) / m + x1
+		if x > minX and x < maxX then return true end
+		return false
+	end
+
+	function self:aabbIntersectsSkeleton (bounds)
+		return self.minX < bounds.maxX and self.maxX > bounds.minX and self.minY < bounds.maxY and self.maxY > bounds.minY
+	end
+
+	function self:containsPoint (x, y)
+		for i,polygon in ipairs(self.polygons) do
+			if self:polygonContainsPoint(polygon, x, y) then return self.boundingBoxes[i] end
+		end
+		return nil
+	end
+
+	function self:intersectsSegment (x1, y1, x2, y2)
+		for i,polygon in ipairs(self.polygons) do
+			if self:polygonIntersectsSegment(polygon, x1, y1, x2, y2) then return boundingBoxes[i] end
+		end
+		return nil
+	end
+
+	function self:polygonContainsPoint (polygon, x, y)
+		local nn = #polygon
+		local prevIndex = nn - 1
+		local inside = false
+		for ii = 1, nn, 2 do
+			local vertexY = polygon[ii + 1]
+			local prevY = polygon[prevIndex + 1]
+			if (vertexY < y and prevY >= y) or (prevY < y and vertexY >= y) then
+				local vertexX = polygon[ii]
+				if vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x then inside = not inside end
+			end
+			prevIndex = ii
+		end
+		return inside
+	end
+
+	function self:polygonIntersectsSegment (polygon, x1, y1, x2, y2)
+		local nn = polygon.length
+		local width12, height12 = x1 - x2, y1 - y2
+		local det1 = x1 * y2 - y1 * x2
+		local x3, y3 = polygon[nn - 2], polygon[nn - 1]
+		for ii = 1, nn, 2 do
+			local x4, y4 = polygon[ii], polygon[ii + 1]
+			local det2 = x3 * y4 - y3 * x4
+			local width34, height34 = x3 - x4, y3 - y4
+			local det3 = width12 * height34 - height12 * width34
+			local x = (det1 * width34 - width12 * det2) / det3
+			if ((x >= x3 and x <= x4) or (x >= x4 and x <= x3)) and ((x >= x1 and x <= x2) or (x >= x2 and x <= x1)) then
+				local y = (det1 * height34 - height12 * det2) / det3
+				if ((y >= y3 and y <= y4) or (y >= y4 and y <= y3)) and ((y >= y1 and y <= y2) or (y >= y2 and y <= y1)) then return true end
+			end
+			x3 = x4
+			y3 = y4
+		end
+		return false
+	end
+
+	function self:getPolygon (attachment)
+		local index = spine.utils.indexOf(self.boundingBoxes, attachment)
+		if index == -1 then
+			return nil
+		else
+			return self.polygons[index]
+		end
+	end
+
+	function self:getWidth ()
+		return self.maxX - self.minX
+	end
+
+	function self:getHeight ()
+		return self.maxY - self.minY
+	end
+
+	return self
+end
+return SkeletonBounds

+ 17 - 8
spine-lua/SkeletonJson.lua

@@ -39,6 +39,7 @@ local AttachmentLoader = require "spine-lua.AttachmentLoader"
 local Animation = require "spine-lua.Animation"
 local EventData = require "spine-lua.EventData"
 local Event = require "spine-lua.Event"
+local AttachmentType = require "spine-lua.AttachmentType"
 
 local TIMELINE_SCALE = "scale"
 local TIMELINE_ROTATE = "rotate"
@@ -170,17 +171,25 @@ function SkeletonJson.new (attachmentLoader)
 	readAttachment = function (name, map, scale)
 		name = map["name"] or name
 		local attachment
-		local type = map["type"] or AttachmentLoader.ATTACHMENT_REGION
+		local type = AttachmentType[map["type"] or "region"]
 		attachment = attachmentLoader:newAttachment(type, name)
 		if not attachment then return nil end
 
-		attachment.x = (map["x"] or 0) * scale
-		attachment.y = (map["y"] or 0) * scale
-		attachment.scaleX = (map["scaleX"] or 1)
-		attachment.scaleY = (map["scaleY"] or 1)
-		attachment.rotation = (map["rotation"] or 0)
-		attachment.width = map["width"] * scale
-		attachment.height = map["height"] * scale
+		if type == AttachmentType.region then
+			attachment.x = (map["x"] or 0) * scale
+			attachment.y = (map["y"] or 0) * scale
+			attachment.scaleX = (map["scaleX"] or 1)
+			attachment.scaleY = (map["scaleY"] or 1)
+			attachment.rotation = (map["rotation"] or 0)
+			attachment.width = map["width"] * scale
+			attachment.height = map["height"] * scale
+		elseif type == AttachmentType.boundingbox then
+			local vertices = map["vertices"]
+			for i,point in ipairs(vertices) do
+				table.insert(attachment.vertices, vertices[i] * scale)
+			end
+		end
+
 		return attachment
 	end
 

+ 2 - 1
spine-lua/Slot.lua

@@ -40,7 +40,8 @@ function Slot.new (slotData, skeleton, bone)
 	local self = {
 		data = slotData,
 		skeleton = skeleton,
-		bone = bone
+		bone = bone,
+		r = 1, g = 1, b = 1, a = 1
 	}
 
 	function self:setColor (r, g, b, a)

+ 2 - 3
spine-lua/SlotData.lua

@@ -38,7 +38,8 @@ function SlotData.new (name, boneData)
 	
 	local self = {
 		name = name,
-		boneData = boneData
+		boneData = boneData,
+		r = 1, g = 1, b = 1, a = 1
 	}
 
 	function self:setColor (r, g, b, a)
@@ -48,8 +49,6 @@ function SlotData.new (name, boneData)
 		self.a = a
 	end
 
-	self:setColor(255, 255, 255, 255)
-	
 	return self;
 end
 return SlotData

+ 5 - 4
spine-lua/utils.lua

@@ -35,7 +35,6 @@ local utils = {}
 
 function tablePrint (tt, indent, done)
 	done = done or {}
-	indent = indent or 0
 	for key, value in pairs(tt) do
 		local spaces = string.rep (" ", indent)
 		if type(value) == "table" and not done [value] then
@@ -51,12 +50,14 @@ function tablePrint (tt, indent, done)
 end
 
 function utils.print (value, indent, done)
+	indent = indent or 0
 	if "nil" == type(value) then
 		print(tostring(nil))
 	elseif "table" == type(value) then
-		print("{")
-		tablePrint(value, 2)
-		print("}")
+		local spaces = string.rep (" ", indent)
+		print(spaces .. "{")
+		tablePrint(value, indent + 2)
+		print(spaces .. "}")
 	elseif "string" == type(value) then
 		print("\"" .. value .. "\"")
 	else