------------------------------------------------------------------------------- -- 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 RegionAttachment = {} function RegionAttachment.new (name) if not name then error("name cannot be nil", 2) end local self = { name = name, type = AttachmentType.region, x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1, width = 0, height = 0, offset = {}, uvs = {}, r = 1, g = 1, b = 1, a = 1, path = nil, rendererObject = nil, regionOffsetX = 0, regionOffsetY = 0, regionWidth = 0, regionHeight = 0, regionOriginalWidth = 0, regionOriginalHeight = 0 } function self:updateOffset () local regionScaleX = self.width / self.regionOriginalWidth * self.scaleX local regionScaleY = self.height / self.regionOriginalHeight * self.scaleY local localX = -self.width / 2 * self.scaleX + self.regionOffsetX * regionScaleX local localY = -self.height / 2 * self.scaleY + self.regionOffsetY * regionScaleY local localX2 = localX + self.regionWidth * regionScaleX local localY2 = localY + self.regionHeight * regionScaleY local radians = self.rotation * math.pi / 180 local cos = math.cos(radians) local sin = math.sin(radians) local localXCos = localX * cos + self.x local localXSin = localX * sin local localYCos = localY * cos + self.y local localYSin = localY * sin local localX2Cos = localX2 * cos + self.x local localX2Sin = localX2 * sin local localY2Cos = localY2 * cos + self.y local localY2Sin = localY2 * sin local offset = self.offset offset[0] = localXCos - localYSin -- X1 offset[1] = localYCos + localXSin -- Y1 offset[2] = localXCos - localY2Sin -- X2 offset[3] = localY2Cos + localXSin -- Y2 offset[4] = localX2Cos - localY2Sin -- X3 offset[5] = localY2Cos + localX2Sin -- Y3 offset[6] = localX2Cos - localYSin -- X4 offset[7] = localYCos + localX2Sin -- Y4 end function self:computeWorldVertices (x, y, bone, worldVertices) x = x + bone.worldX y = y + bone.worldY local m00, m01, m10, m11 = bone.m00, bone.m01, bone.m10, bone.m11 local offset = self.offset vertices[0] = offset[0] * m00 + offset[1] * m01 + x vertices[1] = offset[0] * m10 + offset[1] * m11 + y vertices[2] = offset[2] * m00 + offset[3] * m01 + x vertices[3] = offset[2] * m10 + offset[3] * m11 + y vertices[4] = offset[4] * m00 + offset[5] * m01 + x vertices[5] = offset[4] * m10 + offset[5] * m11 + y vertices[6] = offset[6] * m00 + offset[7] * m01 + x vertices[7] = offset[6] * m10 + offset[7] * m11 + y end return self end return RegionAttachment