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- -------------------------------------------------------------------------------
- -- 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 MeshAttachment = {}
- function MeshAttachment.new (name)
- if not name then error("name cannot be nil", 2) end
- local self = {
- name = name,
- type = AttachmentType.mesh,
- vertices = 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 bone = slot.bone
- x,y=slot.bone.skeleton.x,slot.bone.skeleton.y
- x = x + bone.worldX
- y = y + bone.worldY
- local m00, m01, m10, m11 = bone.m00, bone.m01, bone.m10, bone.m11
- local vertices = self.vertices
- local verticesCount = #vertices
- if slot.attachmentVertices and #slot.attachmentVertices == verticesCount then vertices = slot.attachmentVertices end
- for i = 1, verticesCount, 2 do
- local vx = vertices[i]
- local vy = vertices[i + 1]
- worldVertices[i] = vx * m00 + vy * m01 + x
- worldVertices[i + 1] = vx * m10 + vy * m11 + y
- end
- end
- return self
- end
- return MeshAttachment
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