123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101 |
- -------------------------------------------------------------------------------
- -- 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
- local vertices = self.vertices;
- 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
|