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- -------------------------------------------------------------------------------
- -- Spine Runtimes License Agreement
- -- Last updated May 1, 2019. Replaces all prior versions.
- --
- -- Copyright (c) 2013-2019, Esoteric Software LLC
- --
- -- Integration of the Spine Runtimes into software or otherwise creating
- -- derivative works of the Spine Runtimes is permitted under the terms and
- -- conditions of Section 2 of the Spine Editor License Agreement:
- -- http://esotericsoftware.com/spine-editor-license
- --
- -- Otherwise, it is permitted to integrate the Spine Runtimes into software
- -- or otherwise create derivative works of the Spine Runtimes (collectively,
- -- "Products"), provided that each user of the Products must obtain their own
- -- Spine Editor license and redistribution of the Products in any form must
- -- include this license and copyright notice.
- --
- -- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
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