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- -------------------------------------------------------------------------------
- -- Spine Runtimes License Agreement
- -- Last updated January 1, 2020. Replaces all prior versions.
- --
- -- Copyright (c) 2013-2020, 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.
- --
- -- THE SPINE RUNTIMES ARE 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
- -- THE SPINE RUNTIMES, 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
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