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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 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.deform and #slot.deform == verticesCount then vertices = slot.deform 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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