2014-10-15 11:23:02 +08:00
|
|
|
/******************************************************************************
|
|
|
|
* Spine Runtimes Software License
|
2015-07-21 01:39:34 +08:00
|
|
|
* Version 2.3
|
2014-10-15 11:23:02 +08:00
|
|
|
*
|
2015-07-21 01:39:34 +08:00
|
|
|
* Copyright (c) 2013-2015, Esoteric Software
|
2014-10-15 11:23:02 +08:00
|
|
|
* All rights reserved.
|
|
|
|
*
|
|
|
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
2015-07-21 01:39:34 +08:00
|
|
|
* non-transferable license to use, install, execute and perform the Spine
|
|
|
|
* Runtimes Software (the "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 otherwise create derivative works, improvements of the
|
|
|
|
* Software or develop new applications using the Software 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.
|
2014-10-15 11:23:02 +08:00
|
|
|
*
|
|
|
|
* 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
|
2015-07-21 01:39:34 +08:00
|
|
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
2014-10-15 11:23:02 +08:00
|
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
|
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
|
|
|
* OR BUSINESS INTERRUPTION) 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.
|
|
|
|
*****************************************************************************/
|
|
|
|
|
|
|
|
#include <spine/MeshAttachment.h>
|
|
|
|
#include <spine/extension.h>
|
|
|
|
|
|
|
|
void _spMeshAttachment_dispose (spAttachment* attachment) {
|
|
|
|
spMeshAttachment* self = SUB_CAST(spMeshAttachment, attachment);
|
|
|
|
_spAttachment_deinit(attachment);
|
|
|
|
FREE(self->path);
|
|
|
|
FREE(self->vertices);
|
|
|
|
FREE(self->regionUVs);
|
|
|
|
FREE(self->uvs);
|
|
|
|
FREE(self->triangles);
|
|
|
|
FREE(self->edges);
|
|
|
|
FREE(self);
|
|
|
|
}
|
|
|
|
|
|
|
|
spMeshAttachment* spMeshAttachment_create (const char* name) {
|
|
|
|
spMeshAttachment* self = NEW(spMeshAttachment);
|
|
|
|
self->r = 1;
|
|
|
|
self->g = 1;
|
|
|
|
self->b = 1;
|
|
|
|
self->a = 1;
|
|
|
|
_spAttachment_init(SUPER(self), name, SP_ATTACHMENT_MESH, _spMeshAttachment_dispose);
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
void spMeshAttachment_updateUVs (spMeshAttachment* self) {
|
|
|
|
int i;
|
|
|
|
float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
|
|
|
|
FREE(self->uvs);
|
|
|
|
self->uvs = MALLOC(float, self->verticesCount);
|
|
|
|
if (self->regionRotate) {
|
|
|
|
for (i = 0; i < self->verticesCount; i += 2) {
|
|
|
|
self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
|
|
|
|
self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for (i = 0; i < self->verticesCount; i += 2) {
|
|
|
|
self->uvs[i] = self->regionU + self->regionUVs[i] * width;
|
|
|
|
self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void spMeshAttachment_computeWorldVertices (spMeshAttachment* self, spSlot* slot, float* worldVertices) {
|
|
|
|
int i;
|
|
|
|
float* vertices = self->vertices;
|
|
|
|
const spBone* bone = slot->bone;
|
|
|
|
float x = bone->skeleton->x + bone->worldX, y = bone->skeleton->y + bone->worldY;
|
|
|
|
if (slot->attachmentVerticesCount == self->verticesCount) vertices = slot->attachmentVertices;
|
|
|
|
for (i = 0; i < self->verticesCount; i += 2) {
|
|
|
|
const float vx = vertices[i], vy = vertices[i + 1];
|
|
|
|
worldVertices[i] = vx * bone->m00 + vy * bone->m01 + x;
|
|
|
|
worldVertices[i + 1] = vx * bone->m10 + vy * bone->m11 + y;
|
|
|
|
}
|
|
|
|
}
|