axmol/cocos/editor-support/spine/Skeleton.c

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2014-10-15 11:23:02 +08:00
/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), 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.
*
* 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* 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/Skeleton.h>
#include <string.h>
#include <spine/extension.h>
typedef struct {
spSkeleton super;
int boneCacheCount;
int* boneCacheCounts;
spBone*** boneCache;
} _spSkeleton;
spSkeleton* spSkeleton_create (spSkeletonData* data) {
int i, ii;
_spSkeleton* internal = NEW(_spSkeleton);
spSkeleton* self = SUPER(internal);
CONST_CAST(spSkeletonData*, self->data) = data;
self->bonesCount = self->data->bonesCount;
self->bones = MALLOC(spBone*, self->bonesCount);
for (i = 0; i < self->bonesCount; ++i) {
spBoneData* boneData = self->data->bones[i];
spBone* parent = 0;
if (boneData->parent) {
/* Find parent bone. */
for (ii = 0; ii < self->bonesCount; ++ii) {
if (data->bones[ii] == boneData->parent) {
parent = self->bones[ii];
break;
}
}
}
self->bones[i] = spBone_create(boneData, self, parent);
}
CONST_CAST(spBone*, self->root) = self->bones[0];
self->slotsCount = data->slotsCount;
self->slots = MALLOC(spSlot*, self->slotsCount);
for (i = 0; i < self->slotsCount; ++i) {
spSlotData *slotData = data->slots[i];
/* Find bone for the slotData's boneData. */
spBone* bone = 0;
for (ii = 0; ii < self->bonesCount; ++ii) {
if (data->bones[ii] == slotData->boneData) {
bone = self->bones[ii];
break;
}
}
self->slots[i] = spSlot_create(slotData, bone);
}
self->drawOrder = MALLOC(spSlot*, self->slotsCount);
memcpy(self->drawOrder, self->slots, sizeof(spSlot*) * self->slotsCount);
self->r = 1;
self->g = 1;
self->b = 1;
self->a = 1;
self->ikConstraintsCount = data->ikConstraintsCount;
self->ikConstraints = MALLOC(spIkConstraint*, self->ikConstraintsCount);
for (i = 0; i < self->data->ikConstraintsCount; ++i)
self->ikConstraints[i] = spIkConstraint_create(self->data->ikConstraints[i], self);
spSkeleton_updateCache(self);
return self;
}
void spSkeleton_dispose (spSkeleton* self) {
int i;
_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
for (i = 0; i < internal->boneCacheCount; ++i)
FREE(internal->boneCache[i]);
FREE(internal->boneCache);
FREE(internal->boneCacheCounts);
for (i = 0; i < self->bonesCount; ++i)
spBone_dispose(self->bones[i]);
FREE(self->bones);
for (i = 0; i < self->slotsCount; ++i)
spSlot_dispose(self->slots[i]);
FREE(self->slots);
for (i = 0; i < self->ikConstraintsCount; ++i)
spIkConstraint_dispose(self->ikConstraints[i]);
FREE(self->ikConstraints);
FREE(self->drawOrder);
FREE(self);
}
void spSkeleton_updateCache (const spSkeleton* self) {
int i, ii;
_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
for (i = 0; i < internal->boneCacheCount; ++i)
FREE(internal->boneCache[i]);
FREE(internal->boneCache);
FREE(internal->boneCacheCounts);
internal->boneCacheCount = self->ikConstraintsCount + 1;
internal->boneCache = MALLOC(spBone**, internal->boneCacheCount);
internal->boneCacheCounts = CALLOC(int, internal->boneCacheCount);
/* Compute array sizes. */
for (i = 0; i < self->bonesCount; ++i) {
spBone* current = self->bones[i];
do {
for (ii = 0; ii < self->ikConstraintsCount; ++ii) {
spIkConstraint* ikConstraint = self->ikConstraints[ii];
spBone* parent = ikConstraint->bones[0];
spBone* child = ikConstraint->bones[ikConstraint->bonesCount - 1];
while (1) {
if (current == child) {
internal->boneCacheCounts[ii]++;
internal->boneCacheCounts[ii + 1]++;
goto outer1;
}
if (child == parent) break;
child = child->parent;
}
}
current = current->parent;
} while (current);
internal->boneCacheCounts[0]++;
outer1: {}
}
for (i = 0; i < internal->boneCacheCount; ++i)
internal->boneCache[i] = MALLOC(spBone*, internal->boneCacheCounts[i]);
memset(internal->boneCacheCounts, 0, internal->boneCacheCount * sizeof(int));
/* Populate arrays. */
for (i = 0; i < self->bonesCount; ++i) {
spBone* bone = self->bones[i];
spBone* current = bone;
do {
for (ii = 0; ii < self->ikConstraintsCount; ++ii) {
spIkConstraint* ikConstraint = self->ikConstraints[ii];
spBone* parent = ikConstraint->bones[0];
spBone* child = ikConstraint->bones[ikConstraint->bonesCount - 1];
while (1) {
if (current == child) {
internal->boneCache[ii][internal->boneCacheCounts[ii]++] = bone;
internal->boneCache[ii + 1][internal->boneCacheCounts[ii + 1]++] = bone;
goto outer2;
}
if (child == parent) break;
child = child->parent;
}
}
current = current->parent;
} while (current);
internal->boneCache[0][internal->boneCacheCounts[0]++] = bone;
outer2: {}
}
}
void spSkeleton_updateWorldTransform (const spSkeleton* self) {
int i, ii, nn, last;
_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
for (i = 0; i < self->bonesCount; ++i)
self->bones[i]->rotationIK = self->bones[i]->rotation;
i = 0;
last = internal->boneCacheCount - 1;
while (1) {
for (ii = 0, nn = internal->boneCacheCounts[i]; ii < nn; ++ii)
spBone_updateWorldTransform(internal->boneCache[i][ii]);
if (i == last) break;
spIkConstraint_apply(self->ikConstraints[i]);
i++;
}
}
void spSkeleton_setToSetupPose (const spSkeleton* self) {
spSkeleton_setBonesToSetupPose(self);
spSkeleton_setSlotsToSetupPose(self);
}
void spSkeleton_setBonesToSetupPose (const spSkeleton* self) {
int i;
for (i = 0; i < self->bonesCount; ++i)
spBone_setToSetupPose(self->bones[i]);
for (i = 0; i < self->ikConstraintsCount; ++i) {
spIkConstraint* ikConstraint = self->ikConstraints[i];
ikConstraint->bendDirection = ikConstraint->data->bendDirection;
ikConstraint->mix = ikConstraint->data->mix;
}
}
void spSkeleton_setSlotsToSetupPose (const spSkeleton* self) {
int i;
memcpy(self->drawOrder, self->slots, self->slotsCount * sizeof(spSlot*));
for (i = 0; i < self->slotsCount; ++i)
spSlot_setToSetupPose(self->slots[i]);
}
spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->bonesCount; ++i)
if (strcmp(self->data->bones[i]->name, boneName) == 0) return self->bones[i];
return 0;
}
int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->bonesCount; ++i)
if (strcmp(self->data->bones[i]->name, boneName) == 0) return i;
return -1;
}
spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName) {
int i;
for (i = 0; i < self->slotsCount; ++i)
if (strcmp(self->data->slots[i]->name, slotName) == 0) return self->slots[i];
return 0;
}
int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName) {
int i;
for (i = 0; i < self->slotsCount; ++i)
if (strcmp(self->data->slots[i]->name, slotName) == 0) return i;
return -1;
}
int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName) {
spSkin *skin;
if (!skinName) {
spSkeleton_setSkin(self, 0);
return 1;
}
skin = spSkeletonData_findSkin(self->data, skinName);
if (!skin) return 0;
spSkeleton_setSkin(self, skin);
return 1;
}
void spSkeleton_setSkin (spSkeleton* self, spSkin* newSkin) {
if (newSkin) {
if (self->skin)
spSkin_attachAll(newSkin, self, self->skin);
else {
/* No previous skin, attach setup pose attachments. */
int i;
for (i = 0; i < self->slotsCount; ++i) {
spSlot* slot = self->slots[i];
if (slot->data->attachmentName) {
spAttachment* attachment = spSkin_getAttachment(newSkin, i, slot->data->attachmentName);
if (attachment) spSlot_setAttachment(slot, attachment);
}
}
}
}
CONST_CAST(spSkin*, self->skin) = newSkin;
}
spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName) {
int slotIndex = spSkeletonData_findSlotIndex(self->data, slotName);
return spSkeleton_getAttachmentForSlotIndex(self, slotIndex, attachmentName);
}
spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName) {
if (slotIndex == -1) return 0;
if (self->skin) {
spAttachment *attachment = spSkin_getAttachment(self->skin, slotIndex, attachmentName);
if (attachment) return attachment;
}
if (self->data->defaultSkin) {
spAttachment *attachment = spSkin_getAttachment(self->data->defaultSkin, slotIndex, attachmentName);
if (attachment) return attachment;
}
return 0;
}
int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName) {
int i;
for (i = 0; i < self->slotsCount; ++i) {
spSlot *slot = self->slots[i];
if (strcmp(slot->data->name, slotName) == 0) {
if (!attachmentName)
spSlot_setAttachment(slot, 0);
else {
spAttachment* attachment = spSkeleton_getAttachmentForSlotIndex(self, i, attachmentName);
if (!attachment) return 0;
spSlot_setAttachment(slot, attachment);
}
return 1;
}
}
return 0;
}
spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* ikConstraintName) {
int i;
for (i = 0; i < self->ikConstraintsCount; ++i)
if (strcmp(self->ikConstraints[i]->data->name, ikConstraintName) == 0) return self->ikConstraints[i];
return 0;
}
void spSkeleton_update (spSkeleton* self, float deltaTime) {
self->time += deltaTime;
}