axmol/extensions/spine/RegionAttachment.cpp

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/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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/RegionAttachment.h>
#include <math.h>
#include <spine/extension.h>
namespace cocos2d { namespace extension {
RegionAttachment* RegionAttachment_create (const char* name) {
RegionAttachment* self = NEW(RegionAttachment);
self->scaleX = 1;
self->scaleY = 1;
_Attachment_init(SUPER(self), name, ATTACHMENT_REGION, _Attachment_deinit);
return self;
}
void RegionAttachment_updateOffset (RegionAttachment* self) {
float localX2 = self->width / 2;
float localY2 = self->height / 2;
float localX = -localX2;
float localY = -localY2;
if (self->region->rotate) {
localX += self->region->offsetX / self->region->originalWidth * self->height;
localY += self->region->offsetY / self->region->originalHeight * self->width;
localX2 -= (self->region->originalWidth - self->region->offsetX - self->region->height) / self->region->originalWidth * self->width;
localY2 -= (self->region->originalHeight - self->region->offsetY - self->region->width) / self->region->originalHeight * self->height;
} else {
localX += self->region->offsetX / self->region->originalWidth * self->width;
localY += self->region->offsetY / self->region->originalHeight * self->height;
localX2 -= (self->region->originalWidth - self->region->offsetX - self->region->width) / self->region->originalWidth * self->width;
localY2 -= (self->region->originalHeight - self->region->offsetY - self->region->height) / self->region->originalHeight * self->height;
}
localX *= self->scaleX;
localY *= self->scaleY;
localX2 *= self->scaleX;
localY2 *= self->scaleY;
float radians = (float)(self->rotation * 3.1415926535897932385 / 180);
float cosine = cosf(radians);
float sine = sinf(radians);
float localXCos = localX * cosine + self->x;
float localXSin = localX * sine;
float localYCos = localY * cosine + self->y;
float localYSin = localY * sine;
float localX2Cos = localX2 * cosine + self->x;
float localX2Sin = localX2 * sine;
float localY2Cos = localY2 * cosine + self->y;
float localY2Sin = localY2 * sine;
self->offset[VERTEX_X1] = localXCos - localYSin;
self->offset[VERTEX_Y1] = localYCos + localXSin;
self->offset[VERTEX_X2] = localXCos - localY2Sin;
self->offset[VERTEX_Y2] = localY2Cos + localXSin;
self->offset[VERTEX_X3] = localX2Cos - localY2Sin;
self->offset[VERTEX_Y3] = localY2Cos + localX2Sin;
self->offset[VERTEX_X4] = localX2Cos - localYSin;
self->offset[VERTEX_Y4] = localYCos + localX2Sin;
}
void RegionAttachment_updateVertices (RegionAttachment* self, Slot* slot) {
float* offset = self->offset;
Bone* bone = slot->bone;
self->vertices[VERTEX_X1] = offset[VERTEX_X1] * bone->m00 + offset[VERTEX_Y1] * bone->m01 + bone->worldX;
self->vertices[VERTEX_Y1] = offset[VERTEX_X1] * bone->m10 + offset[VERTEX_Y1] * bone->m11 + bone->worldY;
self->vertices[VERTEX_X2] = offset[VERTEX_X2] * bone->m00 + offset[VERTEX_Y2] * bone->m01 + bone->worldX;
self->vertices[VERTEX_Y2] = offset[VERTEX_X2] * bone->m10 + offset[VERTEX_Y2] * bone->m11 + bone->worldY;
self->vertices[VERTEX_X3] = offset[VERTEX_X3] * bone->m00 + offset[VERTEX_Y3] * bone->m01 + bone->worldX;
self->vertices[VERTEX_Y3] = offset[VERTEX_X3] * bone->m10 + offset[VERTEX_Y3] * bone->m11 + bone->worldY;
self->vertices[VERTEX_X4] = offset[VERTEX_X4] * bone->m00 + offset[VERTEX_Y4] * bone->m01 + bone->worldX;
self->vertices[VERTEX_Y4] = offset[VERTEX_X4] * bone->m10 + offset[VERTEX_Y4] * bone->m11 + bone->worldY;
}
}} // namespace cocos2d { namespace extension {