mirror of https://github.com/axmolengine/axmol.git
308 lines
11 KiB
C++
308 lines
11 KiB
C++
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/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <spine/spine-cocos2dx.h>
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#include <spine/extension.h>
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USING_NS_CC;
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using std::min;
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using std::max;
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namespace cocos2d { namespace extension {
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void _AtlasPage_createTexture (AtlasPage* self, const char* path) {
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CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage(path);
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CCTextureAtlas* textureAtlas = CCTextureAtlas::createWithTexture(texture, 4);
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textureAtlas->retain();
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self->texture = textureAtlas;
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// Using getContentSize to make it supports the strategy of loading resources in cocos2d-x.
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// self->width = texture->getPixelsWide();
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// self->height = texture->getPixelsHigh();
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self->width = texture->getContentSize().width;
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self->height = texture->getContentSize().height;
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}
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void _AtlasPage_disposeTexture (AtlasPage* self) {
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((CCTextureAtlas*)self->texture)->release();
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}
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char* _Util_readFile (const char* path, int* length) {
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unsigned long size;
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char* data = reinterpret_cast<char*>(CCFileUtils::sharedFileUtils()->getFileData(path, "r", &size));
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*length = size;
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return data;
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}
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/**/
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void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, ccV3F_C4B_T2F_Quad* quad) {
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RegionAttachment_updateVertices(self, slot);
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GLubyte r = slot->skeleton->r * slot->r * 255;
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GLubyte g = slot->skeleton->g * slot->g * 255;
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GLubyte b = slot->skeleton->b * slot->b * 255;
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GLubyte a = slot->skeleton->a * slot->a * 255;
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quad->bl.colors.r = r;
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quad->bl.colors.g = g;
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quad->bl.colors.b = b;
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quad->bl.colors.a = a;
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quad->tl.colors.r = r;
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quad->tl.colors.g = g;
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quad->tl.colors.b = b;
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quad->tl.colors.a = a;
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quad->tr.colors.r = r;
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quad->tr.colors.g = g;
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quad->tr.colors.b = b;
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quad->tr.colors.a = a;
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quad->br.colors.r = r;
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quad->br.colors.g = g;
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quad->br.colors.b = b;
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quad->br.colors.a = a;
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quad->bl.vertices.x = self->vertices[VERTEX_X1];
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quad->bl.vertices.y = self->vertices[VERTEX_Y1];
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quad->tl.vertices.x = self->vertices[VERTEX_X2];
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quad->tl.vertices.y = self->vertices[VERTEX_Y2];
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quad->tr.vertices.x = self->vertices[VERTEX_X3];
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quad->tr.vertices.y = self->vertices[VERTEX_Y3];
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quad->br.vertices.x = self->vertices[VERTEX_X4];
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quad->br.vertices.y = self->vertices[VERTEX_Y4];
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if (self->region->rotate) {
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quad->tl.texCoords.u = self->region->u;
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quad->tl.texCoords.v = self->region->v2;
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quad->tr.texCoords.u = self->region->u;
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quad->tr.texCoords.v = self->region->v;
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quad->br.texCoords.u = self->region->u2;
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quad->br.texCoords.v = self->region->v;
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quad->bl.texCoords.u = self->region->u2;
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quad->bl.texCoords.v = self->region->v2;
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} else {
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quad->bl.texCoords.u = self->region->u;
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quad->bl.texCoords.v = self->region->v2;
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quad->tl.texCoords.u = self->region->u;
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quad->tl.texCoords.v = self->region->v;
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quad->tr.texCoords.u = self->region->u2;
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quad->tr.texCoords.v = self->region->v;
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quad->br.texCoords.u = self->region->u2;
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quad->br.texCoords.v = self->region->v2;
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}
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}
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/**/
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CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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SkeletonJson_dispose(json);
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CCSkeleton* node = skeletonData ? createWithData(skeletonData) : 0;
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node->ownsSkeleton = true;
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return node;
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}
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CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
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Atlas* atlas = Atlas_readAtlasFile(atlasFile);
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if (!atlas) return 0;
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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SkeletonJson_dispose(json);
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if (!skeletonData) {
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Atlas_dispose(atlas);
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return 0;
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}
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CCSkeleton* node = createWithData(skeletonData);
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node->ownsSkeleton = true;
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node->atlas = atlas;
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return node;
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}
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CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, AnimationStateData* stateData) {
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CCSkeleton* node = new CCSkeleton(skeletonData, stateData);
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node->autorelease();
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return node;
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}
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CCSkeleton::CCSkeleton (SkeletonData *skeletonData, AnimationStateData *stateData) :
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ownsSkeleton(false), ownsStateData(false), atlas(0),
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skeleton(0), state(0), debugSlots(false), debugBones(false) {
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CONST_CAST(Skeleton*, skeleton) = Skeleton_create(skeletonData);
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if (!stateData) {
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stateData = AnimationStateData_create(skeletonData);
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ownsStateData = true;
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}
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CONST_CAST(AnimationState*, state) = AnimationState_create(stateData);
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blendFunc.src = GL_ONE;
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blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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timeScale = 1;
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setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
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scheduleUpdate();
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}
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CCSkeleton::~CCSkeleton () {
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if (ownsSkeleton) Skeleton_dispose(skeleton);
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if (ownsStateData) AnimationStateData_dispose(state->data);
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if (atlas) Atlas_dispose(atlas);
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AnimationState_dispose(state);
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}
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void CCSkeleton::update (float deltaTime) {
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Skeleton_update(skeleton, deltaTime);
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AnimationState_update(state, deltaTime * timeScale);
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AnimationState_apply(state, skeleton);
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Skeleton_updateWorldTransform(skeleton);
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}
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void CCSkeleton::draw () {
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CC_NODE_DRAW_SETUP();
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ccGLBlendFunc(blendFunc.src, blendFunc.dst);
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ccColor3B color = getColor();
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skeleton->r = color.r / (float)255;
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skeleton->g = color.g / (float)255;
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skeleton->b = color.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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CCTextureAtlas* textureAtlas = 0;
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ccV3F_C4B_T2F_Quad quad;
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quad.tl.vertices.z = 0;
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quad.tr.vertices.z = 0;
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quad.bl.vertices.z = 0;
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quad.br.vertices.z = 0;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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CCTextureAtlas* regionTextureAtlas = (CCTextureAtlas*)attachment->region->page->texture;
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if (regionTextureAtlas != textureAtlas) {
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if (textureAtlas) {
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textureAtlas->drawQuads();
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textureAtlas->removeAllQuads();
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}
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}
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textureAtlas = regionTextureAtlas;
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if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
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!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
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RegionAttachment_updateQuad(attachment, slot, &quad);
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textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
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}
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if (textureAtlas) {
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textureAtlas->drawQuads();
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textureAtlas->removeAllQuads();
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}
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if (debugSlots) {
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// Slots.
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ccDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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CCPoint points[4];
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ccV3F_C4B_T2F_Quad quad;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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RegionAttachment_updateQuad(attachment, slot, &quad);
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points[0] = ccp(quad.bl.vertices.x, quad.bl.vertices.y);
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points[1] = ccp(quad.br.vertices.x, quad.br.vertices.y);
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points[2] = ccp(quad.tr.vertices.x, quad.tr.vertices.y);
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points[3] = ccp(quad.tl.vertices.x, quad.tl.vertices.y);
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ccDrawPoly(points, 4, true);
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}
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}
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if (debugBones) {
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// Bone lengths.
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glLineWidth(2);
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ccDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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Bone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
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}
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// Bone origins.
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ccPointSize(4);
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ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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Bone *bone = skeleton->bones[i];
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ccDrawPoint(ccp(bone->worldX, bone->worldY));
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if (i == 0) ccDrawColor4B(0, 255, 0, 255);
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}
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}
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}
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CCRect CCSkeleton::boundingBox () {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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float scaleX = getScaleX();
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float scaleY = getScaleY();
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ccV3F_C4B_T2F_Quad quad;
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for (int i = 0; i < skeleton->slotCount; ++i) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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RegionAttachment_updateQuad(attachment, slot, &quad);
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minX = min(minX, quad.bl.vertices.x * scaleX);
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minY = min(minY, quad.bl.vertices.y * scaleY);
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maxX = max(maxX, quad.bl.vertices.x * scaleX);
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maxY = max(maxY, quad.bl.vertices.y * scaleY);
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minX = min(minX, quad.br.vertices.x * scaleX);
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minY = min(minY, quad.br.vertices.y * scaleY);
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maxX = max(maxX, quad.br.vertices.x * scaleX);
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maxY = max(maxY, quad.br.vertices.y * scaleY);
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minX = min(minX, quad.tl.vertices.x * scaleX);
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minY = min(minY, quad.tl.vertices.y * scaleY);
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maxX = max(maxX, quad.tl.vertices.x * scaleX);
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maxY = max(maxY, quad.tl.vertices.y * scaleY);
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minX = min(minX, quad.tr.vertices.x * scaleX);
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minY = min(minY, quad.tr.vertices.y * scaleY);
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maxX = max(maxX, quad.tr.vertices.x * scaleX);
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maxY = max(maxY, quad.tr.vertices.y * scaleY);
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}
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CCPoint position = getPosition();
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minX = position.x + minX;
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minY = position.y + minY;
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maxX = position.x + maxX;
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maxY = position.y + maxY;
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return CCRectMake(minX, minY, maxX - minX, maxY - minY);
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}
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// CCBlendProtocol
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ccBlendFunc CCSkeleton::getBlendFunc () {
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return blendFunc;
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}
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void CCSkeleton::setBlendFunc (ccBlendFunc blendFunc) {
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this->blendFunc = blendFunc;
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}
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}} // namespace cocos2d { namespace extension {
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