Update for spine runtime

Conflicts:
	extensions/proj.win32/libExtensions.vcxproj
	extensions/proj.win32/libExtensions.vcxproj.filters
This commit is contained in:
flaming0 2013-06-02 18:26:46 +04:00 committed by James Chen
parent 43791a5e2a
commit 3daf21996c
36 changed files with 1819 additions and 1209 deletions

View File

@ -1,247 +1,251 @@
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View File

@ -42,21 +42,32 @@ void Animation_dispose (Animation* self) {
for (i = 0; i < self->timelineCount; ++i)
Timeline_dispose(self->timelines[i]);
FREE(self->timelines);
FREE(self->name);
FREE(self);
}
void Animation_apply (const Animation* self, Skeleton* skeleton, float time, int/*bool*/loop) {
if (loop && self->duration) time = fmodf(time, self->duration);
int i, n = self->timelineCount;
#ifdef __STDC_VERSION__
if (loop && self->duration) time = fmodf(time, self->duration);
#else
if (loop && self->duration) time = (float)fmod(time, self->duration);
#endif
for (i = 0; i < n; ++i)
Timeline_apply(self->timelines[i], skeleton, time, 1);
}
void Animation_mix (const Animation* self, Skeleton* skeleton, float time, int/*bool*/loop, float alpha) {
if (loop && self->duration) time = fmodf(time, self->duration);
int i, n = self->timelineCount;
#ifdef __STDC_VERSION__
if (loop && self->duration) time = fmodf(time, self->duration);
#else
if (loop && self->duration) time = (float)fmod(time, self->duration);
#endif
for (i = 0; i < n; ++i)
Timeline_apply(self->timelines[i], skeleton, time, alpha);
}
@ -68,10 +79,10 @@ typedef struct _TimelineVtable {
void (*dispose) (Timeline* self);
} _TimelineVtable;
void _Timeline_init (Timeline* self, //
void (*dispose) (Timeline* self), //
void _Timeline_init (Timeline* self, /**/
void (*dispose) (Timeline* self), /**/
void (*apply) (const Timeline* self, Skeleton* skeleton, float time, float alpha)) {
CONST_CAST(void*, self->vtable) = NEW(_TimelineVtable);
CONST_CAST(_TimelineVtable*, self->vtable) = NEW(_TimelineVtable);
VTABLE(Timeline, self) ->dispose = dispose;
VTABLE(Timeline, self) ->apply = apply;
}
@ -94,8 +105,8 @@ static const float CURVE_LINEAR = 0;
static const float CURVE_STEPPED = -1;
static const int CURVE_SEGMENTS = 10;
void _CurveTimeline_init (CurveTimeline* self, int frameCount, //
void (*dispose) (Timeline* self), //
void _CurveTimeline_init (CurveTimeline* self, int frameCount, /**/
void (*dispose) (Timeline* self), /**/
void (*apply) (const Timeline* self, Skeleton* skeleton, float time, float alpha)) {
_Timeline_init(SUPER(self), dispose, apply);
self->curves = CALLOC(float, (frameCount - 1) * 6);
@ -136,17 +147,24 @@ void CurveTimeline_setCurve (CurveTimeline* self, int frameIndex, float cx1, flo
}
float CurveTimeline_getCurvePercent (const CurveTimeline* self, int frameIndex, float percent) {
float dfy;
float ddfx;
float ddfy;
float dddfx;
float dddfy;
float x, y;
int i;
int curveIndex = frameIndex * 6;
float dfx = self->curves[curveIndex];
if (dfx == CURVE_LINEAR) return percent;
if (dfx == CURVE_STEPPED) return 0;
float dfy = self->curves[curveIndex + 1];
float ddfx = self->curves[curveIndex + 2];
float ddfy = self->curves[curveIndex + 3];
float dddfx = self->curves[curveIndex + 4];
float dddfy = self->curves[curveIndex + 5];
float x = dfx, y = dfy;
int i = CURVE_SEGMENTS - 2;
dfy = self->curves[curveIndex + 1];
ddfx = self->curves[curveIndex + 2];
ddfy = self->curves[curveIndex + 3];
dddfx = self->curves[curveIndex + 4];
dddfy = self->curves[curveIndex + 5];
x = dfx, y = dfy;
i = CURVE_SEGMENTS - 2;
while (1) {
if (x >= percent) {
float lastX = x - dfx;
@ -167,10 +185,10 @@ float CurveTimeline_getCurvePercent (const CurveTimeline* self, int frameIndex,
/* @param target After the first and before the last entry. */
static int binarySearch (float *values, int valuesLength, float target, int step) {
int low = 0;
int low = 0, current;
int high = valuesLength / step - 2;
if (high == 0) return step;
int current = high >> 1;
current = high >> 1;
while (1) {
if (values[(current + 1) * step] <= target)
low = current + 1;
@ -201,7 +219,7 @@ void _BaseTimeline_dispose (Timeline* timeline) {
}
/* Many timelines have structure identical to struct BaseTimeline and extend CurveTimeline. **/
struct BaseTimeline* _BaseTimeline_create (int frameCount, int frameSize, //
struct BaseTimeline* _BaseTimeline_create (int frameCount, int frameSize, /**/
void (*apply) (const Timeline* self, Skeleton* skeleton, float time, float alpha)) {
struct BaseTimeline* self = NEW(struct BaseTimeline);
@ -219,11 +237,15 @@ static const int ROTATE_LAST_FRAME_TIME = -2;
static const int ROTATE_FRAME_VALUE = 1;
void _RotateTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float time, float alpha) {
Bone *bone;
int frameIndex;
float lastFrameValue, frameTime, percent, amount;
RotateTimeline* self = SUB_CAST(RotateTimeline, timeline);
if (time < self->frames[0]) return; /* Time is before first frame. */
Bone *bone = skeleton->bones[self->boneIndex];
bone = skeleton->bones[self->boneIndex];
if (time >= self->frames[self->framesLength - 2]) { /* Time is after last frame. */
float amount = bone->data->rotation + self->frames[self->framesLength - 1] - bone->rotation;
@ -236,13 +258,13 @@ void _RotateTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float
}
/* Interpolate between the last frame and the current frame. */
int frameIndex = binarySearch(self->frames, self->framesLength, time, 2);
float lastFrameValue = self->frames[frameIndex - 1];
float frameTime = self->frames[frameIndex];
float percent = 1 - (time - frameTime) / (self->frames[frameIndex + ROTATE_LAST_FRAME_TIME] - frameTime);
frameIndex = binarySearch(self->frames, self->framesLength, time, 2);
lastFrameValue = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + ROTATE_LAST_FRAME_TIME] - frameTime);
percent = CurveTimeline_getCurvePercent(SUPER(self), frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
float amount = self->frames[frameIndex + ROTATE_FRAME_VALUE] - lastFrameValue;
amount = self->frames[frameIndex + ROTATE_FRAME_VALUE] - lastFrameValue;
while (amount > 180)
amount -= 360;
while (amount < -180)
@ -272,11 +294,15 @@ static const int TRANSLATE_FRAME_X = 1;
static const int TRANSLATE_FRAME_Y = 2;
void _TranslateTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float time, float alpha) {
Bone *bone;
int frameIndex;
float lastFrameX, lastFrameY, frameTime, percent;
TranslateTimeline* self = SUB_CAST(TranslateTimeline, timeline);
if (time < self->frames[0]) return; /* Time is before first frame. */
Bone *bone = skeleton->bones[self->boneIndex];
bone = skeleton->bones[self->boneIndex];
if (time >= self->frames[self->framesLength - 3]) { /* Time is after last frame. */
bone->x += (bone->data->x + self->frames[self->framesLength - 2] - bone->x) * alpha;
@ -285,11 +311,11 @@ void _TranslateTimeline_apply (const Timeline* timeline, Skeleton* skeleton, flo
}
/* Interpolate between the last frame and the current frame. */
int frameIndex = binarySearch(self->frames, self->framesLength, time, 3);
float lastFrameX = self->frames[frameIndex - 2];
float lastFrameY = self->frames[frameIndex - 1];
float frameTime = self->frames[frameIndex];
float percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_LAST_FRAME_TIME] - frameTime);
frameIndex = binarySearch(self->frames, self->framesLength, time, 3);
lastFrameX = self->frames[frameIndex - 2];
lastFrameY = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_LAST_FRAME_TIME] - frameTime);
percent = CurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone->x += (bone->data->x + lastFrameX + (self->frames[frameIndex + TRANSLATE_FRAME_X] - lastFrameX) * percent - bone->x)
@ -312,11 +338,15 @@ void TranslateTimeline_setFrame (TranslateTimeline* self, int frameIndex, float
/**/
void _ScaleTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float time, float alpha) {
ScaleTimeline* self = SUB_CAST(ScaleTimeline, timeline);
Bone *bone;
int frameIndex;
float lastFrameX, lastFrameY, frameTime, percent;
ScaleTimeline* self = SUB_CAST(ScaleTimeline, timeline);
if (time < self->frames[0]) return; /* Time is before first frame. */
Bone *bone = skeleton->bones[self->boneIndex];
bone = skeleton->bones[self->boneIndex];
if (time >= self->frames[self->framesLength - 3]) { /* Time is after last frame. */
bone->scaleX += (bone->data->scaleX - 1 + self->frames[self->framesLength - 2] - bone->scaleX) * alpha;
bone->scaleY += (bone->data->scaleY - 1 + self->frames[self->framesLength - 1] - bone->scaleY) * alpha;
@ -324,11 +354,11 @@ void _ScaleTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float t
}
/* Interpolate between the last frame and the current frame. */
int frameIndex = binarySearch(self->frames, self->framesLength, time, 3);
float lastFrameX = self->frames[frameIndex - 2];
float lastFrameY = self->frames[frameIndex - 1];
float frameTime = self->frames[frameIndex];
float percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_LAST_FRAME_TIME] - frameTime);
frameIndex = binarySearch(self->frames, self->framesLength, time, 3);
lastFrameX = self->frames[frameIndex - 2];
lastFrameY = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_LAST_FRAME_TIME] - frameTime);
percent = CurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone->scaleX += (bone->data->scaleX - 1 + lastFrameX + (self->frames[frameIndex + TRANSLATE_FRAME_X] - lastFrameX) * percent
@ -354,11 +384,15 @@ static const int COLOR_FRAME_B = 3;
static const int COLOR_FRAME_A = 4;
void _ColorTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float time, float alpha) {
Slot *slot;
int frameIndex;
float lastFrameR, lastFrameG, lastFrameB, lastFrameA, percent, frameTime;
float r, g, b, a;
ColorTimeline* self = (ColorTimeline*)timeline;
if (time < self->frames[0]) return; /* Time is before first frame. */
Slot *slot = skeleton->slots[self->slotIndex];
slot = skeleton->slots[self->slotIndex];
if (time >= self->frames[self->framesLength - 5]) { /* Time is after last frame. */
int i = self->framesLength - 1;
@ -370,19 +404,19 @@ void _ColorTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float t
}
/* Interpolate between the last frame and the current frame. */
int frameIndex = binarySearch(self->frames, self->framesLength, time, 5);
float lastFrameR = self->frames[frameIndex - 4];
float lastFrameG = self->frames[frameIndex - 3];
float lastFrameB = self->frames[frameIndex - 2];
float lastFrameA = self->frames[frameIndex - 1];
float frameTime = self->frames[frameIndex];
float percent = 1 - (time - frameTime) / (self->frames[frameIndex + COLOR_LAST_FRAME_TIME] - frameTime);
frameIndex = binarySearch(self->frames, self->framesLength, time, 5);
lastFrameR = self->frames[frameIndex - 4];
lastFrameG = self->frames[frameIndex - 3];
lastFrameB = self->frames[frameIndex - 2];
lastFrameA = self->frames[frameIndex - 1];
frameTime = self->frames[frameIndex];
percent = 1 - (time - frameTime) / (self->frames[frameIndex + COLOR_LAST_FRAME_TIME] - frameTime);
percent = CurveTimeline_getCurvePercent(SUPER(self), frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
float r = lastFrameR + (self->frames[frameIndex + COLOR_FRAME_R] - lastFrameR) * percent;
float g = lastFrameG + (self->frames[frameIndex + COLOR_FRAME_G] - lastFrameG) * percent;
float b = lastFrameB + (self->frames[frameIndex + COLOR_FRAME_B] - lastFrameB) * percent;
float a = lastFrameA + (self->frames[frameIndex + COLOR_FRAME_A] - lastFrameA) * percent;
r = lastFrameR + (self->frames[frameIndex + COLOR_FRAME_R] - lastFrameR) * percent;
g = lastFrameG + (self->frames[frameIndex + COLOR_FRAME_G] - lastFrameG) * percent;
b = lastFrameB + (self->frames[frameIndex + COLOR_FRAME_B] - lastFrameB) * percent;
a = lastFrameA + (self->frames[frameIndex + COLOR_FRAME_A] - lastFrameA) * percent;
if (alpha < 1) {
slot->r += (r - slot->r) * alpha;
slot->g += (g - slot->g) * alpha;
@ -412,30 +446,33 @@ void ColorTimeline_setFrame (ColorTimeline* self, int frameIndex, float time, fl
/**/
void _AttachmentTimeline_apply (const Timeline* timeline, Skeleton* skeleton, float time, float alpha) {
int frameIndex;
const char* attachmentName;
AttachmentTimeline* self = (AttachmentTimeline*)timeline;
if (time < self->frames[0]) return; /* Time is before first frame. */
int frameIndex;
if (time >= self->frames[self->framesLength - 1]) /* Time is after last frame. */
frameIndex = self->framesLength - 1;
else
frameIndex = binarySearch(self->frames, self->framesLength, time, 1) - 1;
const char* attachmentName = self->attachmentNames[frameIndex];
attachmentName = self->attachmentNames[frameIndex];
Slot_setAttachment(skeleton->slots[self->slotIndex],
attachmentName ? Skeleton_getAttachmentForSlotIndex(skeleton, self->slotIndex, attachmentName) : 0);
}
void _AttachmentTimeline_dispose (Timeline* timeline) {
_Timeline_deinit(timeline);
AttachmentTimeline* self = (AttachmentTimeline*)timeline;
AttachmentTimeline* self;
int i;
_Timeline_deinit(timeline);
self = (AttachmentTimeline*)timeline;
for (i = 0; i < self->framesLength; ++i)
FREE(self->attachmentNames[i]);
FREE(self->attachmentNames);
FREE(self->frames);
FREE(self);
}
@ -459,4 +496,4 @@ void AttachmentTimeline_setFrame (AttachmentTimeline* self, int frameIndex, floa
self->attachmentNames[frameIndex] = 0;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -28,6 +28,14 @@
namespace cocos2d { namespace extension {
typedef struct _Entry _Entry;
struct _Entry {
Animation* animation;
int/*bool*/loop;
float delay;
_Entry* next;
};
typedef struct {
AnimationState super;
Animation *previous;
@ -35,6 +43,7 @@ typedef struct {
int/*bool*/previousLoop;
float mixTime;
float mixDuration;
_Entry* queue;
} _Internal;
AnimationState* AnimationState_create (AnimationStateData* data) {
@ -43,37 +52,59 @@ AnimationState* AnimationState_create (AnimationStateData* data) {
return self;
}
void _AnimationState_clearQueue (AnimationState* self) {
_Internal* internal = SUB_CAST(_Internal, self);
_Entry* entry = internal->queue;
while (entry) {
_Entry* nextEntry = entry->next;
FREE(entry);
entry = nextEntry;
}
internal->queue = 0;
}
void AnimationState_dispose (AnimationState* self) {
_AnimationState_clearQueue(self);
FREE(self);
}
void AnimationState_update (AnimationState* self, float delta) {
self->time += delta;
SUB_CAST(_Internal, self) ->previousTime += delta;
SUB_CAST(_Internal, self) ->mixTime += delta;
}
#include <stdio.h>
void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay) {
_Entry* existingEntry;
Animation* previousAnimation;
void AnimationState_apply (AnimationState* self, Skeleton* skeleton) {
if (!self->animation) return;
_Internal* internal = SUB_CAST(_Internal, self);
if (internal->previous) {
Animation_apply(internal->previous, skeleton, internal->previousTime, internal->previousLoop);
float alpha = internal->mixTime / internal->mixDuration;
if (alpha >= 1) {
alpha = 1;
internal->previous = 0;
}
Animation_mix(self->animation, skeleton, self->time, self->loop, alpha);
} else
Animation_apply(self->animation, skeleton, self->time, self->loop);
_Entry* entry = NEW(_Entry);
entry->animation = animation;
entry->loop = loop;
existingEntry = internal->queue;
if (existingEntry) {
while (existingEntry->next)
existingEntry = existingEntry->next;
existingEntry->next = entry;
previousAnimation = existingEntry->animation;
} else {
internal->queue = entry;
previousAnimation = self->animation;
}
if (delay <= 0) {
if (previousAnimation)
delay = previousAnimation->duration - AnimationStateData_getMix(self->data, previousAnimation, animation) + delay;
else
delay = 0;
}
entry->delay = delay;
}
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/**/loop) {
Animation* animation = SkeletonData_findAnimation(self->data->skeletonData, animationName);
AnimationState_setAnimation(self, animation, loop);
void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay) {
Animation* animation = animationName ? SkeletonData_findAnimation(self->data->skeletonData, animationName) : 0;
AnimationState_addAnimation(self, animation, loop, delay);
}
void AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/**/loop) {
void _AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/*bool*/loop) {
_Internal* internal = SUB_CAST(_Internal, self);
internal->previous = 0;
if (newAnimation && self->animation && self->data) {
@ -90,13 +121,59 @@ void AnimationState_setAnimation (AnimationState* self, Animation* newAnimation,
self->time = 0;
}
void AnimationState_setAnimation (AnimationState* self, Animation* newAnimation, int/*bool*/loop) {
_AnimationState_clearQueue(self);
_AnimationState_setAnimation(self, newAnimation, loop);
}
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop) {
Animation* animation = animationName ? SkeletonData_findAnimation(self->data->skeletonData, animationName) : 0;
AnimationState_setAnimation(self, animation, loop);
}
void AnimationState_clearAnimation (AnimationState* self) {
SUB_CAST(_Internal, self) ->previous = 0;
_Internal* internal = SUB_CAST(_Internal, self);
internal->previous = 0;
CONST_CAST(Animation*, self->animation) = 0;
_AnimationState_clearQueue(self);
}
void AnimationState_update (AnimationState* self, float delta) {
_Entry* next;
_Internal* internal = SUB_CAST(_Internal, self);
self->time += delta;
internal->previousTime += delta;
internal->mixTime += delta;
if (internal->queue && self->time >= internal->queue->delay) {
_AnimationState_setAnimation(self, internal->queue->animation, internal->queue->loop);
next = internal->queue->next;
FREE(internal->queue);
internal->queue = next;
}
}
void AnimationState_apply (AnimationState* self, Skeleton* skeleton) {
_Internal* internal;
float alpha;
if (!self->animation) return;
internal = SUB_CAST(_Internal, self);
if (internal->previous) {
Animation_apply(internal->previous, skeleton, internal->previousTime, internal->previousLoop);
alpha = internal->mixTime / internal->mixDuration;
if (alpha >= 1) {
alpha = 1;
internal->previous = 0;
}
Animation_mix(self->animation, skeleton, self->time, self->loop, alpha);
} else
Animation_apply(self->animation, skeleton, self->time, self->loop);
}
int/*bool*/AnimationState_isComplete (AnimationState* self) {
return !self->animation || self->time >= self->animation->duration;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -46,9 +46,17 @@ void AnimationState_update (AnimationState* self, float delta);
void AnimationState_apply (AnimationState* self, struct Skeleton* skeleton);
/* @param animationName May be 0. */
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/**/loop);
void AnimationState_setAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop);
/* @param animation May be 0. */
void AnimationState_setAnimation (AnimationState* self, Animation* animation, int/**/loop);
void AnimationState_setAnimation (AnimationState* self, Animation* animation, int/*bool*/loop);
/** @param animationName May be 0.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
void AnimationState_addAnimationByName (AnimationState* self, const char* animationName, int/*bool*/loop, float delay);
/** @param animation May be 0.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
void AnimationState_addAnimation (AnimationState* self, Animation* animation, int/*bool*/loop, float delay);
void AnimationState_clearAnimation (AnimationState* self);
int/*bool*/AnimationState_isComplete (AnimationState* self);

View File

@ -74,37 +74,43 @@ AnimationStateData* AnimationStateData_create (SkeletonData* skeletonData) {
}
void AnimationStateData_dispose (AnimationStateData* self) {
_ToEntry* toEntry;
_ToEntry* nextToEntry;
_FromEntry* nextFromEntry;
_FromEntry* fromEntry = (_FromEntry*)self->entries;
while (fromEntry) {
_ToEntry* toEntry = fromEntry->toEntries;
toEntry = fromEntry->toEntries;
while (toEntry) {
_ToEntry* next = toEntry->next;
nextToEntry = toEntry->next;
_ToEntry_dispose(toEntry);
toEntry = next;
toEntry = nextToEntry;
}
_FromEntry* next = fromEntry->next;
nextFromEntry = fromEntry->next;
_FromEntry_dispose(fromEntry);
fromEntry = next;
fromEntry = nextFromEntry;
}
FREE(self);
}
void AnimationStateData_setMixByName (AnimationStateData* self, const char* fromName, const char* toName, float duration) {
Animation* to;
Animation* from = SkeletonData_findAnimation(self->skeletonData, fromName);
if (!from) return;
Animation* to = SkeletonData_findAnimation(self->skeletonData, toName);
to = SkeletonData_findAnimation(self->skeletonData, toName);
if (!to) return;
AnimationStateData_setMix(self, from, to, duration);
}
void AnimationStateData_setMix (AnimationStateData* self, Animation* from, Animation* to, float duration) {
/* Find existing FromEntry. */
_ToEntry* toEntry;
_FromEntry* fromEntry = (_FromEntry*)self->entries;
while (fromEntry) {
if (fromEntry->animation == from) {
/* Find existing ToEntry. */
_ToEntry* toEntry = fromEntry->toEntries;
toEntry = fromEntry->toEntries;
while (toEntry) {
if (toEntry->animation == to) {
toEntry->duration = duration;
@ -119,9 +125,9 @@ void AnimationStateData_setMix (AnimationStateData* self, Animation* from, Anima
if (!fromEntry) {
fromEntry = _FromEntry_create(from);
fromEntry->next = (_FromEntry*)self->entries;
CONST_CAST(void*, self->entries) = fromEntry;
CONST_CAST(_FromEntry*, self->entries) = fromEntry;
}
_ToEntry* toEntry = _ToEntry_create(to, duration);
toEntry = _ToEntry_create(to, duration);
toEntry->next = fromEntry->toEntries;
fromEntry->toEntries = toEntry;
}
@ -141,4 +147,4 @@ float AnimationStateData_getMix (AnimationStateData* self, Animation* from, Anim
return 0;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -38,6 +38,7 @@ AtlasPage* AtlasPage_create (const char* name) {
void AtlasPage_dispose (AtlasPage* self) {
FREE(self->name);
_AtlasPage_disposeTexture(self);
FREE(self);
}
/**/
@ -55,14 +56,9 @@ void AtlasRegion_dispose (AtlasRegion* self) {
/**/
typedef struct _struct_Str {
typedef struct {
const char* begin;
const char* end;
_struct_Str()
: begin(NULL)
, end(NULL) {
}
} Str;
static void trim (Str* str) {
@ -119,10 +115,11 @@ static int readValue (const char* end, Str* str) {
/* Returns the number of tuple values read (2, 4, or 0 for failure). */
static int readTuple (const char* end, Str tuple[]) {
int i;
Str str;
readLine(0, end, &str);
if (!beginPast(&str, ':')) return 0;
int i = 0;
for (i = 0; i < 3; ++i) {
tuple[i].begin = str.begin;
if (!beginPast(&str, ',')) {
@ -172,6 +169,7 @@ static const char* textureFilterNames[] = {"Nearest", "Linear", "MipMap", "MipMa
"MipMapNearestLinear", "MipMapLinearLinear"};
Atlas* Atlas_readAtlas (const char* begin, int length, const char* dir) {
int count;
const char* end = begin + length;
int dirLength = strlen(dir);
int needsSlash = dirLength > 0 && dir[dirLength - 1] != '/' && dir[dirLength - 1] != '\\';
@ -241,10 +239,14 @@ Atlas* Atlas_readAtlas (const char* begin, int length, const char* dir) {
region->u = region->x / (float)page->width;
region->v = region->y / (float)page->height;
region->u2 = (region->x + region->width) / (float)page->width;
region->v2 = (region->y + region->height) / (float)page->height;
if (region->rotate) {
region->u2 = (region->x + region->height) / (float)page->width;
region->v2 = (region->y + region->width) / (float)page->height;
} else {
region->u2 = (region->x + region->width) / (float)page->width;
region->v2 = (region->y + region->height) / (float)page->height;
}
int count;
if (!(count = readTuple(end, tuple))) return abortAtlas(self);
if (count == 4) { /* split is optional */
region->splits = MALLOC(int, 4);
@ -269,8 +271,8 @@ Atlas* Atlas_readAtlas (const char* begin, int length, const char* dir) {
region->originalHeight = toInt(tuple + 1);
readTuple(end, tuple);
region->offsetX = (float)toInt(tuple);
region->offsetY = (float)toInt(tuple + 1);
region->offsetX = toInt(tuple);
region->offsetY = toInt(tuple + 1);
if (!readValue(end, &str)) return abortAtlas(self);
region->index = toInt(&str);
@ -281,6 +283,11 @@ Atlas* Atlas_readAtlas (const char* begin, int length, const char* dir) {
}
Atlas* Atlas_readAtlasFile (const char* path) {
int dirLength;
char *dir;
int length;
const char* data;
Atlas* atlas = 0;
/* Get directory from atlas path. */
@ -288,13 +295,12 @@ Atlas* Atlas_readAtlasFile (const char* path) {
const char* lastBackwardSlash = strrchr(path, '\\');
const char* lastSlash = lastForwardSlash > lastBackwardSlash ? lastForwardSlash : lastBackwardSlash;
if (lastSlash == path) lastSlash++; /* Never drop starting slash. */
int dirLength = lastSlash ? lastSlash - path : 0;
char* dir = MALLOC(char, dirLength + 1);
dirLength = lastSlash ? lastSlash - path : 0;
dir = MALLOC(char, dirLength + 1);
memcpy(dir, path, dirLength);
dir[dirLength] = '\0';
int length;
const char* data = _Util_readFile(path, &length);
data = _Util_readFile(path, &length);
if (data) atlas = Atlas_readAtlas(data, length, dir);
FREE(data);
@ -303,6 +309,7 @@ Atlas* Atlas_readAtlasFile (const char* path) {
}
void Atlas_dispose (Atlas* self) {
AtlasRegion* region, *nextRegion;
AtlasPage* page = self->pages;
while (page) {
AtlasPage* nextPage = page->next;
@ -310,9 +317,9 @@ void Atlas_dispose (Atlas* self) {
page = nextPage;
}
AtlasRegion* region = self->regions;
region = self->regions;
while (region) {
AtlasRegion* nextRegion = region->next;
nextRegion = region->next;
AtlasRegion_dispose(region);
region = nextRegion;
}
@ -329,4 +336,4 @@ AtlasRegion* Atlas_findRegion (const Atlas* self, const char* name) {
return 0;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -53,7 +53,7 @@ struct AtlasPage {
AtlasFilter minFilter, magFilter;
AtlasWrap uWrap, vWrap;
void* texture;
void* rendererObject;
int width, height;
AtlasPage* next;
@ -69,7 +69,7 @@ struct AtlasRegion {
const char* name;
int x, y, width, height;
float u, v, u2, v2;
float offsetX, offsetY;
int offsetX, offsetY;
int originalWidth, originalHeight;
int index;
int/*bool*/rotate;

View File

@ -32,13 +32,21 @@ Attachment* _AtlasAttachmentLoader_newAttachment (AttachmentLoader* loader, Skin
AtlasAttachmentLoader* self = SUB_CAST(AtlasAttachmentLoader, loader);
switch (type) {
case ATTACHMENT_REGION: {
RegionAttachment* attachment;
AtlasRegion* region = Atlas_findRegion(self->atlas, name);
if (!region) {
_AttachmentLoader_setError(loader, "Region not found: ", name);
return 0;
}
RegionAttachment* attachment = RegionAttachment_create(name);
attachment->region = region;
attachment = RegionAttachment_create(name);
attachment->rendererObject = region;
RegionAttachment_setUVs(attachment, region->u, region->v, region->u2, region->v2, region->rotate);
attachment->regionOffsetX = region->offsetX;
attachment->regionOffsetY = region->offsetY;
attachment->regionWidth = region->width;
attachment->regionHeight = region->height;
attachment->regionOriginalWidth = region->originalWidth;
attachment->regionOriginalHeight = region->originalHeight;
return SUPER(attachment);
}
default:
@ -54,4 +62,4 @@ AtlasAttachmentLoader* AtlasAttachmentLoader_create (Atlas* atlas) {
return self;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -33,10 +33,10 @@ typedef struct _AttachmentVtable {
void (*dispose) (Attachment* self);
} _AttachmentVtable;
void _Attachment_init (Attachment* self, const char* name, AttachmentType type, //
void _Attachment_init (Attachment* self, const char* name, AttachmentType type, /**/
void (*dispose) (Attachment* self)) {
CONST_CAST(void*, self->vtable) = NEW(_AttachmentVtable);
CONST_CAST(_AttachmentVtable*, self->vtable) = NEW(_AttachmentVtable);
VTABLE(Attachment, self) ->dispose = dispose;
MALLOC_STR(self->name, name);
@ -50,6 +50,7 @@ void _Attachment_deinit (Attachment* self) {
void Attachment_dispose (Attachment* self) {
VTABLE(Attachment, self) ->dispose(self);
FREE(self);
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -34,10 +34,10 @@ typedef struct _AttachmentLoaderVtable {
void (*dispose) (AttachmentLoader* self);
} _AttachmentLoaderVtable;
void _AttachmentLoader_init (AttachmentLoader* self, //
void (*dispose) (AttachmentLoader* self), //
void _AttachmentLoader_init (AttachmentLoader* self, /**/
void (*dispose) (AttachmentLoader* self), /**/
Attachment* (*newAttachment) (AttachmentLoader* self, Skin* skin, AttachmentType type, const char* name)) {
CONST_CAST(void*, self->vtable) = NEW(_AttachmentLoaderVtable);
CONST_CAST(_AttachmentLoaderVtable*, self->vtable) = NEW(_AttachmentLoaderVtable);
VTABLE(AttachmentLoader, self) ->dispose = dispose;
VTABLE(AttachmentLoader, self) ->newAttachment = newAttachment;
}
@ -50,6 +50,7 @@ void _AttachmentLoader_deinit (AttachmentLoader* self) {
void AttachmentLoader_dispose (AttachmentLoader* self) {
VTABLE(AttachmentLoader, self) ->dispose(self);
FREE(self);
}
Attachment* AttachmentLoader_newAttachment (AttachmentLoader* self, Skin* skin, AttachmentType type, const char* name) {
@ -73,4 +74,4 @@ void _AttachmentLoader_setUnknownTypeError (AttachmentLoader* self, AttachmentTy
_AttachmentLoader_setError(self, "Unknown attachment type: ", buffer);
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -37,6 +37,9 @@ struct AttachmentLoader {
const char* error2;
const void* const vtable;
#ifdef __cplusplus
AttachmentLoader () : error1(0), error2(0), vtable(0) {}
#endif
};
void AttachmentLoader_dispose (AttachmentLoader* self);

View File

@ -39,7 +39,7 @@ Bone* Bone_create (BoneData* data, Bone* parent) {
Bone* self = NEW(Bone);
CONST_CAST(BoneData*, self->data) = data;
CONST_CAST(Bone*, self->parent) = parent;
Bone_setToBindPose(self);
Bone_setToSetupPose(self);
return self;
}
@ -47,7 +47,7 @@ void Bone_dispose (Bone* self) {
FREE(self);
}
void Bone_setToBindPose (Bone* self) {
void Bone_setToSetupPose (Bone* self) {
self->x = self->data->x;
self->y = self->data->y;
self->rotation = self->data->rotation;
@ -56,6 +56,7 @@ void Bone_setToBindPose (Bone* self) {
}
void Bone_updateWorldTransform (Bone* self, int flipX, int flipY) {
float radians, cosine, sine;
if (self->parent) {
CONST_CAST(float, self->worldX) = self->x * self->parent->m00 + self->y * self->parent->m01 + self->parent->worldX;
CONST_CAST(float, self->worldY) = self->x * self->parent->m10 + self->y * self->parent->m11 + self->parent->worldY;
@ -63,15 +64,20 @@ void Bone_updateWorldTransform (Bone* self, int flipX, int flipY) {
CONST_CAST(float, self->worldScaleY) = self->parent->worldScaleY * self->scaleY;
CONST_CAST(float, self->worldRotation) = self->parent->worldRotation + self->rotation;
} else {
CONST_CAST(float, self->worldX) = self->x;
CONST_CAST(float, self->worldY) = self->y;
CONST_CAST(float, self->worldX) = flipX ? -self->x : self->x;
CONST_CAST(float, self->worldY) = flipX ? -self->y : self->y;
CONST_CAST(float, self->worldScaleX) = self->scaleX;
CONST_CAST(float, self->worldScaleY) = self->scaleY;
CONST_CAST(float, self->worldRotation) = self->rotation;
}
float radians = (float)(self->worldRotation * 3.1415926535897932385 / 180);
float cosine = cosf(radians);
float sine = sinf(radians);
radians = (float)(self->worldRotation * 3.1415926535897932385 / 180);
#ifdef __STDC_VERSION__
cosine = cosf(radians);
sine = sinf(radians);
#else
cosine = (float)cos(radians);
sine = (float)sin(radians);
#endif
CONST_CAST(float, self->m00) = cosine * self->worldScaleX;
CONST_CAST(float, self->m10) = sine * self->worldScaleX;
CONST_CAST(float, self->m01) = -sine * self->worldScaleY;
@ -90,4 +96,4 @@ void Bone_updateWorldTransform (Bone* self, int flipX, int flipY) {
}
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -50,7 +50,7 @@ void Bone_setYDown (int/*bool*/yDown);
Bone* Bone_create (BoneData* data, Bone* parent);
void Bone_dispose (Bone* self);
void Bone_setToBindPose (Bone* self);
void Bone_setToSetupPose (Bone* self);
void Bone_updateWorldTransform (Bone* self, int/*bool*/flipX, int/*bool*/flipY);

View File

@ -42,4 +42,4 @@ void BoneData_dispose (BoneData* self) {
FREE(self);
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -0,0 +1,290 @@
/*******************************************************************************
* 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/CCSkeleton.h>
#include <spine/spine-cocos2dx.h>
USING_NS_CC;
using std::min;
using std::max;
namespace cocos2d { namespace extension {
CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
CCSkeleton* node = new CCSkeleton(skeletonData, ownsSkeletonData);
node->autorelease();
return node;
}
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlas, scale);
node->autorelease();
return node;
}
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlasFile, scale);
node->autorelease();
return node;
}
void CCSkeleton::initialize () {
atlas = 0;
debugSlots = false;
debugBones = false;
timeScale = 1;
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
setOpacityModifyRGB(true);
setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
scheduleUpdate();
}
void CCSkeleton::setSkeletonData (SkeletonData *skeletonData, bool ownsSkeletonData) {
skeleton = Skeleton_create(skeletonData);
rootBone = skeleton->bones[0];
this->ownsSkeletonData = ownsSkeletonData;
}
CCSkeleton::CCSkeleton () {
initialize();
}
CCSkeleton::CCSkeleton (SkeletonData *skeletonData, bool ownsSkeletonData) {
initialize();
setSkeletonData(skeletonData, ownsSkeletonData);
}
CCSkeleton::CCSkeleton (const char* skeletonDataFile, Atlas* atlas, float scale) {
initialize();
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data.");
SkeletonJson_dispose(json);
setSkeletonData(skeletonData, true);
}
CCSkeleton::CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale) {
initialize();
atlas = Atlas_readAtlasFile(atlasFile);
CCAssert(atlas, "Error reading atlas file.");
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
SkeletonJson_dispose(json);
setSkeletonData(skeletonData, true);
}
CCSkeleton::~CCSkeleton () {
if (ownsSkeletonData) SkeletonData_dispose(skeleton->data);
if (atlas) Atlas_dispose(atlas);
Skeleton_dispose(skeleton);
}
void CCSkeleton::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime * timeScale);
}
void CCSkeleton::draw () {
CC_NODE_DRAW_SETUP();
ccGLBlendFunc(blendFunc.src, blendFunc.dst);
ccColor3B color = getColor();
skeleton->r = color.r / (float)255;
skeleton->g = color.g / (float)255;
skeleton->b = color.b / (float)255;
skeleton->a = getOpacity() / (float)255;
if (premultipliedAlpha) {
skeleton->r *= skeleton->a;
skeleton->g *= skeleton->a;
skeleton->b *= skeleton->a;
}
CCTextureAtlas* textureAtlas = 0;
ccV3F_C4B_T2F_Quad quad;
quad.tl.vertices.z = 0;
quad.tr.vertices.z = 0;
quad.bl.vertices.z = 0;
quad.br.vertices.z = 0;
for (int i = 0, n = skeleton->slotCount; i < n; i++) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
CCTextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
if (regionTextureAtlas != textureAtlas) {
if (textureAtlas) {
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
}
textureAtlas = regionTextureAtlas;
if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
}
if (textureAtlas) {
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
if (debugSlots) {
// Slots.
ccDrawColor4B(0, 0, 255, 255);
glLineWidth(1);
CCPoint points[4];
ccV3F_C4B_T2F_Quad quad;
for (int i = 0, n = skeleton->slotCount; i < n; i++) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_updateQuad(attachment, slot, &quad);
points[0] = ccp(quad.bl.vertices.x, quad.bl.vertices.y);
points[1] = ccp(quad.br.vertices.x, quad.br.vertices.y);
points[2] = ccp(quad.tr.vertices.x, quad.tr.vertices.y);
points[3] = ccp(quad.tl.vertices.x, quad.tl.vertices.y);
ccDrawPoly(points, 4, true);
}
}
if (debugBones) {
// Bone lengths.
glLineWidth(2);
ccDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
Bone *bone = skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
}
// Bone origins.
ccPointSize(4);
ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
Bone *bone = skeleton->bones[i];
ccDrawPoint(ccp(bone->worldX, bone->worldY));
if (i == 0) ccDrawColor4B(0, 255, 0, 255);
}
}
}
CCTextureAtlas* CCSkeleton::getTextureAtlas (RegionAttachment* regionAttachment) const {
return (CCTextureAtlas*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
}
CCRect CCSkeleton::boundingBox () {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
float scaleX = getScaleX();
float scaleY = getScaleY();
float vertices[8];
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
minX = min(minX, vertices[VERTEX_X1] * scaleX);
minY = min(minY, vertices[VERTEX_Y1] * scaleY);
maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
minX = min(minX, vertices[VERTEX_X4] * scaleX);
minY = min(minY, vertices[VERTEX_Y4] * scaleY);
maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
minX = min(minX, vertices[VERTEX_X2] * scaleX);
minY = min(minY, vertices[VERTEX_Y2] * scaleY);
maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
minX = min(minX, vertices[VERTEX_X3] * scaleX);
minY = min(minY, vertices[VERTEX_Y3] * scaleY);
maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
}
CCPoint position = getPosition();
return CCRectMake(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
}
// --- Convenience methods for Skeleton_* functions.
void CCSkeleton::updateWorldTransform () {
Skeleton_updateWorldTransform(skeleton);
}
void CCSkeleton::setToSetupPose () {
Skeleton_setToSetupPose(skeleton);
}
void CCSkeleton::setBonesToSetupPose () {
Skeleton_setBonesToSetupPose(skeleton);
}
void CCSkeleton::setSlotsToSetupPose () {
Skeleton_setSlotsToSetupPose(skeleton);
}
Bone* CCSkeleton::findBone (const char* boneName) const {
return Skeleton_findBone(skeleton, boneName);
}
Slot* CCSkeleton::findSlot (const char* slotName) const {
return Skeleton_findSlot(skeleton, slotName);
}
bool CCSkeleton::setSkin (const char* skinName) {
return Skeleton_setSkinByName(skeleton, skinName) ? true : false;
}
Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const {
return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
}
bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) {
return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
}
// --- CCBlendProtocol
ccBlendFunc CCSkeleton::getBlendFunc () {
return blendFunc;
}
void CCSkeleton::setBlendFunc (ccBlendFunc blendFunc) {
this->blendFunc = blendFunc;
}
void CCSkeleton::setOpacityModifyRGB (bool value) {
premultipliedAlpha = value;
}
bool CCSkeleton::isOpacityModifyRGB () {
return premultipliedAlpha;
}
}} // namespace cocos2d { namespace extension {

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@ -0,0 +1,100 @@
/*******************************************************************************
* 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.
******************************************************************************/
#ifndef SPINE_CCSKELETON_H_
#define SPINE_CCSKELETON_H_
#include <spine/spine.h>
#include "cocos2d.h"
namespace cocos2d { namespace extension {
/**
Draws a skeleton.
*/
class CCSkeleton: public cocos2d::CCNodeRGBA, public cocos2d::CCBlendProtocol {
public:
Skeleton* skeleton;
Bone* rootBone;
float timeScale;
bool debugSlots;
bool debugBones;
bool premultipliedAlpha;
static CCSkeleton* createWithData (SkeletonData* skeletonData, bool ownsSkeletonData = false);
static CCSkeleton* createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale = 1);
static CCSkeleton* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 1);
CCSkeleton (SkeletonData* skeletonData, bool ownsSkeletonData = false);
CCSkeleton (const char* skeletonDataFile, Atlas* atlas, float scale = 1);
CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale = 1);
virtual ~CCSkeleton ();
virtual void update (float deltaTime);
virtual void draw ();
virtual cocos2d::CCRect boundingBox ();
// --- Convenience methods for common Skeleton_* functions.
void updateWorldTransform ();
void setToSetupPose ();
void setBonesToSetupPose ();
void setSlotsToSetupPose ();
/* Returns 0 if the bone was not found. */
Bone* findBone (const char* boneName) const;
/* Returns 0 if the slot was not found. */
Slot* findSlot (const char* slotName) const;
/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached. Returns false if the skin was not found.
* @param skin May be 0.*/
bool setSkin (const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
Attachment* getAttachment (const char* slotName, const char* attachmentName) const;
/* Returns false if the slot or attachment was not found. */
bool setAttachment (const char* slotName, const char* attachmentName);
// --- CCBlendProtocol
CC_PROPERTY(cocos2d::ccBlendFunc, blendFunc, BlendFunc);
virtual void setOpacityModifyRGB (bool value);
virtual bool isOpacityModifyRGB ();
protected:
CCSkeleton ();
void setSkeletonData (SkeletonData* skeletonData, bool ownsSkeletonData);
cocos2d::CCTextureAtlas* getTextureAtlas (RegionAttachment* regionAttachment) const;
private:
bool ownsSkeletonData;
Atlas* atlas;
void initialize ();
};
}} // namespace cocos2d { namespace extension {
#endif /* SPINE_CCSKELETON_H_ */

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@ -0,0 +1,142 @@
/*******************************************************************************
* 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/CCSkeletonAnimation.h>
#include <spine/extension.h>
#include <spine/spine-cocos2dx.h>
USING_NS_CC;
using std::min;
using std::max;
using std::vector;
namespace cocos2d { namespace extension {
CCSkeletonAnimation* CCSkeletonAnimation::createWithData (SkeletonData* skeletonData) {
CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonData);
node->autorelease();
return node;
}
CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlas, scale);
node->autorelease();
return node;
}
CCSkeletonAnimation* CCSkeletonAnimation::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
CCSkeletonAnimation* node = new CCSkeletonAnimation(skeletonDataFile, atlasFile, scale);
node->autorelease();
return node;
}
CCSkeletonAnimation::CCSkeletonAnimation (SkeletonData *skeletonData)
: CCSkeleton(skeletonData) {
addAnimationState();
}
CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, Atlas* atlas, float scale)
: CCSkeleton(skeletonDataFile, atlas, scale) {
addAnimationState();
}
CCSkeletonAnimation::CCSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale)
: CCSkeleton(skeletonDataFile, atlasFile, scale) {
addAnimationState();
}
CCSkeletonAnimation::~CCSkeletonAnimation () {
for (std::vector<AnimationStateData*>::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter)
AnimationStateData_dispose(*iter);
for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter)
AnimationState_dispose(*iter);
}
void CCSkeletonAnimation::update (float deltaTime) {
super::update(deltaTime);
deltaTime *= timeScale;
for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
AnimationState_update(*iter, deltaTime);
AnimationState_apply(*iter, skeleton);
}
Skeleton_updateWorldTransform(skeleton);
}
void CCSkeletonAnimation::addAnimationState (AnimationStateData* stateData) {
if (!stateData) {
stateData = AnimationStateData_create(skeleton->data);
stateDatas.push_back(stateData);
}
AnimationState* state = AnimationState_create(stateData);
states.push_back(state);
}
void CCSkeletonAnimation::setAnimationStateData (AnimationStateData* stateData, int stateIndex) {
CCAssert(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
CCAssert(stateData, "stateData cannot be null.");
AnimationState* state = states[stateIndex];
for (std::vector<AnimationStateData*>::iterator iter = stateDatas.begin(); iter != stateDatas.end(); ++iter) {
if (state->data == *iter) {
AnimationStateData_dispose(state->data);
stateDatas.erase(iter);
break;
}
}
for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
if (state == *iter) {
states.erase(iter);
break;
}
}
AnimationState_dispose(state);
state = AnimationState_create(stateData);
states[stateIndex] = state;
}
void CCSkeletonAnimation::setMix (const char* fromAnimation, const char* toAnimation, float duration, int stateIndex) {
CCAssert(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationStateData_setMixByName(states[stateIndex]->data, fromAnimation, toAnimation, duration);
}
void CCSkeletonAnimation::setAnimation (const char* name, bool loop, int stateIndex) {
CCAssert(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationState_setAnimationByName(states[stateIndex], name, loop);
}
void CCSkeletonAnimation::addAnimation (const char* name, bool loop, float delay, int stateIndex) {
CCAssert(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationState_addAnimationByName(states[stateIndex], name, loop, delay);
}
void CCSkeletonAnimation::clearAnimation (int stateIndex) {
CCAssert(stateIndex >= 0 && stateIndex < (int)states.size(), "stateIndex out of range.");
AnimationState_clearAnimation(states[stateIndex]);
}
}} // namespace cocos2d { namespace extension {

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@ -0,0 +1,73 @@
/*******************************************************************************
* 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.
******************************************************************************/
#ifndef SPINE_CCSKELETONANIMATION_H_
#define SPINE_CCSKELETONANIMATION_H_
#include <spine/spine.h>
#include <spine/CCSkeleton.h>
#include "cocos2d.h"
namespace cocos2d { namespace extension {
/**
Draws an animated skeleton, providing a simple API for applying one or more animations and queuing animations to be played later.
*/
class CCSkeletonAnimation: public CCSkeleton {
public:
std::vector<AnimationState*> states;
static CCSkeletonAnimation* createWithData (SkeletonData* skeletonData);
static CCSkeletonAnimation* createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale = 1);
static CCSkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 1);
CCSkeletonAnimation (SkeletonData* skeletonData);
CCSkeletonAnimation (const char* skeletonDataFile, Atlas* atlas, float scale = 1);
CCSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale = 1);
virtual ~CCSkeletonAnimation ();
virtual void update (float deltaTime);
void addAnimationState (AnimationStateData* stateData = 0);
void setAnimationStateData (AnimationStateData* stateData, int stateIndex = 0);
void setMix (const char* fromAnimation, const char* toAnimation, float duration, int stateIndex = 0);
void setAnimation (const char* name, bool loop, int stateIndex = 0);
void addAnimation (const char* name, bool loop, float delay = 0, int stateIndex = 0);
void clearAnimation (int stateIndex = 0);
protected:
CCSkeletonAnimation ();
private:
typedef CCSkeleton super;
std::vector<AnimationStateData*> stateDatas;
void initialize ();
};
}} // namespace cocos2d { namespace extension {
#endif /* SPINE_CCSKELETONANIMATION_H_ */

View File

@ -90,7 +90,7 @@ static const char* parse_number (Json *item, const char* num) {
subscale = (subscale * 10) + (*num++ - '0'); /* Number? */
}
n = sign * n * pow(10.0f, (scale + subscale * signsubscale)); /* number = +/- number.fraction * 10^+/- exponent */
n = sign * n * (float)pow(10.0f, (scale + subscale * signsubscale)); /* number = +/- number.fraction * 10^+/- exponent */
item->valuefloat = n;
item->valueint = (int)n;
@ -372,4 +372,4 @@ int Json_getInt (Json* value, const char* name, int defaultValue) {
return value ? (int)value->valuefloat : defaultValue;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -37,29 +37,43 @@ RegionAttachment* RegionAttachment_create (const char* name) {
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;
void RegionAttachment_setUVs (RegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
if (rotate) {
self->uvs[VERTEX_X2] = u;
self->uvs[VERTEX_Y2] = v2;
self->uvs[VERTEX_X3] = u;
self->uvs[VERTEX_Y3] = v;
self->uvs[VERTEX_X4] = u2;
self->uvs[VERTEX_Y4] = v;
self->uvs[VERTEX_X1] = u2;
self->uvs[VERTEX_Y1] = v2;
} 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;
self->uvs[VERTEX_X1] = u;
self->uvs[VERTEX_Y1] = v2;
self->uvs[VERTEX_X2] = u;
self->uvs[VERTEX_Y2] = v;
self->uvs[VERTEX_X3] = u2;
self->uvs[VERTEX_Y3] = v;
self->uvs[VERTEX_X4] = u2;
self->uvs[VERTEX_Y4] = v2;
}
localX *= self->scaleX;
localY *= self->scaleY;
localX2 *= self->scaleX;
localY2 *= self->scaleY;
}
void RegionAttachment_updateOffset (RegionAttachment* self) {
float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
float localX2 = localX + self->regionWidth * regionScaleX;
float localY2 = localY + self->regionHeight * regionScaleY;
float radians = (float)(self->rotation * 3.1415926535897932385 / 180);
#ifdef __STDC_VERSION__
float cosine = cosf(radians);
float sine = sinf(radians);
#else
float cosine = (float)cos(radians);
float sine = (float)sin(radians);
#endif
float localXCos = localX * cosine + self->x;
float localXSin = localX * sine;
float localYCos = localY * cosine + self->y;
@ -78,17 +92,18 @@ void RegionAttachment_updateOffset (RegionAttachment* self) {
self->offset[VERTEX_Y4] = localYCos + localX2Sin;
}
void RegionAttachment_updateVertices (RegionAttachment* self, Slot* slot) {
void RegionAttachment_computeVertices (RegionAttachment* self, float x, float y, Bone* bone, float* vertices) {
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;
x += bone->worldX;
y += bone->worldY;
vertices[VERTEX_X1] = offset[VERTEX_X1] * bone->m00 + offset[VERTEX_Y1] * bone->m01 + x;
vertices[VERTEX_Y1] = offset[VERTEX_X1] * bone->m10 + offset[VERTEX_Y1] * bone->m11 + y;
vertices[VERTEX_X2] = offset[VERTEX_X2] * bone->m00 + offset[VERTEX_Y2] * bone->m01 + x;
vertices[VERTEX_Y2] = offset[VERTEX_X2] * bone->m10 + offset[VERTEX_Y2] * bone->m11 + y;
vertices[VERTEX_X3] = offset[VERTEX_X3] * bone->m00 + offset[VERTEX_Y3] * bone->m01 + x;
vertices[VERTEX_Y3] = offset[VERTEX_X3] * bone->m10 + offset[VERTEX_Y3] * bone->m11 + y;
vertices[VERTEX_X4] = offset[VERTEX_X4] * bone->m00 + offset[VERTEX_Y4] * bone->m01 + x;
vertices[VERTEX_Y4] = offset[VERTEX_X4] * bone->m10 + offset[VERTEX_Y4] * bone->m11 + y;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -40,16 +40,20 @@ typedef struct RegionAttachment RegionAttachment;
struct RegionAttachment {
Attachment super;
float x, y, scaleX, scaleY, rotation, width, height;
AtlasRegion* region;
void* rendererObject;
int regionOffsetX, regionOffsetY; /* Pixels stripped from the bottom left, unrotated. */
int regionWidth, regionHeight; /* Unrotated, stripped pixel size. */
int regionOriginalWidth, regionOriginalHeight; /* Unrotated, unstripped pixel size. */
float offset[8];
float vertices[8];
float uvs[8];
};
RegionAttachment* RegionAttachment_create (const char* name);
void RegionAttachment_setUVs (RegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate);
void RegionAttachment_updateOffset (RegionAttachment* self);
void RegionAttachment_updateVertices (RegionAttachment* self, Slot* slot);
void RegionAttachment_computeVertices (RegionAttachment* self, float x, float y, Bone* bone, float* vertices);
}} // namespace cocos2d { namespace extension {

View File

@ -30,12 +30,14 @@
namespace cocos2d { namespace extension {
Skeleton* Skeleton_create (SkeletonData* data) {
int i, ii;
Skeleton* self = NEW(Skeleton);
CONST_CAST(SkeletonData*, self->data) = data;
self->boneCount = self->data->boneCount;
self->bones = MALLOC(Bone*, self->boneCount);
int i, ii;
for (i = 0; i < self->boneCount; ++i) {
BoneData* boneData = self->data->bones[i];
Bone* parent = 0;
@ -58,7 +60,7 @@ Skeleton* Skeleton_create (SkeletonData* data) {
SlotData *slotData = data->slots[i];
/* Find bone for the slotData's boneData. */
Bone *bone = NULL;
Bone *bone;
for (ii = 0; ii < self->boneCount; ++ii) {
if (data->bones[ii] == slotData->boneData) {
bone = self->bones[ii];
@ -91,6 +93,7 @@ void Skeleton_dispose (Skeleton* self) {
FREE(self->slots);
FREE(self->drawOrder);
FREE(self);
}
void Skeleton_updateWorldTransform (const Skeleton* self) {
@ -99,21 +102,21 @@ void Skeleton_updateWorldTransform (const Skeleton* self) {
Bone_updateWorldTransform(self->bones[i], self->flipX, self->flipY);
}
void Skeleton_setToBindPose (const Skeleton* self) {
Skeleton_setBonesToBindPose(self);
Skeleton_setSlotsToBindPose(self);
void Skeleton_setToSetupPose (const Skeleton* self) {
Skeleton_setBonesToSetupPose(self);
Skeleton_setSlotsToSetupPose(self);
}
void Skeleton_setBonesToBindPose (const Skeleton* self) {
void Skeleton_setBonesToSetupPose (const Skeleton* self) {
int i;
for (i = 0; i < self->boneCount; ++i)
Bone_setToBindPose(self->bones[i]);
Bone_setToSetupPose(self->bones[i]);
}
void Skeleton_setSlotsToBindPose (const Skeleton* self) {
void Skeleton_setSlotsToSetupPose (const Skeleton* self) {
int i;
for (i = 0; i < self->slotCount; ++i)
Slot_setToBindPose(self->slots[i]);
Slot_setToSetupPose(self->slots[i]);
}
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName) {
@ -145,11 +148,12 @@ int Skeleton_findSlotIndex (const Skeleton* self, const char* slotName) {
}
int Skeleton_setSkinByName (Skeleton* self, const char* skinName) {
Skin *skin;
if (!skinName) {
Skeleton_setSkin(self, 0);
return 1;
}
Skin *skin = SkeletonData_findSkin(self->data, skinName);
skin = SkeletonData_findSkin(self->data, skinName);
if (!skin) return 0;
Skeleton_setSkin(self, skin);
return 1;
@ -196,4 +200,4 @@ void Skeleton_update (Skeleton* self, float deltaTime) {
self->time += deltaTime;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -48,6 +48,7 @@ struct Skeleton {
float r, g, b, a;
float time;
int/*bool*/flipX, flipY;
float x, y;
};
Skeleton* Skeleton_create (SkeletonData* data);
@ -55,9 +56,9 @@ void Skeleton_dispose (Skeleton* self);
void Skeleton_updateWorldTransform (const Skeleton* self);
void Skeleton_setToBindPose (const Skeleton* self);
void Skeleton_setBonesToBindPose (const Skeleton* self);
void Skeleton_setSlotsToBindPose (const Skeleton* self);
void Skeleton_setToSetupPose (const Skeleton* self);
void Skeleton_setBonesToSetupPose (const Skeleton* self);
void Skeleton_setSlotsToSetupPose (const Skeleton* self);
/* Returns 0 if the bone was not found. */
Bone* Skeleton_findBone (const Skeleton* self, const char* boneName);

View File

@ -96,4 +96,4 @@ Animation* SkeletonData_findAnimation (const SkeletonData* self, const char* ani
return 0;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -60,24 +60,28 @@ void SkeletonJson_dispose (SkeletonJson* self) {
}
void _SkeletonJson_setError (SkeletonJson* self, Json* root, const char* value1, const char* value2) {
FREE(self->error);
char message[256];
int length;
FREE(self->error);
strcpy(message, value1);
int length = strlen(value1);
length = strlen(value1);
if (value2) strncat(message + length, value2, 256 - length);
MALLOC_STR(self->error, message);
if (root) Json_dispose(root);
}
static float toColor (const char* value, int index) {
char digits[3];
char *error;
int color;
if (strlen(value) != 8) return -1;
value += index * 2;
char digits[3];
digits[0] = *value;
digits[1] = *(value + 1);
digits[2] = '\0';
char* error;
int color = strtoul(digits, &error, 16);
color = strtoul(digits, &error, 16);
if (*error != 0) return -1;
return color / (float)255;
}
@ -94,6 +98,8 @@ static void readCurve (CurveTimeline* timeline, int frameIndex, Json* frame) {
}
static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, SkeletonData *skeletonData) {
Animation* animation;
Json* bones = Json_getItem(root, "bones");
int boneCount = bones ? Json_getSize(bones) : 0;
@ -106,12 +112,13 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
timelineCount += Json_getSize(Json_getItemAt(bones, i));
for (i = 0; i < slotCount; ++i)
timelineCount += Json_getSize(Json_getItemAt(slots, i));
Animation* animation = Animation_create(root->name, timelineCount);
animation = Animation_create(root->name, timelineCount);
animation->timelineCount = 0;
skeletonData->animations[skeletonData->animationCount] = animation;
skeletonData->animationCount++;
for (i = 0; i < boneCount; ++i) {
int timelineCount;
Json* boneMap = Json_getItemAt(bones, i);
const char* boneName = boneMap->name;
@ -123,13 +130,15 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
return 0;
}
int timelineCount = Json_getSize(boneMap);
timelineCount = Json_getSize(boneMap);
for (ii = 0; ii < timelineCount; ++ii) {
float duration;
Json* timelineArray = Json_getItemAt(boneMap, ii);
int frameCount = Json_getSize(timelineArray);
const char* timelineType = timelineArray->name;
if (strcmp(timelineType, "rotate") == 0) {
RotateTimeline *timeline = RotateTimeline_create(frameCount);
timeline->boneIndex = boneIndex;
for (iii = 0; iii < frameCount; ++iii) {
@ -138,14 +147,14 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
readCurve(SUPER(timeline), iii, frame);
}
animation->timelines[animation->timelineCount++] = (Timeline*)timeline;
float duration = timeline->frames[frameCount * 2 - 2];
duration = timeline->frames[frameCount * 2 - 2];
if (duration > animation->duration) animation->duration = duration;
} else {
int isScale = strcmp(timelineType, "scale") == 0;
if (isScale || strcmp(timelineType, "translate") == 0) {
TranslateTimeline *timeline = isScale ? ScaleTimeline_create(frameCount) : TranslateTimeline_create(frameCount);
float scale = isScale ? 1 : self->scale;
TranslateTimeline *timeline = isScale ? ScaleTimeline_create(frameCount) : TranslateTimeline_create(frameCount);
timeline->boneIndex = boneIndex;
for (iii = 0; iii < frameCount; ++iii) {
Json* frame = Json_getItemAt(timelineArray, iii);
@ -154,7 +163,7 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
readCurve(SUPER(timeline), iii, frame);
}
animation->timelines[animation->timelineCount++] = (Timeline*)timeline;
float duration = timeline->frames[frameCount * 3 - 3];
duration = timeline->frames[frameCount * 3 - 3];
if (duration > animation->duration) animation->duration = duration;
} else {
Animation_dispose(animation);
@ -166,6 +175,7 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
}
for (i = 0; i < slotCount; ++i) {
int timelineCount;
Json* slotMap = Json_getItemAt(slots, i);
const char* slotName = slotMap->name;
@ -176,8 +186,9 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
return 0;
}
int timelineCount = Json_getSize(slotMap);
timelineCount = Json_getSize(slotMap);
for (ii = 0; ii < timelineCount; ++ii) {
float duration;
Json* timelineArray = Json_getItemAt(slotMap, ii);
int frameCount = Json_getSize(timelineArray);
const char* timelineType = timelineArray->name;
@ -193,7 +204,7 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
readCurve(SUPER(timeline), iii, frame);
}
animation->timelines[animation->timelineCount++] = (Timeline*)timeline;
float duration = timeline->frames[frameCount * 5 - 5];
duration = timeline->frames[frameCount * 5 - 5];
if (duration > animation->duration) animation->duration = duration;
} else if (strcmp(timelineType, "attachment") == 0) {
@ -206,7 +217,7 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
name->type == Json_NULL ? 0 : name->valuestring);
}
animation->timelines[animation->timelineCount++] = (Timeline*)timeline;
float duration = timeline->frames[frameCount - 1];
duration = timeline->frames[frameCount - 1];
if (duration > animation->duration) animation->duration = duration;
} else {
@ -222,34 +233,42 @@ static Animation* _SkeletonJson_readAnimation (SkeletonJson* self, Json* root, S
SkeletonData* SkeletonJson_readSkeletonDataFile (SkeletonJson* self, const char* path) {
int length;
SkeletonData* skeletonData;
const char* json = _Util_readFile(path, &length);
if (!json) {
_SkeletonJson_setError(self, 0, "Unable to read skeleton file: ", path);
return 0;
}
SkeletonData* skeletonData = SkeletonJson_readSkeletonData(self, json);
skeletonData = SkeletonJson_readSkeletonData(self, json);
FREE(json);
return skeletonData;
}
SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* json) {
SkeletonData* skeletonData;
Json *root, *bones;
int i, ii, iii, boneCount;
Json* slots;
Json* skinsMap;
Json* animations;
FREE(self->error);
CONST_CAST(char*, self->error) = 0;
Json* root = Json_create(json);
root = Json_create(json);
if (!root) {
_SkeletonJson_setError(self, 0, "Invalid skeleton JSON: ", Json_getError());
return 0;
}
SkeletonData* skeletonData = SkeletonData_create();
int i, ii, iii;
skeletonData = SkeletonData_create();
Json* bones = Json_getItem(root, "bones");
int boneCount = Json_getSize(bones);
bones = Json_getItem(root, "bones");
boneCount = Json_getSize(bones);
skeletonData->bones = MALLOC(BoneData*, boneCount);
for (i = 0; i < boneCount; ++i) {
Json* boneMap = Json_getItemAt(bones, i);
BoneData* boneData;
const char* boneName = Json_getString(boneMap, "name", 0);
@ -264,7 +283,7 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
}
}
BoneData* boneData = BoneData_create(boneName, parent);
boneData = BoneData_create(boneName, parent);
boneData->length = Json_getFloat(boneMap, "length", 0) * self->scale;
boneData->x = Json_getFloat(boneMap, "x", 0) * self->scale;
boneData->y = Json_getFloat(boneMap, "y", 0) * self->scale;
@ -276,11 +295,14 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
skeletonData->boneCount++;
}
Json* slots = Json_getItem(root, "slots");
slots = Json_getItem(root, "slots");
if (slots) {
int slotCount = Json_getSize(slots);
skeletonData->slots = MALLOC(SlotData*, slotCount);
for (i = 0; i < slotCount; ++i) {
SlotData* slotData;
const char* color;
Json *attachmentItem;
Json* slotMap = Json_getItemAt(slots, i);
const char* slotName = Json_getString(slotMap, "name", 0);
@ -293,9 +315,9 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
return 0;
}
SlotData* slotData = SlotData_create(slotName, boneData);
slotData = SlotData_create(slotName, boneData);
const char* color = Json_getString(slotMap, "color", 0);
color = Json_getString(slotMap, "color", 0);
if (color) {
slotData->r = toColor(color, 0);
slotData->g = toColor(color, 1);
@ -303,7 +325,7 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
slotData->a = toColor(color, 3);
}
Json *attachmentItem = Json_getItem(slotMap, "attachment");
attachmentItem = Json_getItem(slotMap, "attachment");
if (attachmentItem) SlotData_setAttachmentName(slotData, attachmentItem->valuestring);
skeletonData->slots[i] = slotData;
@ -311,7 +333,7 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
}
}
Json* skinsMap = Json_getItem(root, "skins");
skinsMap = Json_getItem(root, "skins");
if (skinsMap) {
int skinCount = Json_getSize(skinsMap);
skeletonData->skins = MALLOC(Skin*, skinCount);
@ -319,11 +341,13 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
Json* slotMap = Json_getItemAt(skinsMap, i);
const char* skinName = slotMap->name;
Skin *skin = Skin_create(skinName);
int slotNameCount;
skeletonData->skins[i] = skin;
skeletonData->skinCount++;
if (strcmp(skinName, "default") == 0) skeletonData->defaultSkin = skin;
int slotNameCount = Json_getSize(slotMap);
slotNameCount = Json_getSize(slotMap);
for (ii = 0; ii < slotNameCount; ++ii) {
Json* attachmentsMap = Json_getItemAt(slotMap, ii);
const char* slotName = attachmentsMap->name;
@ -331,6 +355,7 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
int attachmentCount = Json_getSize(attachmentsMap);
for (iii = 0; iii < attachmentCount; ++iii) {
Attachment* attachment;
Json* attachmentMap = Json_getItemAt(attachmentsMap, iii);
const char* skinAttachmentName = attachmentMap->name;
const char* attachmentName = Json_getString(attachmentMap, "name", skinAttachmentName);
@ -347,7 +372,7 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
return 0;
}
Attachment* attachment = AttachmentLoader_newAttachment(self->attachmentLoader, skin, type, attachmentName);
attachment = AttachmentLoader_newAttachment(self->attachmentLoader, skin, type, attachmentName);
if (!attachment) {
if (self->attachmentLoader->error1) {
SkeletonData_dispose(skeletonData);
@ -375,7 +400,7 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
}
}
Json* animations = Json_getItem(root, "animations");
animations = Json_getItem(root, "animations");
if (animations) {
int animationCount = Json_getSize(animations);
skeletonData->animations = MALLOC(Animation*, animationCount);
@ -389,4 +414,4 @@ SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* jso
return skeletonData;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -25,7 +25,6 @@
#include <spine/Skin.h>
#include <spine/extension.h>
#include <stdio.h>
namespace cocos2d { namespace extension {
@ -65,11 +64,11 @@ Skin* Skin_create (const char* name) {
}
void Skin_dispose (Skin* self) {
_Entry* entry = SUB_CAST(_Internal, self)->entries;
_Entry* entry = SUB_CAST(_Internal, self) ->entries;
while (entry) {
_Entry* nextEtry = entry->next;
_Entry* nextEntry = entry->next;
_Entry_dispose(entry);
entry = nextEtry;
entry = nextEntry;
}
FREE(self->name);
@ -78,8 +77,8 @@ void Skin_dispose (Skin* self) {
void Skin_addAttachment (Skin* self, int slotIndex, const char* name, Attachment* attachment) {
_Entry* newEntry = _Entry_create(slotIndex, name, attachment);
newEntry->next = SUB_CAST(_Internal, self)->entries;
SUB_CAST(_Internal, self)->entries = newEntry;
newEntry->next = SUB_CAST(_Internal, self) ->entries;
SUB_CAST(_Internal, self) ->entries = newEntry;
}
Attachment* Skin_getAttachment (const Skin* self, int slotIndex, const char* name) {
@ -91,6 +90,19 @@ Attachment* Skin_getAttachment (const Skin* self, int slotIndex, const char* nam
return 0;
}
const char* Skin_getAttachmentName (const Skin* self, int slotIndex, int attachmentIndex) {
const _Entry* entry = SUB_CAST(_Internal, self) ->entries;
int i = 0;
while (entry) {
if (entry->slotIndex == slotIndex) {
if (i == attachmentIndex) return entry->name;
i++;
}
entry = entry->next;
}
return 0;
}
void Skin_attachAll (const Skin* self, Skeleton* skeleton, const Skin* oldSkin) {
const _Entry *entry = SUB_CAST(_Internal, oldSkin) ->entries;
while (entry) {
@ -103,4 +115,4 @@ void Skin_attachAll (const Skin* self, Skeleton* skeleton, const Skin* oldSkin)
}
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -44,6 +44,9 @@ void Skin_addAttachment (Skin* self, int slotIndex, const char* name, Attachment
/* Returns 0 if the attachment was not found. */
Attachment* Skin_getAttachment (const Skin* self, int slotIndex, const char* name);
/* Returns 0 if the slot or attachment was not found. */
const char* Skin_getAttachmentName (const Skin* self, int slotIndex, int attachmentIndex);
/** Attach each attachment in this skin if the corresponding attachment in oldSkin is currently attached. */
void Skin_attachAll (const Skin* self, struct Skeleton* skeleton, const Skin* oldSkin);

View File

@ -39,7 +39,7 @@ Slot* Slot_create (SlotData* data, Skeleton* skeleton, Bone* bone) {
CONST_CAST(SlotData*, self->data) = data;
CONST_CAST(Skeleton*, self->skeleton) = skeleton;
CONST_CAST(Bone*, self->bone) = bone;
Slot_setToBindPose(self);
Slot_setToSetupPose(self);
return self;
}
@ -60,13 +60,13 @@ float Slot_getAttachmentTime (const Slot* self) {
return self->skeleton->time - SUB_CAST(_Internal, self) ->attachmentTime;
}
void Slot_setToBindPose (Slot* self) {
void Slot_setToSetupPose (Slot* self) {
Attachment* attachment = 0;
self->r = self->data->r;
self->g = self->data->g;
self->b = self->data->b;
self->a = self->data->a;
Attachment* attachment = 0;
if (self->data->attachmentName) {
/* Find slot index. */
int i;
@ -80,4 +80,4 @@ void Slot_setToBindPose (Slot* self) {
Slot_setAttachment(self, attachment);
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -51,7 +51,7 @@ void Slot_setAttachment (Slot* self, Attachment* attachment);
void Slot_setAttachmentTime (Slot* self, float time);
float Slot_getAttachmentTime (const Slot* self);
void Slot_setToBindPose (Slot* self);
void Slot_setToSetupPose (Slot* self);
}} // namespace cocos2d { namespace extension {

View File

@ -53,4 +53,4 @@ void SlotData_setAttachmentName (SlotData* self, const char* attachmentName) {
CONST_CAST(char*, self->attachmentName) = 0;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -40,7 +40,7 @@ typedef struct {
SlotData* SlotData_create (const char* name, BoneData* boneData);
void SlotData_dispose (SlotData* self);
/* @param attachmentName May be 0 for no bind pose attachment. */
/* @param attachmentName May be 0 for no setup pose attachment. */
void SlotData_setAttachmentName (SlotData* self, const char* attachmentName);
}} // namespace cocos2d { namespace extension {

View File

@ -51,6 +51,7 @@ void _setFree (void (*free) (void* ptr)) {
}
char* _readFile (const char* path, int* length) {
char *data;
FILE *file = fopen(path, "rb");
if (!file) return 0;
@ -58,12 +59,11 @@ char* _readFile (const char* path, int* length) {
*length = ftell(file);
fseek(file, 0, SEEK_SET);
char* data = MALLOC(char, *length);
int rtn = fread(data, 1, *length, file);
data = MALLOC(char, *length);
fread(data, 1, *length, file);
fclose(file);
if (rtn != *length) return 0;
return data;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -113,8 +113,8 @@ char* _readFile (const char* path, int* length);
/**/
void _AttachmentLoader_init (AttachmentLoader* self, //
void (*dispose) (AttachmentLoader* self), //
void _AttachmentLoader_init (AttachmentLoader* self, /**/
void (*dispose) (AttachmentLoader* self), /**/
Attachment* (*newAttachment) (AttachmentLoader* self, Skin* skin, AttachmentType type, const char* name));
void _AttachmentLoader_deinit (AttachmentLoader* self);
void _AttachmentLoader_setError (AttachmentLoader* self, const char* error1, const char* error2);
@ -122,21 +122,21 @@ void _AttachmentLoader_setUnknownTypeError (AttachmentLoader* self, AttachmentTy
/**/
void _Attachment_init (Attachment* self, const char* name, AttachmentType type, //
void _Attachment_init (Attachment* self, const char* name, AttachmentType type, /**/
void (*dispose) (Attachment* self));
void _Attachment_deinit (Attachment* self);
/**/
void _Timeline_init (Timeline* self, //
void (*dispose) (Timeline* self), //
void _Timeline_init (Timeline* self, /**/
void (*dispose) (Timeline* self), /**/
void (*apply) (const Timeline* self, Skeleton* skeleton, float time, float alpha));
void _Timeline_deinit (Timeline* self);
/**/
void _CurveTimeline_init (CurveTimeline* self, int frameCount, //
void (*dispose) (Timeline* self), //
void _CurveTimeline_init (CurveTimeline* self, int frameCount, /**/
void (*dispose) (Timeline* self), /**/
void (*apply) (const Timeline* self, Skeleton* skeleton, float time, float alpha));
void _CurveTimeline_deinit (CurveTimeline* self);

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@ -27,45 +27,46 @@
#include <spine/extension.h>
USING_NS_CC;
using std::min;
using std::max;
namespace cocos2d { namespace extension {
void _AtlasPage_createTexture (AtlasPage* self, const char* path) {
CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage(path);
CCTextureAtlas* textureAtlas = CCTextureAtlas::createWithTexture(texture, 4);
textureAtlas->retain();
self->texture = textureAtlas;
// Using getContentSize to make it supports the strategy of loading resources in cocos2d-x.
// self->width = texture->getPixelsWide();
// self->height = texture->getPixelsHigh();
self->width = texture->getContentSize().width;
self->height = texture->getContentSize().height;
self->rendererObject = textureAtlas;
self->width = texture->getPixelsWide();
self->height = texture->getPixelsHigh();
}
void _AtlasPage_disposeTexture (AtlasPage* self) {
((CCTextureAtlas*)self->texture)->release();
((CCTextureAtlas*)self->rendererObject)->release();
}
char* _Util_readFile (const char* path, int* length) {
unsigned long size;
char* data = reinterpret_cast<char*>(CCFileUtils::sharedFileUtils()->getFileData(path, "r", &size));
char* data = reinterpret_cast<char*>(CCFileUtils::sharedFileUtils()->getFileData(
CCFileUtils::sharedFileUtils()->fullPathForFilename(path).c_str(), "r", &size));
*length = size;
return data;
}
/**/
void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, ccV3F_C4B_T2F_Quad* quad) {
RegionAttachment_updateVertices(self, slot);
void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, ccV3F_C4B_T2F_Quad* quad, bool premultipliedAlpha) {
float vertices[8];
RegionAttachment_computeVertices(self, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
GLubyte r = slot->skeleton->r * slot->r * 255;
GLubyte g = slot->skeleton->g * slot->g * 255;
GLubyte b = slot->skeleton->b * slot->b * 255;
GLubyte a = slot->skeleton->a * slot->a * 255;
float normalizedAlpha = slot->skeleton->a * slot->a;
if (premultipliedAlpha) {
r *= normalizedAlpha;
g *= normalizedAlpha;
b *= normalizedAlpha;
}
GLubyte a = normalizedAlpha * 255;
quad->bl.colors.r = r;
quad->bl.colors.g = g;
quad->bl.colors.b = b;
@ -83,225 +84,23 @@ void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, ccV3F_C4B_
quad->br.colors.b = b;
quad->br.colors.a = a;
quad->bl.vertices.x = self->vertices[VERTEX_X1];
quad->bl.vertices.y = self->vertices[VERTEX_Y1];
quad->tl.vertices.x = self->vertices[VERTEX_X2];
quad->tl.vertices.y = self->vertices[VERTEX_Y2];
quad->tr.vertices.x = self->vertices[VERTEX_X3];
quad->tr.vertices.y = self->vertices[VERTEX_Y3];
quad->br.vertices.x = self->vertices[VERTEX_X4];
quad->br.vertices.y = self->vertices[VERTEX_Y4];
quad->bl.vertices.x = vertices[VERTEX_X1];
quad->bl.vertices.y = vertices[VERTEX_Y1];
quad->tl.vertices.x = vertices[VERTEX_X2];
quad->tl.vertices.y = vertices[VERTEX_Y2];
quad->tr.vertices.x = vertices[VERTEX_X3];
quad->tr.vertices.y = vertices[VERTEX_Y3];
quad->br.vertices.x = vertices[VERTEX_X4];
quad->br.vertices.y = vertices[VERTEX_Y4];
if (self->region->rotate) {
quad->tl.texCoords.u = self->region->u;
quad->tl.texCoords.v = self->region->v2;
quad->tr.texCoords.u = self->region->u;
quad->tr.texCoords.v = self->region->v;
quad->br.texCoords.u = self->region->u2;
quad->br.texCoords.v = self->region->v;
quad->bl.texCoords.u = self->region->u2;
quad->bl.texCoords.v = self->region->v2;
} else {
quad->bl.texCoords.u = self->region->u;
quad->bl.texCoords.v = self->region->v2;
quad->tl.texCoords.u = self->region->u;
quad->tl.texCoords.v = self->region->v;
quad->tr.texCoords.u = self->region->u2;
quad->tr.texCoords.v = self->region->v;
quad->br.texCoords.u = self->region->u2;
quad->br.texCoords.v = self->region->v2;
}
quad->bl.texCoords.u = self->uvs[VERTEX_X1];
quad->bl.texCoords.v = self->uvs[VERTEX_Y1];
quad->tl.texCoords.u = self->uvs[VERTEX_X2];
quad->tl.texCoords.v = self->uvs[VERTEX_Y2];
quad->tr.texCoords.u = self->uvs[VERTEX_X3];
quad->tr.texCoords.v = self->uvs[VERTEX_Y3];
quad->br.texCoords.u = self->uvs[VERTEX_X4];
quad->br.texCoords.v = self->uvs[VERTEX_Y4];
}
/**/
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
SkeletonJson_dispose(json);
CCSkeleton* node = skeletonData ? createWithData(skeletonData) : 0;
node->ownsSkeleton = true;
return node;
}
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
Atlas* atlas = Atlas_readAtlasFile(atlasFile);
if (!atlas) return 0;
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
SkeletonJson_dispose(json);
if (!skeletonData) {
Atlas_dispose(atlas);
return 0;
}
CCSkeleton* node = createWithData(skeletonData);
node->ownsSkeleton = true;
node->atlas = atlas;
return node;
}
CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, AnimationStateData* stateData) {
CCSkeleton* node = new CCSkeleton(skeletonData, stateData);
node->autorelease();
return node;
}
CCSkeleton::CCSkeleton (SkeletonData *skeletonData, AnimationStateData *stateData) :
ownsSkeleton(false), ownsStateData(false), atlas(0),
skeleton(0), state(0), debugSlots(false), debugBones(false) {
CONST_CAST(Skeleton*, skeleton) = Skeleton_create(skeletonData);
if (!stateData) {
stateData = AnimationStateData_create(skeletonData);
ownsStateData = true;
}
CONST_CAST(AnimationState*, state) = AnimationState_create(stateData);
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
timeScale = 1;
setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
scheduleUpdate();
}
CCSkeleton::~CCSkeleton () {
if (ownsSkeleton) Skeleton_dispose(skeleton);
if (ownsStateData) AnimationStateData_dispose(state->data);
if (atlas) Atlas_dispose(atlas);
AnimationState_dispose(state);
}
void CCSkeleton::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime);
AnimationState_update(state, deltaTime * timeScale);
AnimationState_apply(state, skeleton);
Skeleton_updateWorldTransform(skeleton);
}
void CCSkeleton::draw () {
CC_NODE_DRAW_SETUP();
ccGLBlendFunc(blendFunc.src, blendFunc.dst);
ccColor3B color = getColor();
skeleton->r = color.r / (float)255;
skeleton->g = color.g / (float)255;
skeleton->b = color.b / (float)255;
skeleton->a = getOpacity() / (float)255;
CCTextureAtlas* textureAtlas = 0;
ccV3F_C4B_T2F_Quad quad;
quad.tl.vertices.z = 0;
quad.tr.vertices.z = 0;
quad.bl.vertices.z = 0;
quad.br.vertices.z = 0;
for (int i = 0, n = skeleton->slotCount; i < n; i++) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
CCTextureAtlas* regionTextureAtlas = (CCTextureAtlas*)attachment->region->page->texture;
if (regionTextureAtlas != textureAtlas) {
if (textureAtlas) {
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
}
textureAtlas = regionTextureAtlas;
if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
RegionAttachment_updateQuad(attachment, slot, &quad);
textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
}
if (textureAtlas) {
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
if (debugSlots) {
// Slots.
ccDrawColor4B(0, 0, 255, 255);
glLineWidth(1);
CCPoint points[4];
ccV3F_C4B_T2F_Quad quad;
for (int i = 0, n = skeleton->slotCount; i < n; i++) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_updateQuad(attachment, slot, &quad);
points[0] = ccp(quad.bl.vertices.x, quad.bl.vertices.y);
points[1] = ccp(quad.br.vertices.x, quad.br.vertices.y);
points[2] = ccp(quad.tr.vertices.x, quad.tr.vertices.y);
points[3] = ccp(quad.tl.vertices.x, quad.tl.vertices.y);
ccDrawPoly(points, 4, true);
}
}
if (debugBones) {
// Bone lengths.
glLineWidth(2);
ccDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
Bone *bone = skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
}
// Bone origins.
ccPointSize(4);
ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
Bone *bone = skeleton->bones[i];
ccDrawPoint(ccp(bone->worldX, bone->worldY));
if (i == 0) ccDrawColor4B(0, 255, 0, 255);
}
}
}
CCRect CCSkeleton::boundingBox () {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
float scaleX = getScaleX();
float scaleY = getScaleY();
ccV3F_C4B_T2F_Quad quad;
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_updateQuad(attachment, slot, &quad);
minX = min(minX, quad.bl.vertices.x * scaleX);
minY = min(minY, quad.bl.vertices.y * scaleY);
maxX = max(maxX, quad.bl.vertices.x * scaleX);
maxY = max(maxY, quad.bl.vertices.y * scaleY);
minX = min(minX, quad.br.vertices.x * scaleX);
minY = min(minY, quad.br.vertices.y * scaleY);
maxX = max(maxX, quad.br.vertices.x * scaleX);
maxY = max(maxY, quad.br.vertices.y * scaleY);
minX = min(minX, quad.tl.vertices.x * scaleX);
minY = min(minY, quad.tl.vertices.y * scaleY);
maxX = max(maxX, quad.tl.vertices.x * scaleX);
maxY = max(maxY, quad.tl.vertices.y * scaleY);
minX = min(minX, quad.tr.vertices.x * scaleX);
minY = min(minY, quad.tr.vertices.y * scaleY);
maxX = max(maxX, quad.tr.vertices.x * scaleX);
maxY = max(maxY, quad.tr.vertices.y * scaleY);
}
CCPoint position = getPosition();
minX = position.x + minX;
minY = position.y + minY;
maxX = position.x + maxX;
maxY = position.y + maxY;
return CCRectMake(minX, minY, maxX - minX, maxY - minY);
}
// CCBlendProtocol
ccBlendFunc CCSkeleton::getBlendFunc () {
return blendFunc;
}
void CCSkeleton::setBlendFunc (ccBlendFunc blendFunc) {
this->blendFunc = blendFunc;
}
}} // namespace cocos2d { namespace extension {
}} // namespace cocos2d { namespace extension {

View File

@ -28,40 +28,12 @@
#include <spine/spine.h>
#include "cocos2d.h"
#include <spine/CCSkeleton.h>
#include <spine/CCSkeletonAnimation.h>
namespace cocos2d { namespace extension {
class CCSkeleton: public cocos2d::CCNodeRGBA, public cocos2d::CCBlendProtocol {
private:
bool ownsSkeleton;
bool ownsStateData;
Atlas* atlas;
public:
Skeleton* const skeleton;
AnimationState* const state;
float timeScale;
bool debugSlots;
bool debugBones;
static CCSkeleton* createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale = 1);
static CCSkeleton* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 1);
static CCSkeleton* createWithData (SkeletonData* skeletonData, AnimationStateData* stateData = 0);
CCSkeleton (SkeletonData* skeletonData, AnimationStateData* stateData = 0);
virtual ~CCSkeleton ();
virtual void update (float deltaTime);
virtual void draw ();
virtual cocos2d::CCRect boundingBox ();
// CCBlendProtocol
CC_PROPERTY(cocos2d::ccBlendFunc, blendFunc, BlendFunc);
};
/**/
void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, cocos2d::ccV3F_C4B_T2F_Quad* quad);
void RegionAttachment_updateQuad (RegionAttachment* self, Slot* slot, cocos2d::ccV3F_C4B_T2F_Quad* quad, bool premultiplied = false);
}} // namespace cocos2d { namespace extension {