/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) 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 #include void _spRegionAttachment_dispose (spAttachment* attachment) { spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment); _spAttachment_deinit(attachment); FREE(self->path); FREE(self); } spRegionAttachment* spRegionAttachment_create (const char* name) { spRegionAttachment* self = NEW(spRegionAttachment); self->scaleX = 1; self->scaleY = 1; self->r = 1; self->g = 1; self->b = 1; self->a = 1; _spAttachment_init(SUPER(self), name, SP_ATTACHMENT_REGION, _spRegionAttachment_dispose); return self; } void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) { if (rotate) { self->uvs[SP_VERTEX_X2] = u; self->uvs[SP_VERTEX_Y2] = v2; self->uvs[SP_VERTEX_X3] = u; self->uvs[SP_VERTEX_Y3] = v; self->uvs[SP_VERTEX_X4] = u2; self->uvs[SP_VERTEX_Y4] = v; self->uvs[SP_VERTEX_X1] = u2; self->uvs[SP_VERTEX_Y1] = v2; } else { self->uvs[SP_VERTEX_X1] = u; self->uvs[SP_VERTEX_Y1] = v2; self->uvs[SP_VERTEX_X2] = u; self->uvs[SP_VERTEX_Y2] = v; self->uvs[SP_VERTEX_X3] = u2; self->uvs[SP_VERTEX_Y3] = v; self->uvs[SP_VERTEX_X4] = u2; self->uvs[SP_VERTEX_Y4] = v2; } } void spRegionAttachment_updateOffset (spRegionAttachment* 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 = self->rotation * DEG_RAD; float cosine = COS(radians), sine = SIN(radians); float localXCos = localX * cosine + self->x; float localXSin = localX * sine; float localYCos = localY * cosine + self->y; float localYSin = localY * sine; float localX2Cos = localX2 * cosine + self->x; float localX2Sin = localX2 * sine; float localY2Cos = localY2 * cosine + self->y; float localY2Sin = localY2 * sine; self->offset[SP_VERTEX_X1] = localXCos - localYSin; self->offset[SP_VERTEX_Y1] = localYCos + localXSin; self->offset[SP_VERTEX_X2] = localXCos - localY2Sin; self->offset[SP_VERTEX_Y2] = localY2Cos + localXSin; self->offset[SP_VERTEX_X3] = localX2Cos - localY2Sin; self->offset[SP_VERTEX_Y3] = localY2Cos + localX2Sin; self->offset[SP_VERTEX_X4] = localX2Cos - localYSin; self->offset[SP_VERTEX_Y4] = localYCos + localX2Sin; } void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, spBone* bone, float* vertices) { const float* offset = self->offset; float x = bone->worldX, y = bone->worldY; vertices[SP_VERTEX_X1] = offset[SP_VERTEX_X1] * bone->a + offset[SP_VERTEX_Y1] * bone->b + x; vertices[SP_VERTEX_Y1] = offset[SP_VERTEX_X1] * bone->c + offset[SP_VERTEX_Y1] * bone->d + y; vertices[SP_VERTEX_X2] = offset[SP_VERTEX_X2] * bone->a + offset[SP_VERTEX_Y2] * bone->b + x; vertices[SP_VERTEX_Y2] = offset[SP_VERTEX_X2] * bone->c + offset[SP_VERTEX_Y2] * bone->d + y; vertices[SP_VERTEX_X3] = offset[SP_VERTEX_X3] * bone->a + offset[SP_VERTEX_Y3] * bone->b + x; vertices[SP_VERTEX_Y3] = offset[SP_VERTEX_X3] * bone->c + offset[SP_VERTEX_Y3] * bone->d + y; vertices[SP_VERTEX_X4] = offset[SP_VERTEX_X4] * bone->a + offset[SP_VERTEX_Y4] * bone->b + x; vertices[SP_VERTEX_Y4] = offset[SP_VERTEX_X4] * bone->c + offset[SP_VERTEX_Y4] * bone->d + y; }