/******************************************************************************* * 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 #include #include namespace spine { RegionAttachment* RegionAttachment_create (const char* name) { RegionAttachment* self = NEW(RegionAttachment); self->scaleX = 1; self->scaleY = 1; _Attachment_init(SUPER(self), name, ATTACHMENT_REGION, _Attachment_deinit); return self; } void RegionAttachment_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 { 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; } } 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; float localYSin = localY * sine; float localX2Cos = localX2 * cosine + self->x; float localX2Sin = localX2 * sine; float localY2Cos = localY2 * cosine + self->y; float localY2Sin = localY2 * sine; self->offset[VERTEX_X1] = localXCos - localYSin; self->offset[VERTEX_Y1] = localYCos + localXSin; self->offset[VERTEX_X2] = localXCos - localY2Sin; self->offset[VERTEX_Y2] = localY2Cos + localXSin; self->offset[VERTEX_X3] = localX2Cos - localY2Sin; self->offset[VERTEX_Y3] = localY2Cos + localX2Sin; self->offset[VERTEX_X4] = localX2Cos - localYSin; self->offset[VERTEX_Y4] = localYCos + localX2Sin; } void RegionAttachment_computeVertices (RegionAttachment* self, float x, float y, Bone* bone, float* vertices) { float* offset = self->offset; 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 spine {