/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the * Software or develop new applications using the Software 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; 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 void _spSkinnedMeshAttachment_dispose (spAttachment* attachment) { spSkinnedMeshAttachment* self = SUB_CAST(spSkinnedMeshAttachment, attachment); _spAttachment_deinit(attachment); FREE(self->path); FREE(self->bones); FREE(self->weights); FREE(self->regionUVs); FREE(self->uvs); FREE(self->triangles); FREE(self->edges); FREE(self); } spSkinnedMeshAttachment* spSkinnedMeshAttachment_create (const char* name) { spSkinnedMeshAttachment* self = NEW(spSkinnedMeshAttachment); self->r = 1; self->g = 1; self->b = 1; self->a = 1; _spAttachment_init(SUPER(self), name, SP_ATTACHMENT_SKINNED_MESH, _spSkinnedMeshAttachment_dispose); return self; } void spSkinnedMeshAttachment_updateUVs (spSkinnedMeshAttachment* self) { int i; float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV; FREE(self->uvs); self->uvs = MALLOC(float, self->uvsCount); if (self->regionRotate) { for (i = 0; i < self->uvsCount; i += 2) { self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width; self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height; } } else { for (i = 0; i < self->uvsCount; i += 2) { self->uvs[i] = self->regionU + self->regionUVs[i] * width; self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height; } } } void spSkinnedMeshAttachment_computeWorldVertices (spSkinnedMeshAttachment* self, spSlot* slot, float* worldVertices) { int w = 0, v = 0, b = 0, f = 0; float x = slot->bone->skeleton->x, y = slot->bone->skeleton->y; spBone** skeletonBones = slot->bone->skeleton->bones; if (slot->attachmentVerticesCount == 0) { for (; v < self->bonesCount; w += 2) { float wx = 0, wy = 0; const int nn = self->bones[v] + v; v++; for (; v <= nn; v++, b += 3) { const spBone* bone = skeletonBones[self->bones[v]]; const float vx = self->weights[b], vy = self->weights[b + 1], weight = self->weights[b + 2]; wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight; wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight; } worldVertices[w] = wx + x; worldVertices[w + 1] = wy + y; } } else { const float* ffd = slot->attachmentVertices; for (; v < self->bonesCount; w += 2) { float wx = 0, wy = 0; const int nn = self->bones[v] + v; v++; for (; v <= nn; v++, b += 3, f += 2) { const spBone* bone = skeletonBones[self->bones[v]]; const float vx = self->weights[b] + ffd[f], vy = self->weights[b + 1] + ffd[f + 1], weight = self->weights[b + 2]; wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight; wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight; } worldVertices[w] = wx + x; worldVertices[w + 1] = wy + y; } } }