/****************************************************************************** * 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 _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) { } void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) { spJitterVertexEffect* internal = (spJitterVertexEffect*)self; float jitterX = internal->jitterX; float jitterY = internal->jitterY; (*x) += _spMath_randomTriangular(-jitterX, jitterY); (*y) += _spMath_randomTriangular(-jitterX, jitterY); } void _spJitterVertexEffect_end(spVertexEffect* self) { } spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) { spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1); effect->super.begin = _spJitterVertexEffect_begin; effect->super.transform = _spJitterVertexEffect_transform; effect->super.end = _spJitterVertexEffect_end; effect->jitterX = jitterX; effect->jitterY = jitterY; return effect; } void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) { FREE(effect); } void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) { spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self; internal->worldX = skeleton->x + internal->centerX; internal->worldY = skeleton->y + internal->centerY; } void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) { spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self; float radAngle = internal->angle * DEG_RAD; float x = *positionX - internal->worldX; float y = *positionY - internal->worldY; float dist = SQRT(x * x + y * y); if (dist < internal->radius) { float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius); float cosine = COS(theta); float sine = SIN(theta); (*positionX) = cosine * x - sine * y + internal->worldX; (*positionY) = sine * x + cosine * y + internal->worldY; } } void _spSwirlVertexEffect_end(spVertexEffect* self) { } spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) { spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1); effect->super.begin = _spSwirlVertexEffect_begin; effect->super.transform = _spSwirlVertexEffect_transform; effect->super.end = _spSwirlVertexEffect_end; effect->radius = radius; return effect; } void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) { FREE(effect); }