/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Essential, Professional, Enterprise, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration 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 USING_NS_CC; using std::min; using std::max; namespace spine { Skeleton* Skeleton::createWithData (spSkeletonData* skeletonData, bool isOwnsSkeletonData) { Skeleton* node = new Skeleton(skeletonData, isOwnsSkeletonData); node->autorelease(); return node; } Skeleton* Skeleton::createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale) { Skeleton* node = new Skeleton(skeletonDataFile, atlas, scale); node->autorelease(); return node; } Skeleton* Skeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) { Skeleton* node = new Skeleton(skeletonDataFile, atlasFile, scale); node->autorelease(); return node; } void Skeleton::initialize () { atlas = 0; debugSlots = false; debugBones = false; timeScale = 1; blendFunc.src = BlendFunc::ALPHA_PREMULTIPLIED.src; blendFunc.dst = BlendFunc::ALPHA_PREMULTIPLIED.dst; setOpacityModifyRGB(true); setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); scheduleUpdate(); } void Skeleton::setSkeletonData (spSkeletonData *skeletonData, bool isOwnsSkeletonData) { skeleton = spSkeleton_create(skeletonData); rootBone = skeleton->bones[0]; this->ownsSkeletonData = isOwnsSkeletonData; } Skeleton::Skeleton () { initialize(); } Skeleton::Skeleton (spSkeletonData *skeletonData, bool isOwnsSkeletonData) { initialize(); setSkeletonData(skeletonData, isOwnsSkeletonData); } Skeleton::Skeleton (const char* skeletonDataFile, spAtlas* aAtlas, float scale) { initialize(); spSkeletonJson* json = spSkeletonJson_create(aAtlas); json->scale = scale == 0 ? (1 / Director::getInstance()->getContentScaleFactor()) : scale; spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile); CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data."); spSkeletonJson_dispose(json); setSkeletonData(skeletonData, true); } Skeleton::Skeleton (const char* skeletonDataFile, const char* atlasFile, float scale) { initialize(); atlas = spAtlas_readAtlasFile(atlasFile); CCAssert(atlas, "Error reading atlas file."); spSkeletonJson* json = spSkeletonJson_create(atlas); json->scale = scale == 0 ? (1 / Director::getInstance()->getContentScaleFactor()) : scale; spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile); CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data file."); spSkeletonJson_dispose(json); setSkeletonData(skeletonData, true); } Skeleton::~Skeleton () { if (ownsSkeletonData) spSkeletonData_dispose(skeleton->data); if (atlas) spAtlas_dispose(atlas); spSkeleton_dispose(skeleton); } void Skeleton::update (float deltaTime) { spSkeleton_update(skeleton, deltaTime * timeScale); } void Skeleton::draw () { CC_NODE_DRAW_SETUP(); GL::blendFunc(blendFunc.src, blendFunc.dst); Color3B 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; } int additive = 0; TextureAtlas* textureAtlas = 0; V3F_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++) { spSlot* slot = skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment); if (slot->data->additiveBlending != additive) { if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } additive = !additive; GL::blendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst); } else if (regionTextureAtlas != textureAtlas && textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } textureAtlas = regionTextureAtlas; setFittedBlendingFunc(textureAtlas); ssize_t quadCount = textureAtlas->getTotalQuads(); if (textureAtlas->getCapacity() == quadCount) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); if (!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return; } spRegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha); textureAtlas->updateQuad(&quad, quadCount); } if (textureAtlas) { textureAtlas->drawQuads(); textureAtlas->removeAllQuads(); } if (debugSlots) { // Slots. DrawPrimitives::setDrawColor4B(0, 0, 255, 255); glLineWidth(1); Point points[4]; V3F_C4B_T2F_Quad tmpQuad; for (int i = 0, n = skeleton->slotCount; i < n; i++) { spSlot* slot = skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_updateQuad(attachment, slot, &tmpQuad); points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y); points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y); points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y); points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y); DrawPrimitives::drawPoly(points, 4, true); } } if (debugBones) { // Bone lengths. glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 0, 255); for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; float x = bone->data->length * bone->m00 + bone->worldX; float y = bone->data->length * bone->m10 + bone->worldY; DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y)); } // Bone origins. DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue. for (int i = 0, n = skeleton->boneCount; i < n; i++) { spBone *bone = skeleton->bones[i]; DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY)); if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255); } } } TextureAtlas* Skeleton::getTextureAtlas (spRegionAttachment* regionAttachment) const { return (TextureAtlas*)((spAtlasRegion*)regionAttachment->rendererObject)->page->rendererObject; } Rect Skeleton::getBoundingBox () const { 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) { spSlot* slot = skeleton->slots[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(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); } Point position = getPosition(); return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY); } // --- Convenience methods for Skeleton_* functions. void Skeleton::updateWorldTransform () { spSkeleton_updateWorldTransform(skeleton); } void Skeleton::setToSetupPose () { spSkeleton_setToSetupPose(skeleton); } void Skeleton::setBonesToSetupPose () { spSkeleton_setBonesToSetupPose(skeleton); } void Skeleton::setSlotsToSetupPose () { spSkeleton_setSlotsToSetupPose(skeleton); } spBone* Skeleton::findBone (const char* boneName) const { return spSkeleton_findBone(skeleton, boneName); } spSlot* Skeleton::findSlot (const char* slotName) const { return spSkeleton_findSlot(skeleton, slotName); } bool Skeleton::setSkin (const char* skinName) { return spSkeleton_setSkinByName(skeleton, skinName) ? true : false; } spAttachment* Skeleton::getAttachment (const char* slotName, const char* attachmentName) const { return spSkeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName); } bool Skeleton::setAttachment (const char* slotName, const char* attachmentName) { return spSkeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false; } // --- CCBlendProtocol const cocos2d::BlendFunc& Skeleton::getBlendFunc () const { return blendFunc; } void Skeleton::setBlendFunc (const cocos2d::BlendFunc& aBlendFunc) { this->blendFunc = aBlendFunc; } void Skeleton::setFittedBlendingFunc(cocos2d::TextureAtlas * nextRenderedTexture) { if(nextRenderedTexture->getTexture() && nextRenderedTexture->getTexture()->hasPremultipliedAlpha()) { GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst); } else { GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst); } } }