mirror of https://github.com/axmolengine/axmol.git
112 lines
4.3 KiB
C
112 lines
4.3 KiB
C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/VertexAttachment.h>
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#include <spine/extension.h>
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void _spVertexAttachment_deinit (spVertexAttachment* attachment) {
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_spAttachment_deinit(SUPER(attachment));
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FREE(attachment->bones);
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FREE(attachment->vertices);
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}
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void spVertexAttachment_computeWorldVertices (spVertexAttachment* self, spSlot* slot, float* worldVertices) {
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spVertexAttachment_computeWorldVertices1(self, 0, self->worldVerticesLength, slot, worldVertices, 0);
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}
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void spVertexAttachment_computeWorldVertices1 (spVertexAttachment* self, int start, int count, spSlot* slot, float* worldVertices, int offset) {
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spSkeleton* skeleton;
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int deformLength;
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float* deform;
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float* vertices;
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int* bones;
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count += offset;
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skeleton = slot->bone->skeleton;
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deformLength = slot->attachmentVerticesCount;
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deform = slot->attachmentVertices;
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vertices = self->vertices;
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bones = self->bones;
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if (!bones) {
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spBone* bone;
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int v, w;
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float x, y;
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if (deformLength > 0) vertices = deform;
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bone = slot->bone;
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x = bone->worldX;
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y = bone->worldY;
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for (v = start, w = offset; w < count; v += 2, w += 2) {
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float vx = vertices[v], vy = vertices[v + 1];
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worldVertices[w] = vx * bone->a + vy * bone->b + x;
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worldVertices[w + 1] = vx * bone->c + vy * bone->d + y;
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}
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} else {
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int v = 0, skip = 0, i;
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spBone** skeletonBones;
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for (i = 0; i < start; i += 2) {
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int n = bones[v];
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v += n + 1;
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skip += n;
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}
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skeletonBones = skeleton->bones;
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if (deformLength == 0) {
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int w, b;
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for (w = offset, b = skip * 3; w < count; w += 2) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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spBone* bone = skeletonBones[bones[v]];
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float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
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wx += (vx * bone->a + vy * bone->b + bone->worldX) * weight;
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wy += (vx * bone->c + vy * bone->d + bone->worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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} else {
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int w, b, f;
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for (w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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spBone* bone = skeletonBones[bones[v]];
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float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
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wx += (vx * bone->a + vy * bone->b + bone->worldX) * weight;
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wy += (vx * bone->c + vy * bone->d + bone->worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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}
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}
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}
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