mirror of https://github.com/axmolengine/axmol.git
451 lines
17 KiB
C++
451 lines
17 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/SkeletonRenderer.h>
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#include <spine/extension.h>
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#include <spine/SkeletonBatch.h>
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#include <spine/AttachmentVertices.h>
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#include <spine/Cocos2dAttachmentLoader.h>
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#include <algorithm>
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USING_NS_CC;
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using std::min;
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using std::max;
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namespace spine {
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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}
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SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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}
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void SkeletonRenderer::initialize () {
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_worldVertices = new float[1000]; // Max number of vertices per mesh.
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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}
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void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
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_skeleton = spSkeleton_create(skeletonData);
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_ownsSkeletonData = ownsSkeletonData;
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}
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SkeletonRenderer::SkeletonRenderer ()
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
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}
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SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
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initWithData(skeletonData, ownsSkeletonData);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
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initWithJsonFile(skeletonDataFile, atlas, scale);
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}
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SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
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: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
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initWithJsonFile(skeletonDataFile, atlasFile, scale);
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}
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SkeletonRenderer::~SkeletonRenderer () {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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spSkeleton_dispose(_skeleton);
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if (_atlas) spAtlas_dispose(_atlas);
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if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
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delete [] _worldVertices;
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}
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void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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setSkeletonData(skeletonData, ownsSkeletonData);
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initialize();
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}
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
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spSkeletonJson_dispose(json);
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
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spSkeletonJson_dispose(json);
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
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_atlas = atlas;
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
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binary->scale = scale;
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spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
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CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
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spSkeletonBinary_dispose(binary);
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
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_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
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CCASSERT(_atlas, "Error reading atlas file.");
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_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
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spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
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binary->scale = scale;
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spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
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CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
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spSkeletonBinary_dispose(binary);
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setSkeletonData(skeletonData, true);
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initialize();
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}
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void SkeletonRenderer::update (float deltaTime) {
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spSkeleton_update(_skeleton, deltaTime * _timeScale);
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}
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void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
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SkeletonBatch* batch = SkeletonBatch::getInstance();
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Color3B nodeColor = getColor();
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_skeleton->r = nodeColor.r / (float)255;
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_skeleton->g = nodeColor.g / (float)255;
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_skeleton->b = nodeColor.b / (float)255;
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_skeleton->a = getDisplayedOpacity() / (float)255;
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Color4F color;
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AttachmentVertices* attachmentVertices = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
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attachmentVertices = getAttachmentVertices(attachment);
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color.r = attachment->r;
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color.g = attachment->g;
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color.b = attachment->b;
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color.a = attachment->a;
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break;
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}
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case SP_ATTACHMENT_MESH: {
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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spMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
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attachmentVertices = getAttachmentVertices(attachment);
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color.r = attachment->r;
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color.g = attachment->g;
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color.b = attachment->b;
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color.a = attachment->a;
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break;
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}
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default:
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continue;
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}
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color.a *= _skeleton->a * slot->a * 255;
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float multiplier = _premultipliedAlpha ? color.a : 255;
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color.r *= _skeleton->r * slot->r * multiplier;
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color.g *= _skeleton->g * slot->g * multiplier;
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color.b *= _skeleton->b * slot->b * multiplier;
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for (int v = 0, w = 0, vn = attachmentVertices->_triangles->vertCount; v < vn; ++v, w += 2) {
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V3F_C4B_T2F* vertex = attachmentVertices->_triangles->verts + v;
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vertex->vertices.x = _worldVertices[w];
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vertex->vertices.y = _worldVertices[w + 1];
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vertex->colors.r = (GLubyte)color.r;
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vertex->colors.g = (GLubyte)color.g;
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vertex->colors.b = (GLubyte)color.b;
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vertex->colors.a = (GLubyte)color.a;
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}
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BlendFunc blendFunc;
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switch (slot->data->blendMode) {
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case SP_BLEND_MODE_ADDITIVE:
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blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
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blendFunc.dst = GL_ONE;
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break;
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case SP_BLEND_MODE_MULTIPLY:
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blendFunc.src = GL_DST_COLOR;
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blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case SP_BLEND_MODE_SCREEN:
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blendFunc.src = GL_ONE;
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blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
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break;
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default:
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blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
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blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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}
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batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc,
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*attachmentVertices->_triangles, transform, transformFlags);
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}
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if (_debugSlots || _debugBones) {
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drawDebug(renderer, transform, transformFlags);
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}
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}
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void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
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Director* director = Director::getInstance();
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
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DrawNode* drawNode = DrawNode::create();
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if (_debugSlots) {
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// Slots.
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// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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Vec2 points[4];
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V3F_C4B_T2F_Quad quad;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
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points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
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points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
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points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
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points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
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drawNode->drawPoly(points, 4, true, Color4F::BLUE);
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}
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}
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if (_debugBones) {
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// Bone lengths.
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glLineWidth(2);
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for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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float x = bone->data->length * bone->a + bone->worldX;
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float y = bone->data->length * bone->c + bone->worldY;
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drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
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}
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// Bone origins.
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auto color = Color4F::BLUE; // Root bone is blue.
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for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
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if (i == 0) color = Color4F::GREEN;
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}
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}
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drawNode->draw(renderer, transform, transformFlags);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
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return (AttachmentVertices*)attachment->rendererObject;
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}
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AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
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return (AttachmentVertices*)attachment->rendererObject;
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}
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Rect SkeletonRenderer::getBoundingBox () const {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
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float scaleX = getScaleX(), scaleY = getScaleY();
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for (int i = 0; i < _skeleton->slotsCount; ++i) {
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spSlot* slot = _skeleton->slots[i];
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if (!slot->attachment) continue;
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int verticesCount;
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if (slot->attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
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verticesCount = 8;
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} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spMeshAttachment_computeWorldVertices(mesh, slot, _worldVertices);
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verticesCount = mesh->super.worldVerticesLength;
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} else
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continue;
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for (int ii = 0; ii < verticesCount; ii += 2) {
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float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY;
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minX = min(minX, x);
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minY = min(minY, y);
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maxX = max(maxX, x);
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maxY = max(maxY, y);
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}
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}
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Vec2 position = getPosition();
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if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
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return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
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}
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// --- Convenience methods for Skeleton_* functions.
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void SkeletonRenderer::updateWorldTransform () {
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spSkeleton_updateWorldTransform(_skeleton);
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}
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void SkeletonRenderer::setToSetupPose () {
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spSkeleton_setToSetupPose(_skeleton);
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}
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void SkeletonRenderer::setBonesToSetupPose () {
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spSkeleton_setBonesToSetupPose(_skeleton);
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}
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void SkeletonRenderer::setSlotsToSetupPose () {
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spSkeleton_setSlotsToSetupPose(_skeleton);
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}
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spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
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return spSkeleton_findBone(_skeleton, boneName.c_str());
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}
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spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
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return spSkeleton_findSlot(_skeleton, slotName.c_str());
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}
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bool SkeletonRenderer::setSkin (const std::string& skinName) {
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return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
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}
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bool SkeletonRenderer::setSkin (const char* skinName) {
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return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
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}
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spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
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return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
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}
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bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
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return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
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}
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bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
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return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
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}
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spSkeleton* SkeletonRenderer::getSkeleton () {
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return _skeleton;
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}
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void SkeletonRenderer::setTimeScale (float scale) {
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_timeScale = scale;
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}
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float SkeletonRenderer::getTimeScale () const {
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return _timeScale;
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}
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void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
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_debugSlots = enabled;
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}
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bool SkeletonRenderer::getDebugSlotsEnabled () const {
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return _debugSlots;
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}
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void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
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_debugBones = enabled;
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}
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bool SkeletonRenderer::getDebugBonesEnabled () const {
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return _debugBones;
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}
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void SkeletonRenderer::onEnter () {
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#if CC_ENABLE_SCRIPT_BINDING
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if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
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#endif
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Node::onEnter();
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scheduleUpdate();
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}
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void SkeletonRenderer::onExit () {
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#if CC_ENABLE_SCRIPT_BINDING
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if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
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#endif
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Node::onExit();
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unscheduleUpdate();
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}
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// --- CCBlendProtocol
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const BlendFunc& SkeletonRenderer::getBlendFunc () const {
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return _blendFunc;
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}
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void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
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_blendFunc = blendFunc;
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}
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void SkeletonRenderer::setOpacityModifyRGB (bool value) {
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_premultipliedAlpha = value;
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}
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bool SkeletonRenderer::isOpacityModifyRGB () const {
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return _premultipliedAlpha;
|
|
}
|
|
|
|
}
|