mirror of https://github.com/axmolengine/axmol.git
110 lines
4.5 KiB
C
110 lines
4.5 KiB
C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkinnedMeshAttachment.h>
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#include <spine/extension.h>
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void _spSkinnedMeshAttachment_dispose (spAttachment* attachment) {
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spSkinnedMeshAttachment* self = SUB_CAST(spSkinnedMeshAttachment, attachment);
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_spAttachment_deinit(attachment);
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FREE(self->path);
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FREE(self->bones);
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FREE(self->weights);
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FREE(self->regionUVs);
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FREE(self->uvs);
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FREE(self->triangles);
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FREE(self->edges);
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FREE(self);
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}
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spSkinnedMeshAttachment* spSkinnedMeshAttachment_create (const char* name) {
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spSkinnedMeshAttachment* self = NEW(spSkinnedMeshAttachment);
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self->r = 1;
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self->g = 1;
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self->b = 1;
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self->a = 1;
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_spAttachment_init(SUPER(self), name, SP_ATTACHMENT_SKINNED_MESH, _spSkinnedMeshAttachment_dispose);
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return self;
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}
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void spSkinnedMeshAttachment_updateUVs (spSkinnedMeshAttachment* self) {
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int i;
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float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
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FREE(self->uvs);
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self->uvs = MALLOC(float, self->uvsCount);
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if (self->regionRotate) {
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for (i = 0; i < self->uvsCount; i += 2) {
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self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
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self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
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}
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} else {
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for (i = 0; i < self->uvsCount; i += 2) {
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self->uvs[i] = self->regionU + self->regionUVs[i] * width;
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self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
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}
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}
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}
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void spSkinnedMeshAttachment_computeWorldVertices (spSkinnedMeshAttachment* self, spSlot* slot, float* worldVertices) {
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int w = 0, v = 0, b = 0, f = 0;
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float x = slot->bone->skeleton->x, y = slot->bone->skeleton->y;
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spBone** skeletonBones = slot->bone->skeleton->bones;
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if (slot->attachmentVerticesCount == 0) {
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for (; v < self->bonesCount; w += 2) {
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float wx = 0, wy = 0;
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const int nn = self->bones[v] + v;
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v++;
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for (; v <= nn; v++, b += 3) {
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const spBone* bone = skeletonBones[self->bones[v]];
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const float vx = self->weights[b], vy = self->weights[b + 1], weight = self->weights[b + 2];
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wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight;
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wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight;
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}
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worldVertices[w] = wx + x;
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worldVertices[w + 1] = wy + y;
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}
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} else {
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const float* ffd = slot->attachmentVertices;
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for (; v < self->bonesCount; w += 2) {
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float wx = 0, wy = 0;
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const int nn = self->bones[v] + v;
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v++;
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for (; v <= nn; v++, b += 3, f += 2) {
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const spBone* bone = skeletonBones[self->bones[v]];
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const float vx = self->weights[b] + ffd[f], vy = self->weights[b + 1] + ffd[f + 1], weight = self->weights[b + 2];
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wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight;
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wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight;
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}
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worldVertices[w] = wx + x;
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worldVertices[w + 1] = wy + y;
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}
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}
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}
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