axmol/cocos/editor-support/spine/RegionAttachment.c

115 lines
5.4 KiB
C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; 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 <spine/RegionAttachment.h>
#include <spine/extension.h>
void _spRegionAttachment_dispose (spAttachment* attachment) {
spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
_spAttachment_deinit(attachment);
FREE(self->path);
FREE(self);
}
spRegionAttachment* spRegionAttachment_create (const char* name) {
spRegionAttachment* self = NEW(spRegionAttachment);
self->scaleX = 1;
self->scaleY = 1;
self->r = 1;
self->g = 1;
self->b = 1;
self->a = 1;
_spAttachment_init(SUPER(self), name, SP_ATTACHMENT_REGION, _spRegionAttachment_dispose);
return self;
}
void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
if (rotate) {
self->uvs[SP_VERTEX_X2] = u;
self->uvs[SP_VERTEX_Y2] = v2;
self->uvs[SP_VERTEX_X3] = u;
self->uvs[SP_VERTEX_Y3] = v;
self->uvs[SP_VERTEX_X4] = u2;
self->uvs[SP_VERTEX_Y4] = v;
self->uvs[SP_VERTEX_X1] = u2;
self->uvs[SP_VERTEX_Y1] = v2;
} else {
self->uvs[SP_VERTEX_X1] = u;
self->uvs[SP_VERTEX_Y1] = v2;
self->uvs[SP_VERTEX_X2] = u;
self->uvs[SP_VERTEX_Y2] = v;
self->uvs[SP_VERTEX_X3] = u2;
self->uvs[SP_VERTEX_Y3] = v;
self->uvs[SP_VERTEX_X4] = u2;
self->uvs[SP_VERTEX_Y4] = v2;
}
}
void spRegionAttachment_updateOffset (spRegionAttachment* self) {
float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
float localX2 = localX + self->regionWidth * regionScaleX;
float localY2 = localY + self->regionHeight * regionScaleY;
float radians = self->rotation * DEG_RAD;
float cosine = COS(radians), sine = SIN(radians);
float localXCos = localX * cosine + self->x;
float localXSin = localX * sine;
float localYCos = localY * cosine + self->y;
float localYSin = localY * sine;
float localX2Cos = localX2 * cosine + self->x;
float localX2Sin = localX2 * sine;
float localY2Cos = localY2 * cosine + self->y;
float localY2Sin = localY2 * sine;
self->offset[SP_VERTEX_X1] = localXCos - localYSin;
self->offset[SP_VERTEX_Y1] = localYCos + localXSin;
self->offset[SP_VERTEX_X2] = localXCos - localY2Sin;
self->offset[SP_VERTEX_Y2] = localY2Cos + localXSin;
self->offset[SP_VERTEX_X3] = localX2Cos - localY2Sin;
self->offset[SP_VERTEX_Y3] = localY2Cos + localX2Sin;
self->offset[SP_VERTEX_X4] = localX2Cos - localYSin;
self->offset[SP_VERTEX_Y4] = localYCos + localX2Sin;
}
void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, spBone* bone, float* vertices) {
const float* offset = self->offset;
float x = bone->skeleton->x + bone->worldX, y = bone->skeleton->y + bone->worldY;
vertices[SP_VERTEX_X1] = offset[SP_VERTEX_X1] * bone->m00 + offset[SP_VERTEX_Y1] * bone->m01 + x;
vertices[SP_VERTEX_Y1] = offset[SP_VERTEX_X1] * bone->m10 + offset[SP_VERTEX_Y1] * bone->m11 + y;
vertices[SP_VERTEX_X2] = offset[SP_VERTEX_X2] * bone->m00 + offset[SP_VERTEX_Y2] * bone->m01 + x;
vertices[SP_VERTEX_Y2] = offset[SP_VERTEX_X2] * bone->m10 + offset[SP_VERTEX_Y2] * bone->m11 + y;
vertices[SP_VERTEX_X3] = offset[SP_VERTEX_X3] * bone->m00 + offset[SP_VERTEX_Y3] * bone->m01 + x;
vertices[SP_VERTEX_Y3] = offset[SP_VERTEX_X3] * bone->m10 + offset[SP_VERTEX_Y3] * bone->m11 + y;
vertices[SP_VERTEX_X4] = offset[SP_VERTEX_X4] * bone->m00 + offset[SP_VERTEX_Y4] * bone->m01 + x;
vertices[SP_VERTEX_Y4] = offset[SP_VERTEX_X4] * bone->m10 + offset[SP_VERTEX_Y4] * bone->m11 + y;
}