mirror of https://github.com/axmolengine/axmol.git
109 lines
4.8 KiB
C++
109 lines
4.8 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <spine/RegionAttachment.h>
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#include <math.h>
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#include <spine/extension.h>
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namespace cocos2d { namespace extension {
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RegionAttachment* RegionAttachment_create (const char* name) {
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RegionAttachment* self = NEW(RegionAttachment);
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self->scaleX = 1;
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self->scaleY = 1;
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_Attachment_init(SUPER(self), name, ATTACHMENT_REGION, _Attachment_deinit);
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return self;
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}
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void RegionAttachment_setUVs (RegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
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if (rotate) {
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self->uvs[VERTEX_X2] = u;
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self->uvs[VERTEX_Y2] = v2;
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self->uvs[VERTEX_X3] = u;
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self->uvs[VERTEX_Y3] = v;
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self->uvs[VERTEX_X4] = u2;
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self->uvs[VERTEX_Y4] = v;
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self->uvs[VERTEX_X1] = u2;
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self->uvs[VERTEX_Y1] = v2;
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} else {
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self->uvs[VERTEX_X1] = u;
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self->uvs[VERTEX_Y1] = v2;
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self->uvs[VERTEX_X2] = u;
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self->uvs[VERTEX_Y2] = v;
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self->uvs[VERTEX_X3] = u2;
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self->uvs[VERTEX_Y3] = v;
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self->uvs[VERTEX_X4] = u2;
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self->uvs[VERTEX_Y4] = v2;
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}
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}
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void RegionAttachment_updateOffset (RegionAttachment* self) {
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float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
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float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
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float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
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float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
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float localX2 = localX + self->regionWidth * regionScaleX;
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float localY2 = localY + self->regionHeight * regionScaleY;
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float radians = (float)(self->rotation * 3.1415926535897932385 / 180);
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#ifdef __STDC_VERSION__
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float cosine = cosf(radians);
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float sine = sinf(radians);
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#else
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float cosine = (float)cos(radians);
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float sine = (float)sin(radians);
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#endif
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float localXCos = localX * cosine + self->x;
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float localXSin = localX * sine;
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float localYCos = localY * cosine + self->y;
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float localYSin = localY * sine;
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float localX2Cos = localX2 * cosine + self->x;
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float localX2Sin = localX2 * sine;
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float localY2Cos = localY2 * cosine + self->y;
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float localY2Sin = localY2 * sine;
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self->offset[VERTEX_X1] = localXCos - localYSin;
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self->offset[VERTEX_Y1] = localYCos + localXSin;
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self->offset[VERTEX_X2] = localXCos - localY2Sin;
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self->offset[VERTEX_Y2] = localY2Cos + localXSin;
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self->offset[VERTEX_X3] = localX2Cos - localY2Sin;
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self->offset[VERTEX_Y3] = localY2Cos + localX2Sin;
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self->offset[VERTEX_X4] = localX2Cos - localYSin;
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self->offset[VERTEX_Y4] = localYCos + localX2Sin;
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}
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void RegionAttachment_computeVertices (RegionAttachment* self, float x, float y, Bone* bone, float* vertices) {
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float* offset = self->offset;
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x += bone->worldX;
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y += bone->worldY;
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vertices[VERTEX_X1] = offset[VERTEX_X1] * bone->m00 + offset[VERTEX_Y1] * bone->m01 + x;
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vertices[VERTEX_Y1] = offset[VERTEX_X1] * bone->m10 + offset[VERTEX_Y1] * bone->m11 + y;
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vertices[VERTEX_X2] = offset[VERTEX_X2] * bone->m00 + offset[VERTEX_Y2] * bone->m01 + x;
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vertices[VERTEX_Y2] = offset[VERTEX_X2] * bone->m10 + offset[VERTEX_Y2] * bone->m11 + y;
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vertices[VERTEX_X3] = offset[VERTEX_X3] * bone->m00 + offset[VERTEX_Y3] * bone->m01 + x;
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vertices[VERTEX_Y3] = offset[VERTEX_X3] * bone->m10 + offset[VERTEX_Y3] * bone->m11 + y;
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vertices[VERTEX_X4] = offset[VERTEX_X4] * bone->m00 + offset[VERTEX_Y4] * bone->m01 + x;
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vertices[VERTEX_Y4] = offset[VERTEX_X4] * bone->m10 + offset[VERTEX_Y4] * bone->m11 + y;
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}
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}} // namespace cocos2d { namespace extension {
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