mirror of https://github.com/axmolengine/axmol.git
115 lines
5.4 KiB
C
115 lines
5.4 KiB
C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software 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; 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/RegionAttachment.h>
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#include <spine/extension.h>
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void _spRegionAttachment_dispose (spAttachment* attachment) {
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spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
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_spAttachment_deinit(attachment);
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FREE(self->path);
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FREE(self);
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}
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spRegionAttachment* spRegionAttachment_create (const char* name) {
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spRegionAttachment* self = NEW(spRegionAttachment);
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self->scaleX = 1;
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self->scaleY = 1;
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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_REGION, _spRegionAttachment_dispose);
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return self;
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}
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void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
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if (rotate) {
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self->uvs[SP_VERTEX_X2] = u;
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self->uvs[SP_VERTEX_Y2] = v2;
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self->uvs[SP_VERTEX_X3] = u;
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self->uvs[SP_VERTEX_Y3] = v;
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self->uvs[SP_VERTEX_X4] = u2;
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self->uvs[SP_VERTEX_Y4] = v;
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self->uvs[SP_VERTEX_X1] = u2;
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self->uvs[SP_VERTEX_Y1] = v2;
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} else {
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self->uvs[SP_VERTEX_X1] = u;
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self->uvs[SP_VERTEX_Y1] = v2;
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self->uvs[SP_VERTEX_X2] = u;
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self->uvs[SP_VERTEX_Y2] = v;
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self->uvs[SP_VERTEX_X3] = u2;
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self->uvs[SP_VERTEX_Y3] = v;
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self->uvs[SP_VERTEX_X4] = u2;
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self->uvs[SP_VERTEX_Y4] = v2;
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}
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}
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void spRegionAttachment_updateOffset (spRegionAttachment* 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 = self->rotation * DEG_RAD;
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float cosine = COS(radians), sine = SIN(radians);
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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[SP_VERTEX_X1] = localXCos - localYSin;
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self->offset[SP_VERTEX_Y1] = localYCos + localXSin;
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self->offset[SP_VERTEX_X2] = localXCos - localY2Sin;
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self->offset[SP_VERTEX_Y2] = localY2Cos + localXSin;
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self->offset[SP_VERTEX_X3] = localX2Cos - localY2Sin;
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self->offset[SP_VERTEX_Y3] = localY2Cos + localX2Sin;
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self->offset[SP_VERTEX_X4] = localX2Cos - localYSin;
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self->offset[SP_VERTEX_Y4] = localYCos + localX2Sin;
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}
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void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, spBone* bone, float* vertices) {
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const float* offset = self->offset;
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float x = bone->skeleton->x + bone->worldX, y = bone->skeleton->y + bone->worldY;
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vertices[SP_VERTEX_X1] = offset[SP_VERTEX_X1] * bone->m00 + offset[SP_VERTEX_Y1] * bone->m01 + x;
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vertices[SP_VERTEX_Y1] = offset[SP_VERTEX_X1] * bone->m10 + offset[SP_VERTEX_Y1] * bone->m11 + y;
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vertices[SP_VERTEX_X2] = offset[SP_VERTEX_X2] * bone->m00 + offset[SP_VERTEX_Y2] * bone->m01 + x;
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vertices[SP_VERTEX_Y2] = offset[SP_VERTEX_X2] * bone->m10 + offset[SP_VERTEX_Y2] * bone->m11 + y;
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vertices[SP_VERTEX_X3] = offset[SP_VERTEX_X3] * bone->m00 + offset[SP_VERTEX_Y3] * bone->m01 + x;
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vertices[SP_VERTEX_Y3] = offset[SP_VERTEX_X3] * bone->m10 + offset[SP_VERTEX_Y3] * bone->m11 + y;
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vertices[SP_VERTEX_X4] = offset[SP_VERTEX_X4] * bone->m00 + offset[SP_VERTEX_Y4] * bone->m01 + x;
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vertices[SP_VERTEX_Y4] = offset[SP_VERTEX_X4] * bone->m10 + offset[SP_VERTEX_Y4] * bone->m11 + y;
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}
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