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

111 lines
4.5 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/SkinnedMeshAttachment.h>
#include <spine/extension.h>
void _spSkinnedMeshAttachment_dispose (spAttachment* attachment) {
spSkinnedMeshAttachment* self = SUB_CAST(spSkinnedMeshAttachment, attachment);
_spAttachment_deinit(attachment);
FREE(self->path);
FREE(self->bones);
FREE(self->weights);
FREE(self->regionUVs);
FREE(self->uvs);
FREE(self->triangles);
FREE(self->edges);
FREE(self);
}
spSkinnedMeshAttachment* spSkinnedMeshAttachment_create (const char* name) {
spSkinnedMeshAttachment* self = NEW(spSkinnedMeshAttachment);
self->r = 1;
self->g = 1;
self->b = 1;
self->a = 1;
_spAttachment_init(SUPER(self), name, SP_ATTACHMENT_SKINNED_MESH, _spSkinnedMeshAttachment_dispose);
return self;
}
void spSkinnedMeshAttachment_updateUVs (spSkinnedMeshAttachment* self) {
int i;
float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
FREE(self->uvs);
self->uvs = MALLOC(float, self->uvsCount);
if (self->regionRotate) {
for (i = 0; i < self->uvsCount; i += 2) {
self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
}
} else {
for (i = 0; i < self->uvsCount; i += 2) {
self->uvs[i] = self->regionU + self->regionUVs[i] * width;
self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
}
}
}
void spSkinnedMeshAttachment_computeWorldVertices (spSkinnedMeshAttachment* self, spSlot* slot, float* worldVertices) {
int w = 0, v = 0, b = 0, f = 0;
float x = slot->bone->skeleton->x, y = slot->bone->skeleton->y;
spBone** skeletonBones = slot->bone->skeleton->bones;
if (slot->attachmentVerticesCount == 0) {
for (; v < self->bonesCount; w += 2) {
float wx = 0, wy = 0;
const int nn = self->bones[v] + v;
v++;
for (; v <= nn; v++, b += 3) {
const spBone* bone = skeletonBones[self->bones[v]];
const float vx = self->weights[b], vy = self->weights[b + 1], weight = self->weights[b + 2];
wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight;
wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight;
}
worldVertices[w] = wx + x;
worldVertices[w + 1] = wy + y;
}
} else {
const float* ffd = slot->attachmentVertices;
for (; v < self->bonesCount; w += 2) {
float wx = 0, wy = 0;
const int nn = self->bones[v] + v;
v++;
for (; v <= nn; v++, b += 3, f += 2) {
const spBone* bone = skeletonBones[self->bones[v]];
const float vx = self->weights[b] + ffd[f], vy = self->weights[b + 1] + ffd[f + 1], weight = self->weights[b + 2];
wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight;
wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight;
}
worldVertices[w] = wx + x;
worldVertices[w + 1] = wy + y;
}
}
}