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

115 lines
4.3 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/VertexAttachment.h>
#include <spine/extension.h>
void _spVertexAttachment_deinit (spVertexAttachment* attachment) {
_spAttachment_deinit(SUPER(attachment));
FREE(attachment->bones);
FREE(attachment->vertices);
}
void spVertexAttachment_computeWorldVertices (spVertexAttachment* self, spSlot* slot, float* worldVertices) {
spVertexAttachment_computeWorldVertices1(self, 0, self->worldVerticesLength, slot, worldVertices, 0);
}
void spVertexAttachment_computeWorldVertices1 (spVertexAttachment* self, int start, int count, spSlot* slot, float* worldVertices, int offset) {
spSkeleton* skeleton;
float x, y;
int deformLength;
float* deform;
float* vertices;
int* bones;
count += offset;
skeleton = slot->bone->skeleton;
x = skeleton->x;
y = skeleton->y;
deformLength = slot->attachmentVerticesCount;
deform = slot->attachmentVertices;
vertices = self->vertices;
bones = self->bones;
if (!bones) {
spBone* bone;
int v, w;
if (deformLength > 0) vertices = deform;
bone = slot->bone;
x += bone->worldX;
y += bone->worldY;
for (v = start, w = offset; w < count; v += 2, w += 2) {
float vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * bone->a + vy * bone->b + x;
worldVertices[w + 1] = vx * bone->c + vy * bone->d + y;
}
} else {
int v = 0, skip = 0, i;
spBone** skeletonBones;
for (i = 0; i < start; i += 2) {
int n = bones[v];
v += n + 1;
skip += n;
}
skeletonBones = skeleton->bones;
if (deformLength == 0) {
int w, b;
for (w = offset, b = skip * 3; w < count; w += 2) {
float wx = x, wy = y;
int n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
spBone* bone = skeletonBones[bones[v]];
float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone->a + vy * bone->b + bone->worldX) * weight;
wy += (vx * bone->c + vy * bone->d + bone->worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
int w, b, f;
for (w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
float wx = x, wy = y;
int n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
spBone* bone = skeletonBones[bones[v]];
float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone->a + vy * bone->b + bone->worldX) * weight;
wy += (vx * bone->c + vy * bone->d + bone->worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
}