MeshAttachment.c 4.1 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. #include <spine/MeshAttachment.h>
  31. #include <spine/extension.h>
  32. void _spMeshAttachment_dispose (spAttachment* attachment) {
  33. spMeshAttachment* self = SUB_CAST(spMeshAttachment, attachment);
  34. FREE(self->path);
  35. FREE(self->uvs);
  36. if (!self->parentMesh) {
  37. _spVertexAttachment_deinit(SUPER(self));
  38. FREE(self->regionUVs);
  39. FREE(self->triangles);
  40. FREE(self->edges);
  41. } else
  42. _spAttachment_deinit(attachment);
  43. FREE(self);
  44. }
  45. spMeshAttachment* spMeshAttachment_create (const char* name) {
  46. spMeshAttachment* self = NEW(spMeshAttachment);
  47. self->r = 1;
  48. self->g = 1;
  49. self->b = 1;
  50. self->a = 1;
  51. _spAttachment_init(SUPER(SUPER(self)), name, SP_ATTACHMENT_MESH, _spMeshAttachment_dispose);
  52. return self;
  53. }
  54. void spMeshAttachment_updateUVs (spMeshAttachment* self) {
  55. int i;
  56. float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
  57. int verticesLength = SUPER(self)->worldVerticesLength;
  58. FREE(self->uvs);
  59. self->uvs = MALLOC(float, verticesLength);
  60. if (self->regionRotate) {
  61. for (i = 0; i < verticesLength; i += 2) {
  62. self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
  63. self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
  64. }
  65. } else {
  66. for (i = 0; i < verticesLength; i += 2) {
  67. self->uvs[i] = self->regionU + self->regionUVs[i] * width;
  68. self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
  69. }
  70. }
  71. }
  72. void spMeshAttachment_computeWorldVertices (spMeshAttachment* self, spSlot* slot, float* worldVertices) {
  73. spVertexAttachment_computeWorldVertices(SUPER(self), slot, worldVertices);
  74. }
  75. void spMeshAttachment_setParentMesh (spMeshAttachment* self, spMeshAttachment* parentMesh) {
  76. CONST_CAST(spMeshAttachment*, self->parentMesh) = parentMesh;
  77. if (parentMesh) {
  78. self->super.worldVerticesLength = parentMesh->super.worldVerticesLength;
  79. self->super.bones = parentMesh->super.bones;
  80. self->super.bonesCount = parentMesh->super.bonesCount;
  81. self->super.vertices = parentMesh->super.vertices;
  82. self->super.verticesCount = parentMesh->super.verticesCount;
  83. self->regionUVs = parentMesh->regionUVs;
  84. self->triangles = parentMesh->triangles;
  85. self->trianglesCount = parentMesh->trianglesCount;
  86. self->hullLength = parentMesh->hullLength;
  87. self->edges = parentMesh->edges;
  88. self->edgesCount = parentMesh->edgesCount;
  89. self->width = parentMesh->width;
  90. self->height = parentMesh->height;
  91. }
  92. }