RegionAttachment.c 5.3 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/RegionAttachment.h>
  31. #include <spine/extension.h>
  32. void _spRegionAttachment_dispose (spAttachment* attachment) {
  33. spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
  34. _spAttachment_deinit(attachment);
  35. FREE(self->path);
  36. FREE(self);
  37. }
  38. spRegionAttachment* spRegionAttachment_create (const char* name) {
  39. spRegionAttachment* self = NEW(spRegionAttachment);
  40. self->scaleX = 1;
  41. self->scaleY = 1;
  42. self->r = 1;
  43. self->g = 1;
  44. self->b = 1;
  45. self->a = 1;
  46. _spAttachment_init(SUPER(self), name, SP_ATTACHMENT_REGION, _spRegionAttachment_dispose);
  47. return self;
  48. }
  49. void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
  50. if (rotate) {
  51. self->uvs[SP_VERTEX_X2] = u;
  52. self->uvs[SP_VERTEX_Y2] = v2;
  53. self->uvs[SP_VERTEX_X3] = u;
  54. self->uvs[SP_VERTEX_Y3] = v;
  55. self->uvs[SP_VERTEX_X4] = u2;
  56. self->uvs[SP_VERTEX_Y4] = v;
  57. self->uvs[SP_VERTEX_X1] = u2;
  58. self->uvs[SP_VERTEX_Y1] = v2;
  59. } else {
  60. self->uvs[SP_VERTEX_X1] = u;
  61. self->uvs[SP_VERTEX_Y1] = v2;
  62. self->uvs[SP_VERTEX_X2] = u;
  63. self->uvs[SP_VERTEX_Y2] = v;
  64. self->uvs[SP_VERTEX_X3] = u2;
  65. self->uvs[SP_VERTEX_Y3] = v;
  66. self->uvs[SP_VERTEX_X4] = u2;
  67. self->uvs[SP_VERTEX_Y4] = v2;
  68. }
  69. }
  70. void spRegionAttachment_updateOffset (spRegionAttachment* self) {
  71. float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
  72. float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
  73. float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
  74. float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
  75. float localX2 = localX + self->regionWidth * regionScaleX;
  76. float localY2 = localY + self->regionHeight * regionScaleY;
  77. float radians = self->rotation * DEG_RAD;
  78. float cosine = COS(radians), sine = SIN(radians);
  79. float localXCos = localX * cosine + self->x;
  80. float localXSin = localX * sine;
  81. float localYCos = localY * cosine + self->y;
  82. float localYSin = localY * sine;
  83. float localX2Cos = localX2 * cosine + self->x;
  84. float localX2Sin = localX2 * sine;
  85. float localY2Cos = localY2 * cosine + self->y;
  86. float localY2Sin = localY2 * sine;
  87. self->offset[SP_VERTEX_X1] = localXCos - localYSin;
  88. self->offset[SP_VERTEX_Y1] = localYCos + localXSin;
  89. self->offset[SP_VERTEX_X2] = localXCos - localY2Sin;
  90. self->offset[SP_VERTEX_Y2] = localY2Cos + localXSin;
  91. self->offset[SP_VERTEX_X3] = localX2Cos - localY2Sin;
  92. self->offset[SP_VERTEX_Y3] = localY2Cos + localX2Sin;
  93. self->offset[SP_VERTEX_X4] = localX2Cos - localYSin;
  94. self->offset[SP_VERTEX_Y4] = localYCos + localX2Sin;
  95. }
  96. void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, spBone* bone, float* vertices) {
  97. const float* offset = self->offset;
  98. float x = bone->worldX, y = bone->worldY;
  99. vertices[SP_VERTEX_X1] = offset[SP_VERTEX_X1] * bone->a + offset[SP_VERTEX_Y1] * bone->b + x;
  100. vertices[SP_VERTEX_Y1] = offset[SP_VERTEX_X1] * bone->c + offset[SP_VERTEX_Y1] * bone->d + y;
  101. vertices[SP_VERTEX_X2] = offset[SP_VERTEX_X2] * bone->a + offset[SP_VERTEX_Y2] * bone->b + x;
  102. vertices[SP_VERTEX_Y2] = offset[SP_VERTEX_X2] * bone->c + offset[SP_VERTEX_Y2] * bone->d + y;
  103. vertices[SP_VERTEX_X3] = offset[SP_VERTEX_X3] * bone->a + offset[SP_VERTEX_Y3] * bone->b + x;
  104. vertices[SP_VERTEX_Y3] = offset[SP_VERTEX_X3] * bone->c + offset[SP_VERTEX_Y3] * bone->d + y;
  105. vertices[SP_VERTEX_X4] = offset[SP_VERTEX_X4] * bone->a + offset[SP_VERTEX_Y4] * bone->b + x;
  106. vertices[SP_VERTEX_Y4] = offset[SP_VERTEX_X4] * bone->c + offset[SP_VERTEX_Y4] * bone->d + y;
  107. }