123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113 |
- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) 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/RegionAttachment.h>
- #include <spine/extension.h>
- void _spRegionAttachment_dispose (spAttachment* attachment) {
- spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
- _spAttachment_deinit(attachment);
- FREE(self->path);
- FREE(self);
- }
- spRegionAttachment* spRegionAttachment_create (const char* name) {
- spRegionAttachment* self = NEW(spRegionAttachment);
- self->scaleX = 1;
- self->scaleY = 1;
- self->r = 1;
- self->g = 1;
- self->b = 1;
- self->a = 1;
- _spAttachment_init(SUPER(self), name, SP_ATTACHMENT_REGION, _spRegionAttachment_dispose);
- return self;
- }
- void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
- if (rotate) {
- self->uvs[SP_VERTEX_X2] = u;
- self->uvs[SP_VERTEX_Y2] = v2;
- self->uvs[SP_VERTEX_X3] = u;
- self->uvs[SP_VERTEX_Y3] = v;
- self->uvs[SP_VERTEX_X4] = u2;
- self->uvs[SP_VERTEX_Y4] = v;
- self->uvs[SP_VERTEX_X1] = u2;
- self->uvs[SP_VERTEX_Y1] = v2;
- } else {
- self->uvs[SP_VERTEX_X1] = u;
- self->uvs[SP_VERTEX_Y1] = v2;
- self->uvs[SP_VERTEX_X2] = u;
- self->uvs[SP_VERTEX_Y2] = v;
- self->uvs[SP_VERTEX_X3] = u2;
- self->uvs[SP_VERTEX_Y3] = v;
- self->uvs[SP_VERTEX_X4] = u2;
- self->uvs[SP_VERTEX_Y4] = v2;
- }
- }
- void spRegionAttachment_updateOffset (spRegionAttachment* self) {
- float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
- float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
- float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
- float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
- float localX2 = localX + self->regionWidth * regionScaleX;
- float localY2 = localY + self->regionHeight * regionScaleY;
- float radians = self->rotation * DEG_RAD;
- float cosine = COS(radians), sine = SIN(radians);
- float localXCos = localX * cosine + self->x;
- float localXSin = localX * sine;
- float localYCos = localY * cosine + self->y;
- float localYSin = localY * sine;
- float localX2Cos = localX2 * cosine + self->x;
- float localX2Sin = localX2 * sine;
- float localY2Cos = localY2 * cosine + self->y;
- float localY2Sin = localY2 * sine;
- self->offset[SP_VERTEX_X1] = localXCos - localYSin;
- self->offset[SP_VERTEX_Y1] = localYCos + localXSin;
- self->offset[SP_VERTEX_X2] = localXCos - localY2Sin;
- self->offset[SP_VERTEX_Y2] = localY2Cos + localXSin;
- self->offset[SP_VERTEX_X3] = localX2Cos - localY2Sin;
- self->offset[SP_VERTEX_Y3] = localY2Cos + localX2Sin;
- self->offset[SP_VERTEX_X4] = localX2Cos - localYSin;
- self->offset[SP_VERTEX_Y4] = localYCos + localX2Sin;
- }
- void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, spBone* bone, float* vertices) {
- const float* offset = self->offset;
- float x = bone->worldX, y = bone->worldY;
- vertices[SP_VERTEX_X1] = offset[SP_VERTEX_X1] * bone->a + offset[SP_VERTEX_Y1] * bone->b + x;
- vertices[SP_VERTEX_Y1] = offset[SP_VERTEX_X1] * bone->c + offset[SP_VERTEX_Y1] * bone->d + y;
- vertices[SP_VERTEX_X2] = offset[SP_VERTEX_X2] * bone->a + offset[SP_VERTEX_Y2] * bone->b + x;
- vertices[SP_VERTEX_Y2] = offset[SP_VERTEX_X2] * bone->c + offset[SP_VERTEX_Y2] * bone->d + y;
- vertices[SP_VERTEX_X3] = offset[SP_VERTEX_X3] * bone->a + offset[SP_VERTEX_Y3] * bone->b + x;
- vertices[SP_VERTEX_Y3] = offset[SP_VERTEX_X3] * bone->c + offset[SP_VERTEX_Y3] * bone->d + y;
- vertices[SP_VERTEX_X4] = offset[SP_VERTEX_X4] * bone->a + offset[SP_VERTEX_Y4] * bone->b + x;
- vertices[SP_VERTEX_Y4] = offset[SP_VERTEX_X4] * bone->c + offset[SP_VERTEX_Y4] * bone->d + y;
- }
|