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- /******************************************************************************
- * 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/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;
- int deformLength;
- float* deform;
- float* vertices;
- int* bones;
- count += offset;
- skeleton = slot->bone->skeleton;
- deformLength = slot->attachmentVerticesCount;
- deform = slot->attachmentVertices;
- vertices = self->vertices;
- bones = self->bones;
- if (!bones) {
- spBone* bone;
- int v, w;
- float x, y;
- 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 = 0, wy = 0;
- 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 = 0, wy = 0;
- 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;
- }
- }
- }
- }
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