Temporarily commenting out some sections so I can build

This commit is contained in:
Stephen Gowen 2017-11-02 13:41:56 -04:00
parent ac0302d09c
commit 51f3306a72
3 changed files with 240 additions and 240 deletions

View File

@ -40,104 +40,104 @@ namespace Spine
{
RTTI_DECL;
public:
public int HullLength { get { return _hulllength; } set { _hulllength = value; } }
public float[] RegionUVs { get { return _regionUVs; } set { _regionUVs = value; } }
/// The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.updateUVs"/>
public float[] UVs { get { return _uvs; } set { _uvs = value; } }
public int[] Triangles { get { return _triangles; } set { _triangles = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public string Path { get; set; }
public object RendererObject; //public Object RendererObject { get; set; }
public float RegionU { get; set; }
public float RegionV { get; set; }
public float RegionU2 { get; set; }
public float RegionV2 { get; set; }
public bool RegionRotate { get; set; }
public float RegionOffsetX { get { return _regionOffsetX; } set { _regionOffsetX = value; } }
public float RegionOffsetY { get { return _regionOffsetY; } set { _regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return _regionWidth; } set { _regionWidth = value; } }
public float RegionHeight { get { return _regionHeight; } set { _regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return _regionOriginalWidth; } set { _regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return _regionOriginalHeight; } set { _regionOriginalHeight = value; } } // Unrotated, unstripped size.
public bool InheritDeform { get { return _inheritDeform; } set { _inheritDeform = value; } }
public MeshAttachment ParentMesh {
get { return _parentMesh; }
set {
_parentMesh = value;
if (value != null) {
bones = value.bones;
vertices = value.vertices;
worldVerticesLength = value.worldVerticesLength;
_regionUVs = value._regionUVs;
_triangles = value._triangles;
HullLength = value.HullLength;
Edges = value.Edges;
Width = value.Width;
Height = value.Height;
}
}
}
// Nonessential.
public int[] Edges { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public MeshAttachment (string name) : VertexAttachment(name)
{
// Empty
}
public void updateUVs()
{
float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
if (_uvs == null || _uvs.Length != _regionUVs.Length)
{
_uvs = new float[_regionUVs.Length];
}
float[] _uvs = _uvs;
if (_regionRotate)
{
for (int i = 0, n = _uvs.Length; i < n; i += 2)
{
_uvs[i] = u + _regionUVs[i + 1] * width;
_uvs[i + 1] = v + height - _regionUVs[i] * height;
}
}
else
{
for (int i = 0, n = _uvs.Length; i < n; i += 2)
{
_uvs[i] = u + _regionUVs[i] * width;
_uvs[i + 1] = v + _regionUVs[i + 1] * height;
}
}
}
virtual bool applyDeform(VertexAttachment* sourceAttachment)
{
return this == sourceAttachment || (_inheritDeform && _parentMesh == sourceAttachment);
}
private:
float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
MeshAttachment* _parentMesh;
float[] _uvs, _regionUVs;
int[] _triangles;
float r = 1, g = 1, b = 1, a = 1;
int _hulllength;
bool _inheritDeform;
bool _regionRotate;
}
// public:
// public int HullLength { get { return _hulllength; } set { _hulllength = value; } }
// public float[] RegionUVs { get { return _regionUVs; } set { _regionUVs = value; } }
// /// The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.updateUVs"/>
// public float[] UVs { get { return _uvs; } set { _uvs = value; } }
// public int[] Triangles { get { return _triangles; } set { _triangles = value; } }
//
// public float R { get { return r; } set { r = value; } }
// public float G { get { return g; } set { g = value; } }
// public float B { get { return b; } set { b = value; } }
// public float A { get { return a; } set { a = value; } }
//
// public string Path { get; set; }
// public object RendererObject; //public Object RendererObject { get; set; }
// public float RegionU { get; set; }
// public float RegionV { get; set; }
// public float RegionU2 { get; set; }
// public float RegionV2 { get; set; }
// public bool RegionRotate { get; set; }
// public float RegionOffsetX { get { return _regionOffsetX; } set { _regionOffsetX = value; } }
// public float RegionOffsetY { get { return _regionOffsetY; } set { _regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
// public float RegionWidth { get { return _regionWidth; } set { _regionWidth = value; } }
// public float RegionHeight { get { return _regionHeight; } set { _regionHeight = value; } } // Unrotated, stripped size.
// public float RegionOriginalWidth { get { return _regionOriginalWidth; } set { _regionOriginalWidth = value; } }
// public float RegionOriginalHeight { get { return _regionOriginalHeight; } set { _regionOriginalHeight = value; } } // Unrotated, unstripped size.
//
// public bool InheritDeform { get { return _inheritDeform; } set { _inheritDeform = value; } }
//
// public MeshAttachment ParentMesh {
// get { return _parentMesh; }
// set {
// _parentMesh = value;
// if (value != null) {
// bones = value.bones;
// vertices = value.vertices;
// worldVerticesLength = value.worldVerticesLength;
// _regionUVs = value._regionUVs;
// _triangles = value._triangles;
// HullLength = value.HullLength;
// Edges = value.Edges;
// Width = value.Width;
// Height = value.Height;
// }
// }
// }
//
// // Nonessential.
// public int[] Edges { get; set; }
// public float Width { get; set; }
// public float Height { get; set; }
//
// public MeshAttachment (string name) : VertexAttachment(name)
// {
// // Empty
// }
//
// public void updateUVs()
// {
// float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
// if (_uvs == null || _uvs.Length != _regionUVs.Length)
// {
// _uvs = new float[_regionUVs.Length];
// }
//
// float[] _uvs = _uvs;
// if (_regionRotate)
// {
// for (int i = 0, n = _uvs.Length; i < n; i += 2)
// {
// _uvs[i] = u + _regionUVs[i + 1] * width;
// _uvs[i + 1] = v + height - _regionUVs[i] * height;
// }
// }
// else
// {
// for (int i = 0, n = _uvs.Length; i < n; i += 2)
// {
// _uvs[i] = u + _regionUVs[i] * width;
// _uvs[i + 1] = v + _regionUVs[i + 1] * height;
// }
// }
// }
//
// virtual bool applyDeform(VertexAttachment* sourceAttachment)
// {
// return this == sourceAttachment || (_inheritDeform && _parentMesh == sourceAttachment);
// }
//
// private:
// float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
// MeshAttachment* _parentMesh;
// float[] _uvs, _regionUVs;
// int[] _triangles;
// float r = 1, g = 1, b = 1, a = 1;
// int _hulllength;
// bool _inheritDeform;
// bool _regionRotate;
};
}
#endif /* Spine_MeshAttachment_h */

View File

@ -47,146 +47,146 @@ namespace Spine
{
RTTI_DECL;
public:
const int BLX = 0;
const int BLY = 1;
const int ULX = 2;
const int ULY = 3;
const int URX = 4;
const int URY = 5;
const int BRX = 6;
const int BRY = 7;
float X { get { return x; } set { x = value; } }
float Y { get { return y; } set { y = value; } }
float Rotation { get { return _rotation; } set { _rotation = value; } }
float ScaleX { get { return scaleX; } set { scaleX = value; } }
float ScaleY { get { return scaleY; } set { scaleY = value; } }
float Width { get { return width; } set { width = value; } }
float Height { get { return height; } set { height = value; } }
float R { get { return r; } set { r = value; } }
float G { get { return g; } set { g = value; } }
float B { get { return b; } set { b = value; } }
float A { get { return a; } set { a = value; } }
std::string Path { get; set; }
object RendererObject; //object RendererObject { get; set; }
float RegionOffsetX { get { return _regionOffsetX; } set { _regionOffsetX = value; } }
float RegionOffsetY { get { return _regionOffsetY; } set { _regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
float RegionWidth { get { return _regionWidth; } set { _regionWidth = value; } }
float RegionHeight { get { return _regionHeight; } set { _regionHeight = value; } } // Unrotated, stripped size.
float RegionOriginalWidth { get { return _regionOriginalWidth; } set { _regionOriginalWidth = value; } }
float RegionOriginalHeight { get { return _regionOriginalHeight; } set { _regionOriginalHeight = value; } } // Unrotated, unstripped size.
float[] Offset { get { return _offset; } }
float[] UVs { get { return _uvs; } }
RegionAttachment (std::string name) : Attachment(name)
{
// Empty
}
void updateOffset()
{
float regionScaleX = _width / _regionOriginalWidth * _scaleX;
float regionScaleY = _height / _regionOriginalHeight * _scaleY;
float localX = -_width / 2 * _scaleX + _regionOffsetX * regionScaleX;
float localY = -_height / 2 * _scaleY + _regionOffsetY * regionScaleY;
float localX2 = localX + _regionWidth * regionScaleX;
float localY2 = localY + _regionHeight * regionScaleY;
float cos = MathUtil::cosDeg(_rotation);
float sin = MathUtil::sinDeg(_rotation);
float localXCos = localX * cos + _x;
float localXSin = localX * sin;
float localYCos = localY * cos + _y;
float localYSin = localY * sin;
float localX2Cos = localX2 * cos + _x;
float localX2Sin = localX2 * sin;
float localY2Cos = localY2 * cos + _y;
float localY2Sin = localY2 * sin;
_offset[BLX] = localXCos - localYSin;
_offset[BLY] = localYCos + localXSin;
_offset[ULX] = localXCos - localY2Sin;
_offset[ULY] = localY2Cos + localXSin;
_offset[URX] = localX2Cos - localY2Sin;
_offset[URY] = localY2Cos + localX2Sin;
_offset[BRX] = localX2Cos - localYSin;
_offset[BRY] = localYCos + localX2Sin;
}
void setUVs(float u, float v, float u2, float v2, bool rotate)
{
if (rotate)
{
_uvs[URX] = u;
_uvs[URY] = v2;
_uvs[BRX] = u;
_uvs[BRY] = v;
_uvs[BLX] = u2;
_uvs[BLY] = v;
_uvs[ULX] = u2;
_uvs[ULY] = v2;
}
else
{
_uvs[ULX] = u;
_uvs[ULY] = v2;
_uvs[URX] = u;
_uvs[URY] = v;
_uvs[BRX] = u2;
_uvs[BRY] = v;
_uvs[BLX] = u2;
_uvs[BLY] = v2;
}
}
/// Transforms the attachment's four vertices to world coordinates.
/// @param bone The parent bone.
/// @param worldVertices The output world vertices. Must have a length greater than or equal to offset + 8.
/// @param offset The worldVertices index to begin writing values.
/// @param stride The number of worldVertices entries between the value pairs written.
void computeWorldVertices(Bone& bone, Vector<float> worldVertices, int offset, int stride = 2)
{
assert(worldVertices.size() >= 8);
float[] vertexOffset = _offset;
float bwx = bone.worldX, bwy = bone.worldY;
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float offsetX, offsetY;
offsetX = vertexOffset[BRX]; // 0
offsetY = vertexOffset[BRY]; // 1
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[BLX]; // 2
offsetY = vertexOffset[BLY]; // 3
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[ULX]; // 4
offsetY = vertexOffset[ULY]; // 5
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[URX]; // 6
offsetY = vertexOffset[URY]; // 7
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
}
private:
float _x, _y, _rotation, _scaleX = 1, _scaleY = 1, _width, _height;
float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
float[] _offset = new float[8];
float[] _uvs = new float[8];
float r = 1, g = 1, b = 1, a = 1;
}
// public:
// const int BLX = 0;
// const int BLY = 1;
// const int ULX = 2;
// const int ULY = 3;
// const int URX = 4;
// const int URY = 5;
// const int BRX = 6;
// const int BRY = 7;
//
// float X { get { return x; } set { x = value; } }
// float Y { get { return y; } set { y = value; } }
// float Rotation { get { return _rotation; } set { _rotation = value; } }
// float ScaleX { get { return scaleX; } set { scaleX = value; } }
// float ScaleY { get { return scaleY; } set { scaleY = value; } }
// float Width { get { return width; } set { width = value; } }
// float Height { get { return height; } set { height = value; } }
//
// float R { get { return r; } set { r = value; } }
// float G { get { return g; } set { g = value; } }
// float B { get { return b; } set { b = value; } }
// float A { get { return a; } set { a = value; } }
//
// std::string Path { get; set; }
// object RendererObject; //object RendererObject { get; set; }
// float RegionOffsetX { get { return _regionOffsetX; } set { _regionOffsetX = value; } }
// float RegionOffsetY { get { return _regionOffsetY; } set { _regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
// float RegionWidth { get { return _regionWidth; } set { _regionWidth = value; } }
// float RegionHeight { get { return _regionHeight; } set { _regionHeight = value; } } // Unrotated, stripped size.
// float RegionOriginalWidth { get { return _regionOriginalWidth; } set { _regionOriginalWidth = value; } }
// float RegionOriginalHeight { get { return _regionOriginalHeight; } set { _regionOriginalHeight = value; } } // Unrotated, unstripped size.
//
// float[] Offset { get { return _offset; } }
// float[] UVs { get { return _uvs; } }
//
// RegionAttachment (std::string name) : Attachment(name)
// {
// // Empty
// }
//
// void updateOffset()
// {
// float regionScaleX = _width / _regionOriginalWidth * _scaleX;
// float regionScaleY = _height / _regionOriginalHeight * _scaleY;
// float localX = -_width / 2 * _scaleX + _regionOffsetX * regionScaleX;
// float localY = -_height / 2 * _scaleY + _regionOffsetY * regionScaleY;
// float localX2 = localX + _regionWidth * regionScaleX;
// float localY2 = localY + _regionHeight * regionScaleY;
// float cos = MathUtil::cosDeg(_rotation);
// float sin = MathUtil::sinDeg(_rotation);
// float localXCos = localX * cos + _x;
// float localXSin = localX * sin;
// float localYCos = localY * cos + _y;
// float localYSin = localY * sin;
// float localX2Cos = localX2 * cos + _x;
// float localX2Sin = localX2 * sin;
// float localY2Cos = localY2 * cos + _y;
// float localY2Sin = localY2 * sin;
//
// _offset[BLX] = localXCos - localYSin;
// _offset[BLY] = localYCos + localXSin;
// _offset[ULX] = localXCos - localY2Sin;
// _offset[ULY] = localY2Cos + localXSin;
// _offset[URX] = localX2Cos - localY2Sin;
// _offset[URY] = localY2Cos + localX2Sin;
// _offset[BRX] = localX2Cos - localYSin;
// _offset[BRY] = localYCos + localX2Sin;
// }
//
// void setUVs(float u, float v, float u2, float v2, bool rotate)
// {
// if (rotate)
// {
// _uvs[URX] = u;
// _uvs[URY] = v2;
// _uvs[BRX] = u;
// _uvs[BRY] = v;
// _uvs[BLX] = u2;
// _uvs[BLY] = v;
// _uvs[ULX] = u2;
// _uvs[ULY] = v2;
// }
// else
// {
// _uvs[ULX] = u;
// _uvs[ULY] = v2;
// _uvs[URX] = u;
// _uvs[URY] = v;
// _uvs[BRX] = u2;
// _uvs[BRY] = v;
// _uvs[BLX] = u2;
// _uvs[BLY] = v2;
// }
// }
//
// /// Transforms the attachment's four vertices to world coordinates.
// /// @param bone The parent bone.
// /// @param worldVertices The output world vertices. Must have a length greater than or equal to offset + 8.
// /// @param offset The worldVertices index to begin writing values.
// /// @param stride The number of worldVertices entries between the value pairs written.
// void computeWorldVertices(Bone& bone, Vector<float> worldVertices, int offset, int stride = 2)
// {
// assert(worldVertices.size() >= 8);
//
// float[] vertexOffset = _offset;
// float bwx = bone.worldX, bwy = bone.worldY;
// float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
// float offsetX, offsetY;
//
// offsetX = vertexOffset[BRX]; // 0
// offsetY = vertexOffset[BRY]; // 1
// worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
// worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
// offset += stride;
//
// offsetX = vertexOffset[BLX]; // 2
// offsetY = vertexOffset[BLY]; // 3
// worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
// worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
// offset += stride;
//
// offsetX = vertexOffset[ULX]; // 4
// offsetY = vertexOffset[ULY]; // 5
// worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
// worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
// offset += stride;
//
// offsetX = vertexOffset[URX]; // 6
// offsetY = vertexOffset[URY]; // 7
// worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
// worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
// }
//
// private:
// float _x, _y, _rotation, _scaleX = 1, _scaleY = 1, _width, _height;
// float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
// float[] _offset = new float[8];
// float[] _uvs = new float[8];
// float r = 1, g = 1, b = 1, a = 1;
};
}
#endif /* Spine_RegionAttachment_h */

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@ -480,7 +480,7 @@ namespace Spine
{
outVertexBuffer.reserve(8);
}
regionAttachment->computeWorldVertices(slot->getBone(), outVertexBuffer, 0);
// regionAttachment->computeWorldVertices(slot->getBone(), outVertexBuffer, 0);
}
else if (attachment != NULL && attachment->getRTTI().derivesFrom(MeshAttachment::rtti))
{
@ -492,7 +492,7 @@ namespace Spine
outVertexBuffer.reserve(verticesLength);
}
mesh->computeWorldVertices(slot, 0, verticesLength, outVertexBuffer, 0);
// mesh->computeWorldVertices(slot, 0, verticesLength, outVertexBuffer, 0);
}
for (int ii = 0; ii < verticesLength; ii += 2)