mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[cpp] Removed VertexEffect, see #2076
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@ -1,120 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_VertexEffect_h
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#define Spine_VertexEffect_h
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#include <spine/SpineObject.h>
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#include <spine/MathUtil.h>
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namespace spine {
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class Skeleton;
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class Color;
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class SP_API VertexEffect : public SpineObject {
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public:
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virtual void begin(Skeleton &skeleton) = 0;
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virtual void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) = 0;
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virtual void end() = 0;
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};
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class SP_API JitterVertexEffect : public VertexEffect {
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public:
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JitterVertexEffect(float jitterX, float jitterY);
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void begin(Skeleton &skeleton);
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void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark);
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void end();
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void setJitterX(float jitterX);
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float getJitterX();
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void setJitterY(float jitterY);
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float getJitterY();
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protected:
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float _jitterX;
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float _jitterY;
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};
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class SP_API SwirlVertexEffect : public VertexEffect {
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public:
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SwirlVertexEffect(float radius, Interpolation &interpolation);
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void begin(Skeleton &skeleton);
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void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark);
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void end();
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void setCenterX(float centerX);
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float getCenterX();
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void setCenterY(float centerY);
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float getCenterY();
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void setRadius(float radius);
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float getRadius();
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void setAngle(float angle);
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float getAngle();
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void setWorldX(float worldX);
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float getWorldX();
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void setWorldY(float worldY);
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float getWorldY();
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protected:
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float _centerX;
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float _centerY;
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float _radius;
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float _angle;
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float _worldX;
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float _worldY;
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Interpolation &_interpolation;
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};
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}
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#endif /* Spine_VertexEffect_h */
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@ -105,7 +105,6 @@
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#include <spine/Updatable.h>
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#include <spine/Vector.h>
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#include <spine/VertexAttachment.h>
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#include <spine/VertexEffect.h>
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#include <spine/Vertices.h>
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#endif
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@ -1,153 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
|
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
|
||||
*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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||||
* 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 LLC BE LIABLE FOR ANY
|
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/VertexEffect.h>
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#include <spine/MathUtil.h>
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#include <spine/Skeleton.h>
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using namespace spine;
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JitterVertexEffect::JitterVertexEffect(float jitterX, float jitterY) : _jitterX(jitterX), _jitterY(jitterY) {
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}
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void JitterVertexEffect::begin(Skeleton &skeleton) {
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SP_UNUSED(skeleton);
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}
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void JitterVertexEffect::transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) {
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SP_UNUSED(u);
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SP_UNUSED(v);
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SP_UNUSED(light);
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SP_UNUSED(dark);
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float jitterX = _jitterX;
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float jitterY = _jitterY;
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x += MathUtil::randomTriangular(-jitterX, jitterX);
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y += MathUtil::randomTriangular(-jitterX, jitterY);
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}
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void JitterVertexEffect::end() {
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}
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void JitterVertexEffect::setJitterX(float jitterX) {
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_jitterX = jitterX;
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}
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float JitterVertexEffect::getJitterX() {
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return _jitterX;
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}
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void JitterVertexEffect::setJitterY(float jitterY) {
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_jitterY = jitterY;
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}
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float JitterVertexEffect::getJitterY() {
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return _jitterY;
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}
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SwirlVertexEffect::SwirlVertexEffect(float radius, Interpolation &interpolation) : _centerX(0),
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_centerY(0),
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_radius(radius),
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_angle(0),
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_worldX(0),
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_worldY(0),
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_interpolation(interpolation) {
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}
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void SwirlVertexEffect::begin(Skeleton &skeleton) {
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_worldX = skeleton.getX() + _centerX;
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_worldY = skeleton.getY() + _centerY;
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}
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void SwirlVertexEffect::transform(float &positionX, float &positionY, float &u, float &v, Color &light, Color &dark) {
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SP_UNUSED(u);
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SP_UNUSED(v);
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SP_UNUSED(light);
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SP_UNUSED(dark);
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float x = positionX - _worldX;
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float y = positionY - _worldY;
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float dist = (float) MathUtil::sqrt(x * x + y * y);
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if (dist < _radius) {
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float theta = _interpolation.interpolate(0, _angle, (_radius - dist) / _radius);
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float cos = MathUtil::cos(theta), sin = MathUtil::sin(theta);
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positionX = cos * x - sin * y + _worldX;
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positionY = sin * x + cos * y + _worldY;
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}
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}
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void SwirlVertexEffect::end() {
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}
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void SwirlVertexEffect::setCenterX(float centerX) {
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_centerX = centerX;
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}
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float SwirlVertexEffect::getCenterX() {
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return _centerX;
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}
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void SwirlVertexEffect::setCenterY(float centerY) {
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_centerY = centerY;
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}
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float SwirlVertexEffect::getCenterY() {
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return _centerY;
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}
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void SwirlVertexEffect::setRadius(float radius) {
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_radius = radius;
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}
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float SwirlVertexEffect::getRadius() {
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return _radius;
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}
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void SwirlVertexEffect::setAngle(float angle) {
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_angle = angle * MathUtil::Deg_Rad;
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}
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float SwirlVertexEffect::getAngle() {
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return _angle;
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}
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void SwirlVertexEffect::setWorldX(float worldX) {
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_worldX = worldX;
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}
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float SwirlVertexEffect::getWorldX() {
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return _worldX;
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}
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void SwirlVertexEffect::setWorldY(float worldY) {
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_worldY = worldY;
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}
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float SwirlVertexEffect::getWorldY() {
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return _worldY;
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}
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@ -278,9 +278,6 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
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PowInterpolation pow2(2);
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PowOutInterpolation powOut2(2);
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SwirlVertexEffect effect(400, powOut2);
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effect.setCenterY(-200);
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drawable.vertexEffect = &effect;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(320, 590);
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@ -293,7 +290,6 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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float swirlTime = 0;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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@ -301,11 +297,6 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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swirlTime += delta;
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float percent = MathUtil::fmod(swirlTime, 2);
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if (percent > 1) percent = 1 - (percent - 1);
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effect.setAngle(pow2.interpolate(-60.0f, 60.0f, percent));
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drawable.update(delta);
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window.clear();
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@ -49,7 +49,7 @@ namespace spine {
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SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *stateData) : timeScale(1),
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vertexArray(new VertexArray(Triangles, skeletonData->getBones().size() * 4)),
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vertexEffect(NULL), worldVertices(), clipper() {
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worldVertices(), clipper() {
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Bone::setYDown(true);
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worldVertices.ensureCapacity(SPINE_MESH_VERTEX_COUNT_MAX);
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skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData);
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@ -89,8 +89,6 @@ namespace spine {
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// Early out if skeleton is invisible
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if (skeleton->getColor().a == 0) return;
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if (vertexEffect != NULL) vertexEffect->begin(*skeleton);
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sf::Vertex vertex;
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Texture *texture = NULL;
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for (unsigned i = 0; i < skeleton->getSlots().size(); ++i) {
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@ -226,55 +224,18 @@ namespace spine {
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Vector2u size = texture->getSize();
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if (vertexEffect != 0) {
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tempUvs.clear();
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tempColors.clear();
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for (int ii = 0; ii < verticesCount; ii++) {
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Color vertexColor = light;
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Color dark;
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dark.r = dark.g = dark.b = dark.a = 0;
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int index = ii << 1;
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float x = (*vertices)[index];
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float y = (*vertices)[index + 1];
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float u = (*uvs)[index];
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float v = (*uvs)[index + 1];
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vertexEffect->transform(x, y, u, v, vertexColor, dark);
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(*vertices)[index] = x;
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(*vertices)[index + 1] = y;
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tempUvs.add(u);
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tempUvs.add(v);
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tempColors.add(vertexColor);
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}
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for (int ii = 0; ii < indicesCount; ++ii) {
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int index = (*indices)[ii] << 1;
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vertex.position.x = (*vertices)[index];
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vertex.position.y = (*vertices)[index + 1];
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vertex.texCoords.x = (*uvs)[index] * size.x;
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vertex.texCoords.y = (*uvs)[index + 1] * size.y;
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Color vertexColor = tempColors[index >> 1];
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vertex.color.r = static_cast<Uint8>(vertexColor.r * 255);
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vertex.color.g = static_cast<Uint8>(vertexColor.g * 255);
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vertex.color.b = static_cast<Uint8>(vertexColor.b * 255);
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vertex.color.a = static_cast<Uint8>(vertexColor.a * 255);
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vertexArray->append(vertex);
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}
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} else {
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for (int ii = 0; ii < indicesCount; ++ii) {
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int index = (*indices)[ii] << 1;
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vertex.position.x = (*vertices)[index];
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vertex.position.y = (*vertices)[index + 1];
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vertex.texCoords.x = (*uvs)[index] * size.x;
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vertex.texCoords.y = (*uvs)[index + 1] * size.y;
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vertexArray->append(vertex);
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}
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for (int ii = 0; ii < indicesCount; ++ii) {
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int index = (*indices)[ii] << 1;
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vertex.position.x = (*vertices)[index];
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vertex.position.y = (*vertices)[index + 1];
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vertex.texCoords.x = (*uvs)[index] * size.x;
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vertex.texCoords.y = (*uvs)[index + 1] * size.y;
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vertexArray->append(vertex);
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}
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clipper.clipEnd(slot);
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}
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target.draw(*vertexArray, states);
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clipper.clipEnd();
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if (vertexEffect != 0) vertexEffect->end();
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}
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void SFMLTextureLoader::load(AtlasPage &page, const String &path) {
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@ -46,10 +46,10 @@ namespace spine {
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AnimationState *state;
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float timeScale;
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sf::VertexArray *vertexArray;
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VertexEffect *vertexEffect;
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SkeletonDrawable(SkeletonData *skeleton, AnimationStateData *stateData = 0);
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~SkeletonDrawable();
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void update(float deltaTime);
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