[cpp] 4.3 porting WIP

This commit is contained in:
Mario Zechner 2025-07-07 21:58:42 +02:00
parent 972a1bc8fc
commit 5aeceb27c9
10 changed files with 19 additions and 14 deletions

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@ -59,7 +59,7 @@ namespace spine {
virtual bool isSourceActive() override;
IkConstraintData &getData();
IkConstraintData &getData() override;
Vector<BonePose *> &getBones();

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@ -58,7 +58,7 @@ namespace spine {
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose);
MixDirection direction, bool appliedPose) override;
private:
static const int ENTRIES = 2;

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@ -31,6 +31,7 @@
#define Spine_Json_h
#include <spine/SpineObject.h>
#include <spine/Vector.h>
#ifndef SPINE_JSON_HAVE_PREV
/* spine doesn't use the "prev" link in the Json sibling lists. */
@ -53,10 +54,12 @@ namespace spine {
template <typename T>
static bool asArray(Json *value, Vector<T> &array) {
if (value == NULL) return false;
array.setSize(value->_size, 0);
Json *vertex = value->_child;
for (int i = 0; vertex; vertex = vertex->_next, i++)
array[i] = vertex->_valueInt;
return true;
}
/* Get item "string" from object. Case insensitive. */

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@ -51,7 +51,7 @@ namespace spine {
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose);
MixDirection direction, bool appliedPose) override;
/// Sets the time and color for the specified frame.
/// @param frame Between 0 and frameCount, inclusive.

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@ -51,7 +51,7 @@ namespace spine {
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose);
MixDirection direction, bool appliedPose) override;
};
}

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@ -48,7 +48,7 @@ namespace spine {
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose);
MixDirection direction, bool appliedPose) override;
};
}

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@ -35,6 +35,8 @@
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Color.h>
#include <spine/BoneTimeline.h>
#include <spine/SkeletonData.h>
namespace spine {
class SkeletonData;

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@ -183,7 +183,7 @@ SkeletonData *SkeletonBinary::readSkeletonData(const unsigned char *binary, cons
/* Bones. */
Vector<BoneData *> &bones = skeletonData->_bones.setSize(input.readInt(true), NULL);
for (int i = 0; i < bones.size(); ++i) {
for (int i = 0; i < (int)bones.size(); ++i) {
const char *name = input.readString();
BoneData *parent = i == 0 ? 0 : bones[input.readInt(true)];
BoneData *data = new (__FILE__, __LINE__) BoneData(i, String(name, true), parent);
@ -208,7 +208,7 @@ SkeletonData *SkeletonBinary::readSkeletonData(const unsigned char *binary, cons
/* Slots. */
Vector<SlotData *> &slots = skeletonData->_slots.setSize(input.readInt(true), NULL);
for (int i = 0; i < slots.size(); ++i) {
for (int i = 0; i < (int)slots.size(); ++i) {
String slotName = String(input.readString(), true);
BoneData *boneData = bones[input.readInt(true)];
SlotData *data = new (__FILE__, __LINE__) SlotData(i, slotName, *boneData);

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@ -71,7 +71,7 @@ void Slider::update(Skeleton &skeleton, Physics physics) {
if (!_bone->isActive()) return;
if (_data._local) _bone->_applied->validateLocalTransform(skeleton);
p._time = _data._offset
+ (_data._property->value(skeleton, *_bone->_applied, _data._local, _offsets) - _data._property->offset) * _data._scale;
+ (_data._property->value(skeleton, *_bone->_applied, _data._local, _offsets) - _data._property->_offset) * _data._scale;
if (_data._loop)
p._time = animation->getDuration() + MathUtil::fmod(p._time, animation->getDuration());
else

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@ -83,18 +83,18 @@ void TransformConstraint::update(Skeleton &skeleton, Physics physics) {
}
for (size_t f = 0; f < fn; f++) {
FromProperty *from = fromItems[f];
float value = from->value(skeleton, source, localSource, offsets) - from->offset;
Vector<ToProperty *> &toProps = from->to;
float value = from->value(skeleton, source, localSource, offsets) - from->_offset;
Vector<ToProperty *> &toProps = from->_to;
ToProperty **toItems = toProps.buffer();
for (size_t t = 0, tn = toProps.size(); t < tn; t++) {
ToProperty *to = toItems[t];
if (to->mix(p) != 0) {
float clamped = to->offset + value * to->scale;
float clamped = to->_offset + value * to->_scale;
if (clamp) {
if (to->offset < to->max)
clamped = MathUtil::clamp(clamped, to->offset, to->max);
if (to->_offset < to->_max)
clamped = MathUtil::clamp(clamped, to->_offset, to->_max);
else
clamped = MathUtil::clamp(clamped, to->max, to->offset);
clamped = MathUtil::clamp(clamped, to->_max, to->_offset);
}
to->apply(skeleton, p, *bone, clamped, localTarget, additive);
}