This commit is contained in:
Stephen Gowen 2017-11-25 17:47:43 -05:00
parent 19687d9957
commit 8b53400425
74 changed files with 371 additions and 312 deletions

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@ -46,7 +46,7 @@ namespace Spine
///
class AtlasAttachmentLoader : public AttachmentLoader
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
AtlasAttachmentLoader(Vector<Atlas*>& inAtlasArray);

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@ -31,7 +31,7 @@
#ifndef Spine_Attachment_h
#define Spine_Attachment_h
#include <spine/SpineRTTI.h>
#include <spine/RTTI.h>
#include <string>
@ -39,7 +39,7 @@ namespace Spine
{
class Attachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
Attachment(std::string name);

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@ -31,7 +31,7 @@
#ifndef Spine_AttachmentLoader_h
#define Spine_AttachmentLoader_h
#include <spine/SpineRTTI.h>
#include <spine/RTTI.h>
#include <string>
@ -47,7 +47,7 @@ namespace Spine
class AttachmentLoader
{
SPINE_RTTI_DECL;
RTTI_DECL;
AttachmentLoader();

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@ -46,7 +46,7 @@ namespace Spine
class AttachmentTimeline : public Timeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
AttachmentTimeline(int frameCount);

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@ -47,7 +47,7 @@ namespace Spine
/// constraint or application code modifies the world transform after it was computed from the local transform.
class Bone : public Updatable
{
SPINE_RTTI_DECL;
RTTI_DECL;
friend class RotateTimeline;
friend class IkConstraint;

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@ -38,7 +38,7 @@ namespace Spine
/// Attachment that has a polygon for bounds checking.
class BoundingBoxAttachment : public VertexAttachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
BoundingBoxAttachment(std::string name);
};

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@ -39,7 +39,7 @@ namespace Spine
class ClippingAttachment : public VertexAttachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
friend class SkeletonClipping;

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@ -37,7 +37,7 @@ namespace Spine
{
class ColorTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
static const int ENTRIES;

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@ -38,7 +38,7 @@ namespace Spine
/// The interface for all constraints.
class Constraint : public Updatable
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
Constraint();

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@ -41,7 +41,7 @@ namespace Spine
/// Base class for frames that use an interpolation bezier curve.
class CurveTimeline : public Timeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
CurveTimeline(int frameCount);

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@ -39,7 +39,7 @@ namespace Spine
class DeformTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
DeformTimeline(int frameCount);

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@ -37,7 +37,7 @@ namespace Spine
{
class DrawOrderTimeline : public Timeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
DrawOrderTimeline(int frameCount);

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@ -37,7 +37,7 @@ namespace Spine
{
class EventTimeline : public Timeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);

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@ -45,7 +45,7 @@ namespace Spine
{
friend class Skeleton;
SPINE_RTTI_DECL;
RTTI_DECL;
public:
/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified

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@ -37,7 +37,7 @@ namespace Spine
{
class IkConstraintTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
static const int ENTRIES;

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@ -42,7 +42,7 @@ namespace Spine
/// Attachment that displays a texture region using a mesh.
class MeshAttachment : public VertexAttachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
friend class AtlasAttachmentLoader;

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@ -37,7 +37,7 @@ namespace Spine
{
class PathAttachment : public VertexAttachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
PathAttachment(std::string name);

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@ -47,7 +47,7 @@ namespace Spine
{
friend class Skeleton;
SPINE_RTTI_DECL;
RTTI_DECL;
public:
PathConstraint(PathConstraintData& data, Skeleton& skeleton);

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@ -37,7 +37,7 @@ namespace Spine
{
class PathConstraintMixTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);

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@ -37,7 +37,7 @@ namespace Spine
{
class PathConstraintPositionTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
static const int ENTRIES;

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@ -37,7 +37,7 @@ namespace Spine
{
class PathConstraintSpacingTimeline : public PathConstraintPositionTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
PathConstraintSpacingTimeline(int frameCount);

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@ -46,7 +46,7 @@ namespace Spine
///
class PointAttachment : public Attachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
PointAttachment(std::string name);

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@ -28,48 +28,48 @@
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_SPINE_RTTI_h
#define Spine_SPINE_RTTI_h
#ifndef Spine_RTTI_h
#define Spine_RTTI_h
#include <string>
namespace Spine
{
class SPINE_RTTI
class RTTI
{
public:
SPINE_RTTI(const std::string& className);
RTTI(const std::string& className);
SPINE_RTTI(const std::string& className, const SPINE_RTTI& baseSPINE_RTTI);
RTTI(const std::string& className, const RTTI& baseRTTI);
const std::string& getClassName() const;
bool isExactly(const SPINE_RTTI& rtti) const;
bool isExactly(const RTTI& rtti) const;
bool derivesFrom(const SPINE_RTTI& rtti) const;
bool derivesFrom(const RTTI& rtti) const;
private:
// Prevent copying
SPINE_RTTI(const SPINE_RTTI& obj);
SPINE_RTTI& operator=(const SPINE_RTTI& obj);
RTTI(const RTTI& obj);
RTTI& operator=(const RTTI& obj);
const std::string m_className;
const SPINE_RTTI *m_pBaseSPINE_RTTI;
const RTTI *m_pBaseRTTI;
};
}
#define SPINE_RTTI_DECL \
#define RTTI_DECL \
public: \
static const Spine::SPINE_RTTI rtti; \
virtual const Spine::SPINE_RTTI& getRTTI();
static const Spine::RTTI rtti; \
virtual const Spine::RTTI& getRTTI();
#define SPINE_RTTI_IMPL_NOPARENT(name) \
const Spine::SPINE_RTTI name::rtti(#name); \
const Spine::SPINE_RTTI& name::getRTTI() { return rtti; }
#define RTTI_IMPL_NOPARENT(name) \
const Spine::RTTI name::rtti(#name); \
const Spine::RTTI& name::getRTTI() { return rtti; }
#define SPINE_RTTI_IMPL(name,parent) \
const Spine::SPINE_RTTI name::rtti(#name, parent::rtti); \
const Spine::SPINE_RTTI& name::getRTTI() { return rtti; }
#define RTTI_IMPL(name,parent) \
const Spine::RTTI name::rtti(#name, parent::rtti); \
const Spine::RTTI& name::getRTTI() { return rtti; }
#endif /* Spine_SPINE_RTTI_h */
#endif /* Spine_RTTI_h */

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@ -46,7 +46,7 @@ namespace Spine
/// Attachment that displays a texture region.
class RegionAttachment : public Attachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
friend class AtlasAttachmentLoader;

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@ -37,7 +37,7 @@ namespace Spine
{
class RotateTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
static const int ENTRIES = 2;

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@ -37,7 +37,7 @@ namespace Spine
{
class ScaleTimeline : public TranslateTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);

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@ -37,7 +37,7 @@ namespace Spine
{
class ShearTimeline : public TranslateTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);

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@ -51,6 +51,9 @@ namespace Spine
class Skeleton
{
friend class SkeletonBounds;
friend class SkeletonClipping;
friend class AttachmentTimeline;
friend class ColorTimeline;
friend class DeformTimeline;

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@ -69,7 +69,7 @@ namespace Spine
bool aabbIntersectsSkeleton(SkeletonBounds bounds);
/// Returns true if the polygon contains the point.
bool containsPoint(Polygon polygon, float x, float y);
bool containsPoint(Polygon* polygon, float x, float y);
/// Returns the first bounding box attachment that contains the point, or NULL. When doing many checks, it is usually more
/// efficient to only call this method if {@link #aabbcontainsPoint(float, float)} returns true.

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@ -63,7 +63,7 @@ namespace Spine
Vector<float> _clippedUVs;
Vector<float> _scratch;
ClippingAttachment* _clipAttachment;
Vector< Vector<float> > _clippingPolygons;
Vector< Vector<float>* > _clippingPolygons;
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */

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@ -46,6 +46,7 @@ namespace Spine
{
friend class VertexAttachment;
friend class Skeleton;
friend class SkeletonBounds;
friend class SkeletonClipping;
friend class AttachmentTimeline;

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@ -31,7 +31,7 @@
#ifndef Spine_Timeline_h
#define Spine_Timeline_h
#include <spine/SpineRTTI.h>
#include <spine/RTTI.h>
#include <spine/Vector.h>
#include <spine/MixPose.h>
#include <spine/MixDirection.h>
@ -43,7 +43,7 @@ namespace Spine
class Timeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
Timeline();

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@ -45,7 +45,7 @@ namespace Spine
{
friend class Skeleton;
SPINE_RTTI_DECL;
RTTI_DECL;
public:
TransformConstraint(TransformConstraintData& data, Skeleton& skeleton);

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@ -37,7 +37,7 @@ namespace Spine
{
class TransformConstraintTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
static const int ENTRIES;

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@ -40,7 +40,7 @@ namespace Spine
{
class TranslateTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);

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@ -37,7 +37,7 @@ namespace Spine
{
class TwoColorTimeline : public CurveTimeline
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);

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@ -31,13 +31,13 @@
#ifndef Spine_Updatable_h
#define Spine_Updatable_h
#include <spine/SpineRTTI.h>
#include <spine/RTTI.h>
namespace Spine
{
class Updatable
{
SPINE_RTTI_DECL;
RTTI_DECL;
public:
Updatable();

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@ -42,7 +42,7 @@ namespace Spine
/// An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.
class VertexAttachment : public Attachment
{
SPINE_RTTI_DECL;
RTTI_DECL;
friend class DeformTimeline;

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@ -42,7 +42,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(AtlasAttachmentLoader, AttachmentLoader);
RTTI_IMPL(AtlasAttachmentLoader, AttachmentLoader);
AtlasAttachmentLoader::AtlasAttachmentLoader(Vector<Atlas*>& inAtlasArray) : AttachmentLoader(), _atlasArray(inAtlasArray)
{

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@ -34,7 +34,7 @@
namespace Spine
{
SPINE_RTTI_IMPL_NOPARENT(Attachment);
RTTI_IMPL_NOPARENT(Attachment);
Attachment::Attachment(std::string name) : _name(name)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL_NOPARENT(AttachmentLoader);
RTTI_IMPL_NOPARENT(AttachmentLoader);
AttachmentLoader::AttachmentLoader()
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(AttachmentTimeline, Timeline);
RTTI_IMPL(AttachmentTimeline, Timeline);
AttachmentTimeline::AttachmentTimeline(int frameCount) : Timeline(), _slotIndex(0)
{

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@ -38,7 +38,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(Bone, Updatable);
RTTI_IMPL(Bone, Updatable);
bool Bone::yDown = false;

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@ -32,7 +32,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(BoundingBoxAttachment, VertexAttachment);
RTTI_IMPL(BoundingBoxAttachment, VertexAttachment);
BoundingBoxAttachment::BoundingBoxAttachment(std::string name) : VertexAttachment(name)
{

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@ -34,7 +34,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(ClippingAttachment, VertexAttachment);
RTTI_IMPL(ClippingAttachment, VertexAttachment);
ClippingAttachment::ClippingAttachment(std::string name) : VertexAttachment(name)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(ColorTimeline, CurveTimeline);
RTTI_IMPL(ColorTimeline, CurveTimeline);
const int ColorTimeline::ENTRIES = 5;
const int ColorTimeline::PREV_TIME = -5;

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@ -32,7 +32,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(Constraint, Updatable);
RTTI_IMPL(Constraint, Updatable);
Constraint::Constraint()
{

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@ -34,7 +34,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(CurveTimeline, Timeline);
RTTI_IMPL(CurveTimeline, Timeline);
const float CurveTimeline::LINEAR = 0;
const float CurveTimeline::STEPPED = 1;

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@ -42,7 +42,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(DeformTimeline, CurveTimeline);
RTTI_IMPL(DeformTimeline, CurveTimeline);
DeformTimeline::DeformTimeline(int frameCount) : CurveTimeline(frameCount), _slotIndex(0), _attachment(NULL)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(DrawOrderTimeline, Timeline);
RTTI_IMPL(DrawOrderTimeline, Timeline);
DrawOrderTimeline::DrawOrderTimeline(int frameCount) : Timeline()
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(EventTimeline, Timeline);
RTTI_IMPL(EventTimeline, Timeline);
void EventTimeline::apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction)
{

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@ -39,7 +39,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(IkConstraint, Constraint);
RTTI_IMPL(IkConstraint, Constraint);
void IkConstraint::apply(Bone& bone, float targetX, float targetY, float alpha)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(IkConstraintTimeline, CurveTimeline);
RTTI_IMPL(IkConstraintTimeline, CurveTimeline);
const int IkConstraintTimeline::ENTRIES = 3;
const int IkConstraintTimeline::PREV_TIME = -3;

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@ -32,7 +32,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(MeshAttachment, VertexAttachment);
RTTI_IMPL(MeshAttachment, VertexAttachment);
MeshAttachment::MeshAttachment(std::string name) : VertexAttachment(name),
_regionOffsetX(0),

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@ -32,7 +32,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(PathAttachment, VertexAttachment);
RTTI_IMPL(PathAttachment, VertexAttachment);
PathAttachment::PathAttachment(std::string name) : VertexAttachment(name)
{

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@ -45,7 +45,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(PathConstraint, Constraint);
RTTI_IMPL(PathConstraint, Constraint);
const float PathConstraint::EPSILON = 0.00001f;
const int PathConstraint::NONE = -1;

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(PathConstraintMixTimeline, CurveTimeline);
RTTI_IMPL(PathConstraintMixTimeline, CurveTimeline);
void PathConstraintMixTimeline::apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(PathConstraintPositionTimeline, CurveTimeline);
RTTI_IMPL(PathConstraintPositionTimeline, CurveTimeline);
const int PathConstraintPositionTimeline::ENTRIES = 2;
const int PathConstraintPositionTimeline::PREV_TIME = -2;

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(PathConstraintSpacingTimeline, PathConstraintPositionTimeline);
RTTI_IMPL(PathConstraintSpacingTimeline, PathConstraintPositionTimeline);
PathConstraintSpacingTimeline::PathConstraintSpacingTimeline(int frameCount) : PathConstraintPositionTimeline(frameCount)
{

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@ -36,7 +36,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(PointAttachment, Attachment);
RTTI_IMPL(PointAttachment, Attachment);
PointAttachment::PointAttachment(std::string name) : Attachment(name)
{

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@ -28,33 +28,33 @@
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/SpineRTTI.h>
#include <spine/RTTI.h>
namespace Spine
{
SPINE_RTTI::SPINE_RTTI(const std::string& className) : m_className(className), m_pBaseSPINE_RTTI(NULL)
RTTI::RTTI(const std::string& className) : m_className(className), m_pBaseRTTI(NULL)
{
// Empty
}
SPINE_RTTI::SPINE_RTTI(const std::string& className, const SPINE_RTTI& baseSPINE_RTTI) : m_className(className), m_pBaseSPINE_RTTI(&baseSPINE_RTTI)
RTTI::RTTI(const std::string& className, const RTTI& baseRTTI) : m_className(className), m_pBaseRTTI(&baseRTTI)
{
// Empty
}
const std::string& SPINE_RTTI::getClassName() const
const std::string& RTTI::getClassName() const
{
return m_className;
}
bool SPINE_RTTI::isExactly(const SPINE_RTTI& rtti) const
bool RTTI::isExactly(const RTTI& rtti) const
{
return (this == &rtti);
}
bool SPINE_RTTI::derivesFrom(const SPINE_RTTI& rtti) const
bool RTTI::derivesFrom(const RTTI& rtti) const
{
const SPINE_RTTI * pCompare = this;
const RTTI * pCompare = this;
while (pCompare)
{
@ -63,7 +63,7 @@ namespace Spine
return true;
}
pCompare = pCompare->m_pBaseSPINE_RTTI;
pCompare = pCompare->m_pBaseRTTI;
}
return false;

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@ -38,7 +38,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(RegionAttachment, Attachment);
RTTI_IMPL(RegionAttachment, Attachment);
const int RegionAttachment::BLX = 0;
const int RegionAttachment::BLY = 1;

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(RotateTimeline, CurveTimeline);
RTTI_IMPL(RotateTimeline, CurveTimeline);
RotateTimeline::RotateTimeline(int frameCount) : CurveTimeline(frameCount), _boneIndex(0)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(ScaleTimeline, TranslateTimeline);
RTTI_IMPL(ScaleTimeline, TranslateTimeline);
void ScaleTimeline::apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction)
{

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@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(ShearTimeline, TranslateTimeline);
RTTI_IMPL(ShearTimeline, TranslateTimeline);
void ShearTimeline::apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction)
{

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@ -33,6 +33,9 @@
#include <spine/Skeleton.h>
#include <spine/BoundingBoxAttachment.h>
#include <spine/Slot.h>
#include <spine/MathUtil.h>
namespace Spine
{
SkeletonBounds::SkeletonBounds() : _minX(0), _minY(0), _maxX(0), _maxY(0)
@ -42,63 +45,65 @@ namespace Spine
void SkeletonBounds::update(Skeleton& skeleton, bool updateAabb)
{
// Vector<Slot> slots = skeleton._slots;
// int slotCount = slots.Count;
//
// _boundingBoxes.clear();
// for (int i = 0, n = _polygons.size(); i < n; ++i)
// {
// _polygonPool.push_back(_polygons[i]);
// }
//
// _polygons.clear();
//
// for (int i = 0; i < slotCount; i++)
// {
// Slot slot = slots.Items[i];
// BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment;
// if (boundingBox == NULL)
// {
// continue;
// }
// _boundingBoxes.push_back(boundingBox);
//
// Polygon* polygonP = NULL;
// int poolCount = _polygonPool.size();
// if (poolCount > 0)
// {
// polygonP = _polygonPool[poolCount - 1];
// _polygonPool.erase(poolCount - 1);
// }
// else
// {
// polygonP = new Polygon();
// }
//
// _polygons.push_back(polygonP);
//
// Polygon& polygon = *polygonP;
//
// int count = boundingBox.worldVerticesLength;
// polygon._count = count;
// if (polygon._vertices.size() < count)
// {
// polygon._vertices.reserve(count);
// }
// boundingBox.computeWorldVertices(slot, polygon._vertices);
// }
//
// if (updateAabb)
// {
// aabbCompute();
// }
// else
// {
// minX = int.MinValue;
// minY = int.MinValue;
// maxX = int.MaxValue;
// maxY = int.MaxValue;
// }
Vector<Slot*>& slots = skeleton._slots;
int slotCount = static_cast<int>(slots.size());
_boundingBoxes.clear();
for (int i = 0, n = static_cast<int>(_polygons.size()); i < n; ++i)
{
_polygonPool.push_back(_polygons[i]);
}
_polygons.clear();
for (int i = 0; i < slotCount; i++)
{
Slot* slot = slots[i];
Attachment* attachment = slot->_attachment;
if (attachment == NULL || !attachment->getRTTI().derivesFrom(BoundingBoxAttachment::rtti))
{
continue;
}
BoundingBoxAttachment* boundingBox = static_cast<BoundingBoxAttachment*>(attachment);
_boundingBoxes.push_back(boundingBox);
Polygon* polygonP = NULL;
int poolCount = static_cast<int>(_polygonPool.size());
if (poolCount > 0)
{
polygonP = _polygonPool[poolCount - 1];
_polygonPool.erase(poolCount - 1);
}
else
{
Polygon* polygonP = MALLOC(Polygon, 1);
new (polygonP) Polygon();
}
_polygons.push_back(polygonP);
Polygon& polygon = *polygonP;
int count = boundingBox->getWorldVerticesLength();
polygon._count = count;
if (polygon._vertices.size() < count)
{
polygon._vertices.reserve(count);
}
boundingBox->computeWorldVertices(*slot, polygon._vertices);
}
if (updateAabb)
{
aabbCompute();
}
else
{
_minX = std::numeric_limits<int>::min();
_minY = std::numeric_limits<int>::min();
_maxX = std::numeric_limits<int>::max();
_maxY = std::numeric_limits<int>::max();
}
}
bool SkeletonBounds::aabbcontainsPoint(float x, float y)
@ -147,80 +152,82 @@ namespace Spine
return _minX < bounds._maxX && _maxX > bounds._minX && _minY < bounds._maxY && _maxY > bounds._minY;
}
bool SkeletonBounds::containsPoint(Polygon polygon, float x, float y)
bool SkeletonBounds::containsPoint(Polygon* polygon, float x, float y)
{
// float[] vertices = polygon.Vertices;
// int nn = polygon.Count;
//
// int prevIndex = nn - 2;
Vector<float>& vertices = polygon->_vertices;
int nn = polygon->_count;
int prevIndex = nn - 2;
bool inside = false;
// for (int ii = 0; ii < nn; ii += 2)
// {
// float vertexY = vertices[ii + 1];
// float prevY = vertices[prevIndex + 1];
// if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y))
// {
// float vertexX = vertices[ii];
// if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
// {
// inside = !inside;
// }
// }
// prevIndex = ii;
// }
for (int ii = 0; ii < nn; ii += 2)
{
float vertexY = vertices[ii + 1];
float prevY = vertices[prevIndex + 1];
if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y))
{
float vertexX = vertices[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
{
inside = !inside;
}
}
prevIndex = ii;
}
return inside;
}
BoundingBoxAttachment* SkeletonBounds::containsPoint(float x, float y)
{
// for (int i = 0, n = _polygons.size(); i < n; ++i)
// {
// if (containsPoint(_polygons[i], x, y))
// {
// return _boundingBoxes[i];
// }
// }
for (int i = 0, n = static_cast<int>(_polygons.size()); i < n; ++i)
{
if (containsPoint(_polygons[i], x, y))
{
return _boundingBoxes[i];
}
}
return NULL;
}
BoundingBoxAttachment* SkeletonBounds::intersectsSegment(float x1, float y1, float x2, float y2)
{
// for (int i = 0, n = _polygons.size(); i < n; ++i)
// {
// if (intersectsSegment(_polygons[i], x1, y1, x2, y2))
// {
// return _boundingBoxes[i];
// }
// }
for (int i = 0, n = static_cast<int>(_polygons.size()); i < n; ++i)
{
if (intersectsSegment(_polygons[i], x1, y1, x2, y2))
{
return _boundingBoxes[i];
}
}
return NULL;
}
bool SkeletonBounds::intersectsSegment(Polygon* polygon, float x1, float y1, float x2, float y2)
{
// Vector<float>& vertices = polygon->_vertices;
// int nn = polygon.Count;
//
// float width12 = x1 - x2, height12 = y1 - y2;
// float det1 = x1 * y2 - y1 * x2;
// float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
// for (int ii = 0; ii < nn; ii += 2)
// {
// float x4 = vertices[ii], y4 = vertices[ii + 1];
// float det2 = x3 * y4 - y3 * x4;
// float width34 = x3 - x4, height34 = y3 - y4;
// float det3 = width12 * height34 - height12 * width34;
// float x = (det1 * width34 - width12 * det2) / det3;
// if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1)))
// {
// float y = (det1 * height34 - height12 * det2) / det3;
// if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
// {
// return true;
// }
// }
// x3 = x4;
// y3 = y4;
// }
Vector<float>& vertices = polygon->_vertices;
int nn = polygon->_count;
float width12 = x1 - x2, height12 = y1 - y2;
float det1 = x1 * y2 - y1 * x2;
float x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (int ii = 0; ii < nn; ii += 2)
{
float x4 = vertices[ii], y4 = vertices[ii + 1];
float det2 = x3 * y4 - y3 * x4;
float width34 = x3 - x4, height34 = y3 - y4;
float det3 = width12 * height34 - height12 * width34;
float x = (det1 * width34 - width12 * det2) / det3;
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1)))
{
float y = (det1 * height34 - height12 * det2) / det3;
if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
{
return true;
}
}
x3 = x4;
y3 = y4;
}
return false;
}
@ -243,25 +250,29 @@ namespace Spine
void SkeletonBounds::aabbCompute()
{
// float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
// for (int i = 0, n = _polygons.size(); i < n; i++)
// {
// Polygon* polygon = _polygons[i];
// Vector<float>& vertices = polygon->_vertices;
// for (int ii = 0, nn = polygon.Count; ii < nn; ii += 2)
// {
// float x = vertices[ii];
// float y = vertices[ii + 1];
// minX = Math.Min(minX, x);
// minY = Math.Min(minY, y);
// maxX = Math.Max(maxX, x);
// maxY = Math.Max(maxY, y);
// }
// }
// _minX = minX;
// _minY = minY;
// _maxX = maxX;
// _maxY = maxY;
float minX = std::numeric_limits<int>::min();
float minY = std::numeric_limits<int>::min();
float maxX = std::numeric_limits<int>::max();
float maxY = std::numeric_limits<int>::max();
for (int i = 0, n = static_cast<int>(_polygons.size()); i < n; ++i)
{
Polygon* polygon = _polygons[i];
Vector<float>& vertices = polygon->_vertices;
for (int ii = 0, nn = polygon->_count; ii < nn; ii += 2)
{
float x = vertices[ii];
float y = vertices[ii + 1];
minX = MIN(minX, x);
minY = MIN(minY, y);
maxX = MAX(maxX, x);
maxY = MAX(maxY, y);
}
}
_minX = minX;
_minY = minY;
_maxX = maxX;
_maxY = maxY;
}
}

View File

@ -45,19 +45,28 @@ namespace Spine
int SkeletonClipping::clipStart(Slot& slot, ClippingAttachment* clip)
{
// if (clipAttachment != NULL) return 0;
// clipAttachment = clip;
//
// int n = clip.worldVerticesLength;
// float[] vertices = clippingPolygon.Resize(n).Items;
// clip.ComputeWorldVertices(slot, 0, n, vertices, 0, 2);
// makeClockwise(clippingPolygon);
// clippingPolygons = triangulator.Decompose(clippingPolygon, triangulator.Triangulate(clippingPolygon));
// foreach (var polygon in clippingPolygons) {
// makeClockwise(polygon);
// polygon.push_back(polygon.Items[0]);
// polygon.push_back(polygon.Items[1]);
// }
if (_clipAttachment != NULL)
{
return 0;
}
_clipAttachment = clip;
int n = clip->getWorldVerticesLength();
_clippingPolygon.reserve(n);
clip->computeWorldVertices(slot, 0, n, _clippingPolygon, 0, 2);
makeClockwise(_clippingPolygon);
_clippingPolygons = _triangulator.decompose(_clippingPolygon, _triangulator.triangulate(_clippingPolygon));
for (Vector<float>** i = _clippingPolygons.begin(); i != _clippingPolygons.end(); ++i)
{
Vector<float>* polygonP = (*i);
Vector<float>& polygon = *polygonP;
makeClockwise(polygon);
polygon.push_back(polygon[0]);
polygon.push_back(polygon[1]);
}
return static_cast<int>(_clippingPolygons.size());
}
@ -85,34 +94,41 @@ namespace Spine
void SkeletonClipping::clipTriangles(Vector<float>& vertices, int verticesLength, Vector<int>& triangles, int trianglesLength, Vector<float>& uvs)
{
// Vector<float> clipOutput = _clipOutput, clippedVertices = _clippedVertices;
// var clippedTriangles = _clippedTriangles;
// var polygons = clippingPolygons.Items;
// int polygonsCount = clippingPolygons.Count;
//
// int index = 0;
// clippedVertices.Clear();
// clippedUVs.Clear();
// clippedTriangles.Clear();
// //outer:
// for (int i = 0; i < trianglesLength; i += 3) {
// int vertexOffset = triangles[i] << 1;
// float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
// float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
//
// vertexOffset = triangles[i + 1] << 1;
// float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
// float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
//
// vertexOffset = triangles[i + 2] << 1;
// float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
// float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
//
// for (int p = 0; p < polygonsCount; p++) {
// int s = clippedVertices.Count;
// if (clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
Vector<float>& clipOutput = _clipOutput, clippedVertices = _clippedVertices;
Vector<int>& clippedTriangles = _clippedTriangles;
Vector< Vector<float>* >& polygons = _clippingPolygons;
int polygonsCount = _clippingPolygons.size();
int index = 0;
clippedVertices.clear();
_clippedUVs.clear();
clippedTriangles.clear();
//outer:
for (int i = 0; i < trianglesLength; i += 3)
{
int vertexOffset = triangles[i] << 1;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 1] << 1;
float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 2] << 1;
float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
for (int p = 0; p < polygonsCount; p++)
{
int s = clippedVertices.size();
// if (clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput))
// {
// int clipOutputLength = clipOutput.Count;
// if (clipOutputLength == 0) continue;
// if (clipOutputLength == 0)
// {
// continue;
// }
// float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
// float d = 1 / (d0 * d2 + d1 * (y1 - y3));
//
@ -120,7 +136,8 @@ namespace Spine
// float[] clipOutputItems = clipOutput.Items;
// float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
// float[] clippedUVsItems = clippedUVs.Resize(s + clipOutputCount * 2).Items;
// for (int ii = 0; ii < clipOutputLength; ii += 2) {
// for (int ii = 0; ii < clipOutputLength; ii += 2)
// {
// float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
// clippedVerticesItems[s] = x;
// clippedVerticesItems[s + 1] = y;
@ -136,7 +153,8 @@ namespace Spine
// s = clippedTriangles.Count;
// int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
// clipOutputCount--;
// for (int ii = 1; ii < clipOutputCount; ii++) {
// for (int ii = 1; ii < clipOutputCount; ii++)
// {
// clippedTrianglesItems[s] = index;
// clippedTrianglesItems[s + 1] = index + ii;
// clippedTrianglesItems[s + 2] = index + ii + 1;
@ -144,7 +162,8 @@ namespace Spine
// }
// index += clipOutputCount + 1;
// }
// else {
// else
// {
// float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
// float[] clippedUVsItems = clippedUVs.Resize(s + 3 * 2).Items;
// clippedVerticesItems[s] = x1;
@ -169,8 +188,8 @@ namespace Spine
// index += 3;
// break; //continue outer;
// }
// }
// }
}
}
}
bool SkeletonClipping::isClipping()
@ -180,15 +199,18 @@ namespace Spine
bool SkeletonClipping::clip(float x1, float y1, float x2, float y2, float x3, float y3, Vector<float>& clippingArea, Vector<float>& output)
{
// var originalOutput = output;
Vector<float> originalOutput = output;
bool clipped = false;
//
// // Avoid copy at the end.
// Vector<float> input = NULL;
// if (clippingArea.Count % 4 >= 2) {
// if (clippingArea.Count % 4 >= 2)
// {
// input = output;
// output = scratch;
// } else {
// }
// else
// {
// input = scratch;
// }
//
@ -205,19 +227,24 @@ namespace Spine
//
// Vector<float> clippingVertices = clippingArea.Items;
// int clippingVerticesLast = clippingArea.Count - 4;
// for (int i = 0; ; i += 2) {
// for (int i = 0; ; i += 2)
// {
// float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
// float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
// float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
//
// Vector<float> inputVertices = input.Items;
// int inputVerticesLength = input.Count - 2, outputStart = output.Count;
// for (int ii = 0; ii < inputVerticesLength; ii += 2) {
// for (int ii = 0; ii < inputVerticesLength; ii += 2)
// {
// float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
// float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
// bool side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
// if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
// if (side2) { // v1 inside, v2 inside
// if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0)
// {
// if (side2)
// {
// // v1 inside, v2 inside
// output.push_back(inputX2);
// output.push_back(inputY2);
// continue;
@ -228,7 +255,9 @@ namespace Spine
// output.push_back(edgeX + (edgeX2 - edgeX) * ua);
// output.push_back(edgeY + (edgeY2 - edgeY) * ua);
// }
// else if (side2) { // v1 outside, v2 inside
// else if (side2)
// {
// // v1 outside, v2 inside
// float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
// float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
// output.push_back(edgeX + (edgeX2 - edgeX) * ua);
@ -239,7 +268,9 @@ namespace Spine
// clipped = true;
// }
//
// if (outputStart == output.Count) { // All edges outside.
// if (outputStart == output.Count)
// {
// // All edges outside.
// originalOutput.Clear();
// return true;
// }
@ -247,19 +278,26 @@ namespace Spine
// output.push_back(output.Items[0]);
// output.push_back(output.Items[1]);
//
// if (i == clippingVerticesLast) break;
// if (i == clippingVerticesLast)
// {
// break;
// }
// var temp = output;
// output = input;
// output.Clear();
// input = temp;
// }
//
// if (originalOutput != output) {
// if (originalOutput != output)
// {
// originalOutput.Clear();
// for (int i = 0, n = output.Count - 2; i < n; i++) {
// for (int i = 0, n = output.Count - 2; i < n; i++)
// {
// originalOutput.push_back(output.Items[i]);
// }
// } else {
// }
// else
// {
// originalOutput.Resize(originalOutput.Count - 2);
// }
@ -268,26 +306,32 @@ namespace Spine
void SkeletonClipping::makeClockwise(Vector<float>& polygon)
{
// Vector<float> vertices = polygon.Items;
// int verticeslength = polygon.Count;
//
// float area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x, p1y, p2x, p2y;
// for (int i = 0, n = verticeslength - 3; i < n; i += 2) {
// p1x = vertices[i];
// p1y = vertices[i + 1];
// p2x = vertices[i + 2];
// p2y = vertices[i + 3];
// area += p1x * p2y - p2x * p1y;
// }
// if (area < 0) return;
//
// for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
// float x = vertices[i], y = vertices[i + 1];
// int other = lastX - i;
// vertices[i] = vertices[other];
// vertices[i + 1] = vertices[other + 1];
// vertices[other] = x;
// vertices[other + 1] = y;
// }
int verticeslength = static_cast<int>(polygon.size());
float area = polygon[verticeslength - 2] * polygon[1] - polygon[0] * polygon[verticeslength - 1], p1x, p1y, p2x, p2y;
for (int i = 0, n = verticeslength - 3; i < n; i += 2)
{
p1x = polygon[i];
p1y = polygon[i + 1];
p2x = polygon[i + 2];
p2y = polygon[i + 3];
area += p1x * p2y - p2x * p1y;
}
if (area < 0)
{
return;
}
for (int i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2)
{
float x = polygon[i], y = polygon[i + 1];
int other = lastX - i;
polygon[i] = polygon[other];
polygon[i + 1] = polygon[other + 1];
polygon[other] = x;
polygon[other + 1] = y;
}
}
}

View File

@ -35,7 +35,7 @@
namespace Spine
{
SPINE_RTTI_IMPL_NOPARENT(Timeline);
RTTI_IMPL_NOPARENT(Timeline);
Timeline::Timeline()
{

View File

@ -39,7 +39,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(TransformConstraint, Constraint);
RTTI_IMPL(TransformConstraint, Constraint);
TransformConstraint::TransformConstraint(TransformConstraintData& data, Skeleton& skeleton) : Constraint(),
_data(data),

View File

@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(TransformConstraintTimeline, CurveTimeline);
RTTI_IMPL(TransformConstraintTimeline, CurveTimeline);
const int TransformConstraintTimeline::ENTRIES = 5;
const int TransformConstraintTimeline::PREV_TIME = -5;

View File

@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(TranslateTimeline, CurveTimeline);
RTTI_IMPL(TranslateTimeline, CurveTimeline);
void TranslateTimeline::apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction)
{

View File

@ -40,7 +40,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(TwoColorTimeline, CurveTimeline);
RTTI_IMPL(TwoColorTimeline, CurveTimeline);
void TwoColorTimeline::apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction)
{

View File

@ -32,7 +32,7 @@
namespace Spine
{
SPINE_RTTI_IMPL_NOPARENT(Updatable);
RTTI_IMPL_NOPARENT(Updatable);
Updatable::Updatable()
{

View File

@ -37,7 +37,7 @@
namespace Spine
{
SPINE_RTTI_IMPL(VertexAttachment, Attachment);
RTTI_IMPL(VertexAttachment, Attachment);
VertexAttachment::VertexAttachment(std::string name) : Attachment(name), _worldVerticesLength(0), _id(getNextID())
{