mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
Merge branch '4.1' into 4.2-beta
# Conflicts: # spine-cocos2dx/README.md # spine-godot/spine_godot/SpineSprite.cpp # spine-sdl/src/spine-sdl-cpp.cpp # spine-sfml/cpp/src/spine/spine-sfml.cpp
This commit is contained in:
commit
c590944a51
@ -595,7 +595,8 @@ _spAnimationState_setAttachment(spAnimationState *self, spSkeleton *skeleton, sp
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/* @param target After the first and before the last entry. */
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static int binarySearch1(float *values, int valuesLength, float target) {
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for (int i = 1; i < valuesLength; i++) {
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int i;
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for (i = 1; i < valuesLength; i++) {
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if (values[i] > target) return (int) (i - 1);
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}
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return (int) valuesLength - 1;
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@ -79,22 +79,39 @@ spRegionAttachment *spRegionAttachment_create(const char *name) {
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}
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void spRegionAttachment_updateRegion(spRegionAttachment *self) {
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float regionScaleX = self->width / self->region->originalWidth * self->scaleX;
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float regionScaleY = self->height / self->region->originalHeight * self->scaleY;
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float localX = -self->width / 2 * self->scaleX + self->region->offsetX * regionScaleX;
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float localY = -self->height / 2 * self->scaleY + self->region->offsetY * regionScaleY;
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float localX2 = localX + self->region->width * regionScaleX;
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float localY2 = localY + self->region->height * regionScaleY;
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float radians = self->rotation * DEG_RAD;
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float cosine = COS(radians), sine = SIN(radians);
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float localXCos = localX * cosine + self->x;
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float localXSin = localX * sine;
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float localYCos = localY * cosine + self->y;
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float localYSin = localY * sine;
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float localX2Cos = localX2 * cosine + self->x;
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float localX2Sin = localX2 * sine;
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float localY2Cos = localY2 * cosine + self->y;
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float localY2Sin = localY2 * sine;
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float regionScaleX, regionScaleY, localX, localY, localX2, localY2;
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float radians, cosine, sine;
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float localXCos, localXSin, localYCos, localYSin, localX2Cos, localX2Sin, localY2Cos, localY2Sin;
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if (self->region == NULL) {
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self->uvs[0] = 0;
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self->uvs[1] = 0;
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self->uvs[2] = 1;
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self->uvs[3] = 1;
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self->uvs[4] = 1;
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self->uvs[5] = 0;
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self->uvs[6] = 0;
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self->uvs[7] = 0;
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return;
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}
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regionScaleX = self->width / self->region->originalWidth * self->scaleX;
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regionScaleY = self->height / self->region->originalHeight * self->scaleY;
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localX = -self->width / 2 * self->scaleX + self->region->offsetX * regionScaleX;
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localY = -self->height / 2 * self->scaleY + self->region->offsetY * regionScaleY;
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localX2 = localX + self->region->width * regionScaleX;
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localY2 = localY + self->region->height * regionScaleY;
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radians = self->rotation * DEG_RAD;
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cosine = COS(radians), sine = SIN(radians);
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localXCos = localX * cosine + self->x;
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localXSin = localX * sine;
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localYCos = localY * cosine + self->y;
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localYSin = localY * sine;
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localX2Cos = localX2 * cosine + self->x;
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localX2Sin = localX2 * sine;
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localY2Cos = localY2 * cosine + self->y;
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localY2Sin = localY2 * sine;
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self->offset[BLX] = localXCos - localYSin;
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self->offset[BLY] = localYCos + localXSin;
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self->offset[ULX] = localXCos - localY2Sin;
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@ -437,7 +437,6 @@ void spSkeleton_updateWorldTransformWith(const spSkeleton *self, const spBone *p
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/* Apply the parent bone transform to the root bone. The root bone always inherits scale, rotation and reflection. */
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int i;
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float rotationY, la, lb, lc, ld;
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_spUpdate *updateCache;
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_spSkeleton *internal = SUB_CAST(_spSkeleton, self);
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spBone *rootBone = self->root;
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float pa = parent->a, pb = parent->b, pc = parent->c, pd = parent->d;
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@ -455,7 +454,6 @@ void spSkeleton_updateWorldTransformWith(const spSkeleton *self, const spBone *p
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CONST_CAST(float, rootBone->d) = (pc * lb + pd * ld) * self->scaleY;
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/* Update everything except root bone. */
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updateCache = internal->updateCache;
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for (i = 0; i < internal->updateCacheCount; ++i) {
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_spUpdate *update = internal->updateCache + i;
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switch (update->type) {
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@ -68,13 +68,13 @@ Execute the following on the command line:
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```
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cd spine-runtimes/spine-cocos2dx/example
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mkdir build-macos && cmake . -GXcode -Bbuild-macos
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mkdir build-macos && cmake . -GXcode -Bbuild-macos -DCMAKE_OSX_ARCHITECTURES=x86_64
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open build-macos/spine-cocos2dx-example.xcodeproj
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```
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This will generate an Xcode project in `build-macos/spine-cocos2dx-example.xcodeproj` and open it in Xcode. To build and run the example, select the `spine-cocos2dx-example` scheme and press `CMD + R`.
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> **Note**: cocos2d-x only ships pre-built external libraries like Bullet or FreeType for x86_64. If you build on a machine with Apple Silicon, adjust the `cmake` command above to `mkdir build-macos && cmake . -GXcode -Bbuild-macos -DCMAKE_OSX_ARCHITECTURES=x86_64`.
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> **NOTE:** Passing `-DCMAKE_OSX_ARCHITECTURES=x86_64` to CMake is currently required, as Cocos2d-X only provides prebuilt x86_64 binaries for its external dependencies.
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### iOS
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Execute the following on the command line:
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@ -68,6 +68,18 @@ RegionAttachment::~RegionAttachment() {
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}
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void RegionAttachment::updateRegion() {
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if (_region == NULL) {
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_uvs[BLX] = 0;
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_uvs[BLY] = 0;
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_uvs[ULX] = 0;
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_uvs[ULY] = 1;
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_uvs[URX] = 1;
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_uvs[URY] = 1;
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_uvs[BRX] = 1;
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_uvs[BRY] = 0;
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return;
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}
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float regionScaleX = _width / _region->originalWidth * _scaleX;
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float regionScaleY = _height / _region->originalHeight * _scaleY;
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float localX = -_width / 2 * _scaleX + _region->offsetX * regionScaleX;
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@ -97,7 +97,7 @@ namespace Spine {
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if (region == null) {
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uvs[BLX] = 0;
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uvs[BLY] = 0;
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uvs[ULX] = 1;
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uvs[ULX] = 0;
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uvs[ULY] = 1;
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uvs[URX] = 1;
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uvs[URY] = 1;
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@ -552,10 +552,10 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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if (attachment->getRTTI().isExactly(spine::RegionAttachment::rtti)) {
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auto *region = (spine::RegionAttachment *) attachment;
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renderer_object = (SpineRendererObject *) region->getRegion()->rendererObject;
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vertices->setSize(8, 0);
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region->computeWorldVertices(*slot, *vertices, 0);
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renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) region->getRendererObject())->page->getRendererObject();
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uvs = ®ion->getUVs();
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indices = &quad_indices;
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@ -566,10 +566,10 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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tint.a *= attachment_color.a;
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} else if (attachment->getRTTI().isExactly(spine::MeshAttachment::rtti)) {
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auto *mesh = (spine::MeshAttachment *) attachment;
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renderer_object = (SpineRendererObject *) mesh->getRegion()->rendererObject;
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vertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*slot, *vertices);
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renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
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uvs = &mesh->getUVs();
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indices = &mesh->getTriangles();
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@ -84,7 +84,7 @@ public class RegionAttachment extends Attachment implements HasTextureRegion {
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if (region == null) {
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uvs[BLX] = 0;
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uvs[BLY] = 0;
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uvs[ULX] = 1;
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uvs[ULX] = 0;
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uvs[ULY] = 1;
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uvs[URX] = 1;
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uvs[URY] = 1;
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@ -26,7 +26,7 @@ spine-sdl supports all Spine features except premultiplied alpha, screen blend m
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1. Create a new SDL project. See the [SDL documentation](https://wiki.libsdl.org/FrontPage) or have a look at the example in this repository.
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2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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3. If you are using C, add the sources from `spine-c/spine-c/src/spine` and `spine-sdl/src/spine-sdl-c.c` to your project, and add the folder `spine-c/spine-c/include` and `spine-sdl/src/spine-sdl-c.h` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
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3. If you are using C++, add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-sdl/src/spine-sdl-cpp.cpp` to your project, and add the folder `spine-cpp/spine-cpp/include` and `spine-sdl/src/spine-sdl-cpp.h` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
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3. If you are using C++, add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-sdl/src/spine-sdl-cpp.cpp` to your project, and add the folder `spine-cpp/spine-cpp/include` and `spine-sdl/src/spine-sdl-cpp.h` to your header search path. Note that includes are specified as `#include <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
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See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SDL example in this repository.
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@ -114,8 +114,8 @@ void SkeletonDrawable::draw(SDL_Renderer *renderer) {
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}
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worldVertices.setSize(mesh->getWorldVerticesLength(), 0);
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texture = (SDL_Texture *) mesh->getRegion()->rendererObject;
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mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices.buffer(), 0, 2);
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texture = (SDL_Texture *) ((AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
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verticesCount = mesh->getWorldVerticesLength() >> 1;
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uvs = &mesh->getUVs();
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indices = &mesh->getTriangles();
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@ -221,4 +221,4 @@ void SDLTextureLoader::unload(void *texture) {
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SpineExtension *spine::getDefaultExtension() {
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return new DefaultSpineExtension();
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}
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}
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@ -211,12 +211,12 @@ namespace spine {
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}
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if (mesh->super.worldVerticesLength > SPINE_MESH_VERTEX_COUNT_MAX) continue;
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texture = (Texture *) ((spAtlasRegion *) mesh->rendererObject)->page->rendererObject;
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spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
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verticesCount = mesh->super.worldVerticesLength >> 1;
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uvs = mesh->uvs;
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indices = mesh->triangles;
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indicesCount = mesh->trianglesCount;
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texture = (Texture *) ((spAtlasRegion *) mesh->rendererObject)->page->rendererObject;
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} else if (attachment->type == SP_ATTACHMENT_CLIPPING) {
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spClippingAttachment *clip = (spClippingAttachment *) slot->attachment;
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@ -136,11 +136,11 @@ namespace spine {
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}
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worldVertices.setSize(mesh->getWorldVerticesLength(), 0);
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texture = (Texture *) mesh->getRegion()->rendererObject;
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mesh->computeWorldVertices(slot, 0, mesh->getWorldVerticesLength(), worldVertices.buffer(), 0, 2);
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uvs = &mesh->getUVs();
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indices = &mesh->getTriangles();
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indicesCount = mesh->getTriangles().size();
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texture = (Texture *) ((AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
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} else if (attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
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ClippingAttachment *clip = (ClippingAttachment *) slot.getAttachment();
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@ -30,6 +30,8 @@
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import { Utils, Color, Skeleton, RegionAttachment, TextureAtlasRegion, BlendMode, MeshAttachment, Slot } from "@esotericsoftware/spine-core";
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import { CanvasTexture } from "./CanvasTexture";
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const worldVertices = Utils.newFloatArray(8);
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export class SkeletonRenderer {
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static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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static VERTEX_SIZE = 2 + 2 + 4;
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@ -65,6 +67,7 @@ export class SkeletonRenderer {
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let attachment = slot.getAttachment();
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if (!(attachment instanceof RegionAttachment)) continue;
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attachment.computeWorldVertices(slot, worldVertices, 0, 2);
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let region: TextureAtlasRegion = <TextureAtlasRegion>attachment.region;
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let image: HTMLImageElement = (<CanvasTexture>region.page.texture).getImage() as HTMLImageElement;
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@ -88,6 +88,20 @@ export class RegionAttachment extends Attachment implements HasTextureRegion {
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updateRegion (): void {
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if (!this.region) throw new Error("Region not set.");
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let region = this.region;
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let uvs = this.uvs;
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if (region == null) {
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uvs[0] = 0;
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uvs[1] = 0;
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uvs[2] = 0;
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uvs[3] = 1;
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uvs[4] = 1;
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uvs[5] = 1;
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uvs[6] = 1;
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uvs[7] = 0;
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return;
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}
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let regionScaleX = this.width / this.region.originalWidth * this.scaleX;
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let regionScaleY = this.height / this.region.originalHeight * this.scaleY;
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let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
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@ -116,16 +130,15 @@ export class RegionAttachment extends Attachment implements HasTextureRegion {
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offset[6] = localX2Cos - localYSin;
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offset[7] = localYCos + localX2Sin;
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let uvs = this.uvs;
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if (region.degrees == 90) {
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uvs[0] = region.u2;
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uvs[1] = region.v2;
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uvs[2] = region.u;
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uvs[3] = region.v2;
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uvs[4] = region.u;
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uvs[5] = region.v;
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uvs[6] = region.u2;
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uvs[7] = region.v;
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uvs[0] = region.u2;
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uvs[1] = region.v2;
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} else {
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uvs[0] = region.u;
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uvs[1] = region.v2;
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@ -274,8 +274,8 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList &OutDrawEle
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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@ -283,8 +283,8 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList &OutDrawEle
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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@ -236,8 +236,8 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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}
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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@ -252,8 +252,8 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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}
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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