[cpp] 4.3 porting WIP

This commit is contained in:
Mario Zechner 2025-06-11 22:06:18 +02:00
parent 205b390195
commit e5c9f9b86a
7 changed files with 32 additions and 41 deletions

View File

@ -55,7 +55,7 @@ namespace spine {
using VertexAttachment::computeWorldVertices;
virtual void computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride = 2);
void updateRegion();

View File

@ -35,6 +35,7 @@
namespace spine {
class Bone;
class BonePose;
/// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
@ -66,9 +67,9 @@ namespace spine {
Color &getColor();
void computeWorldPosition(Bone &bone, float &ox, float &oy);
void computeWorldPosition(BonePose &bone, float &ox, float &oy);
float computeWorldRotation(Bone &bone);
float computeWorldRotation(BonePose &bone);
virtual Attachment *copy();

View File

@ -36,6 +36,7 @@
namespace spine {
class Slot;
class Skeleton;
/// An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.
class SP_API VertexAttachment : public Attachment {
@ -52,9 +53,6 @@ namespace spine {
virtual ~VertexAttachment();
void computeWorldVertices(Slot &slot, float *worldVertices);
void computeWorldVertices(Slot &slot, Vector<float> &worldVertices);
/// Transforms local vertices to world coordinates.
/// @param start The index of the first Vertices value to transform. Each vertex has 2 values, x and y.
@ -62,10 +60,10 @@ namespace spine {
/// @param worldVertices The output world vertices. Must have a length greater than or equal to offset + count.
/// @param offset The worldVertices index to begin writing values.
/// @param stride The number of worldVertices entries between the value pairs written.
virtual void computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride = 2);
virtual void computeWorldVertices(Slot &slot, size_t start, size_t count, Vector<float> &worldVertices, size_t offset,
virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, Vector<float> &worldVertices, size_t offset,
size_t stride = 2);
/// Gets a unique ID for this attachment.

View File

@ -234,8 +234,8 @@ MeshAttachment *MeshAttachment::newLinkedMesh() {
return copy;
}
void MeshAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
void MeshAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride) {
if (_sequence) _sequence->apply(&slot, this);
VertexAttachment::computeWorldVertices(slot, start, count, worldVertices, offset, stride);
if (_sequence) _sequence->apply(slot.getAppliedPose(), this);
VertexAttachment::computeWorldVertices(skeleton, slot, start, count, worldVertices, offset, stride);
}

View File

@ -68,15 +68,15 @@ Color &PointAttachment::getColor() {
return _color;
}
void PointAttachment::computeWorldPosition(Bone &bone, float &ox, float &oy) {
ox = _x * bone._a + _y * bone._b + bone._worldX;
oy = _x * bone._c + _y * bone._d + bone._worldY;
void PointAttachment::computeWorldPosition(BonePose &bone, float &ox, float &oy) {
ox = _x * bone.getA() + _y * bone.getB() + bone.getWorldX();
oy = _x * bone.getC() + _y * bone.getD() + bone.getWorldY();
}
float PointAttachment::computeWorldRotation(Bone &bone) {
float PointAttachment::computeWorldRotation(BonePose &bone) {
float r = _rotation * MathUtil::Deg_Rad, cosine = MathUtil::cos(r), sine = MathUtil::sin(r);
float x = cosine * bone._a + sine * bone._b;
float y = cosine * bone._c + sine * bone._d;
float x = cosine * bone.getA() + sine * bone.getB();
float y = cosine * bone.getC() + sine * bone.getD();
return MathUtil::atan2Deg(y, x);
}

View File

@ -133,9 +133,9 @@ void RegionAttachment::computeWorldVertices(Slot &slot, Vector<float> &worldVert
}
void RegionAttachment::computeWorldVertices(Slot &slot, float *worldVertices, size_t offset, size_t stride) {
if (_sequence) _sequence->apply(&slot, this);
if (_sequence) _sequence->apply(slot.getAppliedPose(), this);
Bone &bone = slot.getBone();
BonePose &bone = slot.getBone().getAppliedPose();
float x = bone.getWorldX(), y = bone.getWorldY();
float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD();
float offsetX, offsetY;

View File

@ -45,33 +45,25 @@ VertexAttachment::VertexAttachment(const String &name) : Attachment(name), _worl
VertexAttachment::~VertexAttachment() {
}
void VertexAttachment::computeWorldVertices(Slot &slot, Vector<float> &worldVertices) {
computeWorldVertices(slot, 0, _worldVerticesLength, worldVertices, 0);
}
void VertexAttachment::computeWorldVertices(Slot &slot, float *worldVertices) {
computeWorldVertices(slot, 0, _worldVerticesLength, worldVertices, 0);
}
void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, Vector<float> &worldVertices,
void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, Vector<float> &worldVertices,
size_t offset, size_t stride) {
computeWorldVertices(slot, start, count, worldVertices.buffer(), offset, stride);
computeWorldVertices(skeleton, slot, start, count, worldVertices.buffer(), offset, stride);
}
void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride) {
count = offset + (count >> 1) * stride;
Skeleton &skeleton = slot._bone._skeleton;
Vector<float> *deformArray = &slot.getDeform();
Vector<float> *deformArray = &slot.getAppliedPose().getDeform();
Vector<float> *vertices = &_vertices;
Vector<int> &bones = _bones;
if (bones.size() == 0) {
if (deformArray->size() > 0) vertices = deformArray;
Bone &bone = slot._bone;
float x = bone._worldX;
float y = bone._worldY;
float a = bone._a, b = bone._b, c = bone._c, d = bone._d;
BonePose &bone = slot.getBone().getAppliedPose();
float x = bone.getWorldX();
float y = bone.getWorldY();
float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD();
for (size_t vv = start, w = offset; w < count; vv += 2, w += stride) {
float vx = (*vertices)[vv];
float vy = (*vertices)[vv + 1];
@ -96,12 +88,12 @@ void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t cou
n += v;
for (; v < n; v++, b += 3) {
Bone *boneP = skeletonBones[bones[v]];
Bone &bone = *boneP;
BonePose &bonePose = boneP->getAppliedPose();
float vx = (*vertices)[b];
float vy = (*vertices)[b + 1];
float weight = (*vertices)[b + 2];
wx += (vx * bone._a + vy * bone._b + bone._worldX) * weight;
wy += (vx * bone._c + vy * bone._d + bone._worldY) * weight;
wx += (vx * bonePose.getA() + vy * bonePose.getB() + bonePose.getWorldX()) * weight;
wy += (vx * bonePose.getC() + vy * bonePose.getD() + bonePose.getWorldY()) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
@ -113,12 +105,12 @@ void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t cou
n += v;
for (; v < n; v++, b += 3, f += 2) {
Bone *boneP = skeletonBones[bones[v]];
Bone &bone = *boneP;
BonePose &bonePose = boneP->getAppliedPose();
float vx = (*vertices)[b] + (*deformArray)[f];
float vy = (*vertices)[b + 1] + (*deformArray)[f + 1];
float weight = (*vertices)[b + 2];
wx += (vx * bone._a + vy * bone._b + bone._worldX) * weight;
wy += (vx * bone._c + vy * bone._d + bone._worldY) * weight;
wx += (vx * bonePose.getA() + vy * bonePose.getB() + bonePose.getWorldX()) * weight;
wy += (vx * bonePose.getC() + vy * bonePose.getD() + bonePose.getWorldY()) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;