/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY 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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #import #import #import #import "CCDrawNode.h" static const unsigned short quadTriangles[6] = {0, 1, 2, 2, 3, 0}; @interface SkeletonRenderer (Private) - (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData; @end @implementation SkeletonRenderer @synthesize skeleton = _skeleton; @synthesize rootBone = _rootBone; @synthesize debugSlots = _debugSlots; @synthesize debugBones = _debugBones; + (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData { return [[[self alloc] initWithData:skeletonData ownsSkeletonData:ownsSkeletonData] autorelease]; } + (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale { return [[[self alloc] initWithFile:skeletonDataFile atlas:atlas scale:scale] autorelease]; } + (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale { return [[[self alloc] initWithFile:skeletonDataFile atlasFile:atlasFile scale:scale] autorelease]; } - (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData { _ownsSkeletonData = ownsSkeletonData; _worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh. _skeleton = spSkeleton_create(skeletonData); _rootBone = _skeleton->bones[0]; _blendFunc.src = GL_ONE; _blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA; _drawNode = [[CCDrawNode alloc] init]; [_drawNode setBlendMode: [CCBlendMode premultipliedAlphaMode]]; [self addChild:_drawNode]; [self setShader:[CCShader positionTextureColorShader]]; _premultipliedAlpha = true; screenMode = [CCBlendMode blendModeWithOptions:@{ CCBlendFuncSrcColor: @(GL_ONE), CCBlendFuncDstColor: @(GL_ONE_MINUS_SRC_COLOR)} ]; } - (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData { NSAssert(skeletonData, @"skeletonData cannot be null."); self = [super init]; if (!self) return nil; [self initialize:skeletonData ownsSkeletonData:ownsSkeletonData]; return self; } - (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale { self = [super init]; if (!self) return nil; spSkeletonJson* json = spSkeletonJson_create(atlas); json->scale = scale; spSkeletonData* skeletonData = nil; @synchronized(self.class) { spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]); } NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error])); spSkeletonJson_dispose(json); if (!skeletonData) return 0; [self initialize:skeletonData ownsSkeletonData:YES]; return self; } - (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale { self = [super init]; if (!self) return nil; @synchronized(self.class) { _atlas = spAtlas_createFromFile([atlasFile UTF8String], 0); } NSAssert(_atlas, ([NSString stringWithFormat:@"Error reading atlas file: %@", atlasFile])); if (!_atlas) return 0; spSkeletonJson* json = spSkeletonJson_create(_atlas); json->scale = scale; spSkeletonData* skeletonData; @synchronized(self.class) { skeletonData = spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]); } NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error])); spSkeletonJson_dispose(json); if (!skeletonData) return 0; [self initialize:skeletonData ownsSkeletonData:YES]; return self; } - (void) dealloc { if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data); if (_atlas) spAtlas_dispose(_atlas); spSkeleton_dispose(_skeleton); FREE(_worldVertices); [super dealloc]; } -(void)draw:(CCRenderer *)renderer transform:(const GLKMatrix4 *)transform { CCColor* nodeColor = self.color; _skeleton->r = nodeColor.red; _skeleton->g = nodeColor.green; _skeleton->b = nodeColor.blue; _skeleton->a = self.displayedOpacity; int blendMode = -1; const float* uvs = 0; int verticesCount = 0; const unsigned short* triangles = 0; int trianglesCount = 0; float r = 0, g = 0, b = 0, a = 0; for (int i = 0, n = _skeleton->slotsCount; i < n; i++) { spSlot* slot = _skeleton->drawOrder[i]; if (!slot->attachment) continue; CCTexture *texture = 0; switch (slot->attachment->type) { case SP_ATTACHMENT_REGION: { spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices); texture = [self getTextureForRegion:attachment]; uvs = attachment->uvs; verticesCount = 8; triangles = quadTriangles; trianglesCount = 6; r = attachment->r; g = attachment->g; b = attachment->b; a = attachment->a; break; } case SP_ATTACHMENT_MESH: { spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment; spMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices); texture = [self getTextureForMesh:attachment]; uvs = attachment->uvs; verticesCount = attachment->super.worldVerticesLength; triangles = attachment->triangles; trianglesCount = attachment->trianglesCount; r = attachment->r; g = attachment->g; b = attachment->b; a = attachment->a; break; } default: ; } if (texture) { if (slot->data->blendMode != blendMode) { blendMode = slot->data->blendMode; switch (slot->data->blendMode) { case SP_BLEND_MODE_ADDITIVE: [self setBlendMode:[CCBlendMode addMode]]; break; case SP_BLEND_MODE_MULTIPLY: [self setBlendMode:[CCBlendMode multiplyMode]]; break; case SP_BLEND_MODE_SCREEN: [self setBlendMode:screenMode]; break; default: [self setBlendMode:_premultipliedAlpha ? [CCBlendMode premultipliedAlphaMode] : [CCBlendMode alphaMode]]; } } if (_premultipliedAlpha) { a *= _skeleton->a * slot->a; r *= _skeleton->r * slot->r * a; g *= _skeleton->g * slot->g * a; b *= _skeleton->b * slot->b * a; } else { a *= _skeleton->a * slot->a; r *= _skeleton->r * slot->r; g *= _skeleton->g * slot->g; b *= _skeleton->b * slot->b; } self.texture = texture; CGSize size = texture.contentSize; GLKVector2 center = GLKVector2Make(size.width / 2.0, size.height / 2.0); GLKVector2 extents = GLKVector2Make(size.width / 2.0, size.height / 2.0); if (_skipVisibilityCheck || CCRenderCheckVisbility(transform, center, extents)) { CCRenderBuffer buffer = [renderer enqueueTriangles:(trianglesCount / 3) andVertexes:verticesCount withState:self.renderState globalSortOrder:0]; for (int i = 0; i * 2 < verticesCount; ++i) { CCVertex vertex; vertex.position = GLKVector4Make(_worldVertices[i * 2], _worldVertices[i * 2 + 1], 0.0, 1.0); vertex.color = GLKVector4Make(r, g, b, a); vertex.texCoord1 = GLKVector2Make(uvs[i * 2], 1 - uvs[i * 2 + 1]); CCRenderBufferSetVertex(buffer, i, CCVertexApplyTransform(vertex, transform)); } for (int j = 0; j * 3 < trianglesCount; ++j) { CCRenderBufferSetTriangle(buffer, j, triangles[j * 3], triangles[j * 3 + 1], triangles[j * 3 + 2]); } } } } [_drawNode clear]; if (_debugSlots) { // Slots. CGPoint points[4]; for (int i = 0, n = _skeleton->slotsCount; i < n; i++) { spSlot* slot = _skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices); points[0] = ccp(_worldVertices[0], _worldVertices[1]); points[1] = ccp(_worldVertices[2], _worldVertices[3]); points[2] = ccp(_worldVertices[4], _worldVertices[5]); points[3] = ccp(_worldVertices[6], _worldVertices[7]); [_drawNode drawPolyWithVerts:points count:4 fillColor:[CCColor clearColor] borderWidth:1 borderColor:[CCColor blueColor]]; } } if (_debugBones) { // Bone lengths. for (int i = 0, n = _skeleton->bonesCount; i < n; i++) { spBone *bone = _skeleton->bones[i]; float x = bone->data->length * bone->a + bone->worldX; float y = bone->data->length * bone->c + bone->worldY; [_drawNode drawSegmentFrom:ccp(bone->worldX, bone->worldY) to: ccp(x, y)radius:2 color:[CCColor redColor]]; } // Bone origins. for (int i = 0, n = _skeleton->bonesCount; i < n; i++) { spBone *bone = _skeleton->bones[i]; [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor greenColor]]; if (i == 0) [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor blueColor]]; } } } - (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment { return (CCTexture*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject; } - (CCTexture*) getTextureForMesh:(spMeshAttachment*)attachment { return (CCTexture*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject; } - (CGRect) boundingBox { float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN; float scaleX = self.scaleX, scaleY = self.scaleY; for (int i = 0; i < _skeleton->slotsCount; ++i) { spSlot* slot = _skeleton->slots[i]; if (!slot->attachment) continue; int verticesCount; if (slot->attachment->type == SP_ATTACHMENT_REGION) { spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices); verticesCount = 8; } else if (slot->attachment->type == SP_ATTACHMENT_MESH) { spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment; spMeshAttachment_computeWorldVertices(mesh, slot, _worldVertices); verticesCount = mesh->super.worldVerticesLength; } else continue; for (int ii = 0; ii < verticesCount; ii += 2) { float x = _worldVertices[ii] * scaleX, y = _worldVertices[ii + 1] * scaleY; minX = fmin(minX, x); minY = fmin(minY, y); maxX = fmax(maxX, x); maxY = fmax(maxY, y); } } minX = self.position.x + minX; minY = self.position.y + minY; maxX = self.position.x + maxX; maxY = self.position.y + maxY; return CGRectMake(minX, minY, maxX - minX, maxY - minY); } // --- Convenience methods for Skeleton_* functions. - (void) updateWorldTransform { spSkeleton_updateWorldTransform(_skeleton); } - (void) setToSetupPose { spSkeleton_setToSetupPose(_skeleton); } - (void) setBonesToSetupPose { spSkeleton_setBonesToSetupPose(_skeleton); } - (void) setSlotsToSetupPose { spSkeleton_setSlotsToSetupPose(_skeleton); } - (spBone*) findBone:(NSString*)boneName { return spSkeleton_findBone(_skeleton, [boneName UTF8String]); } - (spSlot*) findSlot:(NSString*)slotName { return spSkeleton_findSlot(_skeleton, [slotName UTF8String]); } - (bool) setSkin:(NSString*)skinName { return (bool)spSkeleton_setSkinByName(_skeleton, skinName ? [skinName UTF8String] : 0); } - (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName { return spSkeleton_getAttachmentForSlotName(_skeleton, [slotName UTF8String], [attachmentName UTF8String]); } - (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName { return (bool)spSkeleton_setAttachment(_skeleton, [slotName UTF8String], [attachmentName UTF8String]); } // --- CCBlendProtocol - (void) setBlendFunc:(ccBlendFunc)func { self.blendFunc = func; } - (ccBlendFunc) blendFunc { return _blendFunc; } - (void) setOpacityModifyRGB:(BOOL)value { _premultipliedAlpha = value; } - (BOOL) doesOpacityModifyRGB { return _premultipliedAlpha; } @end