/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include #include using namespace spine; RTTI_IMPL(MeshAttachment, VertexAttachment) MeshAttachment::MeshAttachment(const String &name, Sequence *sequence) : VertexAttachment(name), _sequence(sequence), _regionUVs(), _triangles(), _hullLength(0), _path(), _color(1, 1, 1, 1), _parentMesh(NULL), _edges(), _width(0), _height(0) { assert(sequence); } MeshAttachment::~MeshAttachment() { delete _sequence; } void MeshAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset, size_t stride) { VertexAttachment::computeWorldVertices(skeleton, slot, start, count, worldVertices, offset, stride); } Array &MeshAttachment::getRegionUVs() { return _regionUVs; } void MeshAttachment::setRegionUVs(Array &inValue) { _regionUVs.clearAndAddAll(inValue); } Array &MeshAttachment::getTriangles() { return _triangles; } void MeshAttachment::setTriangles(Array &inValue) { _triangles.clearAndAddAll(inValue); } int MeshAttachment::getHullLength() { return _hullLength; } void MeshAttachment::setHullLength(int inValue) { _hullLength = inValue; } Sequence &MeshAttachment::getSequence() { return *_sequence; } void MeshAttachment::updateSequence() { _sequence->update(*this); } const String &MeshAttachment::getPath() { return _path; } void MeshAttachment::setPath(const String &inValue) { _path = inValue; } Color &MeshAttachment::getColor() { return _color; } MeshAttachment *MeshAttachment::getParentMesh() { return _parentMesh; } void MeshAttachment::setParentMesh(MeshAttachment *inValue) { _parentMesh = inValue; if (inValue != NULL) { _bones.clearAndAddAll(inValue->_bones); _vertices.clearAndAddAll(inValue->_vertices); _regionUVs.clearAndAddAll(inValue->_regionUVs); _triangles.clearAndAddAll(inValue->_triangles); _hullLength = inValue->_hullLength; _worldVerticesLength = inValue->_worldVerticesLength; _edges.clearAndAddAll(inValue->_edges); _width = inValue->_width; _height = inValue->_height; } } Array &MeshAttachment::getEdges() { return _edges; } void MeshAttachment::setEdges(Array &inValue) { _edges.clearAndAddAll(inValue); } float MeshAttachment::getWidth() { return _width; } void MeshAttachment::setWidth(float inValue) { _width = inValue; } float MeshAttachment::getHeight() { return _height; } void MeshAttachment::setHeight(float inValue) { _height = inValue; } Attachment &MeshAttachment::copy() { if (_parentMesh) return newLinkedMesh(); MeshAttachment *copy = new (__FILE__, __LINE__) MeshAttachment(getName(), new (__FILE__, __LINE__) Sequence(*_sequence)); copy->_path = _path; copy->_color.set(_color); copyTo(*copy); copy->_regionUVs.clearAndAddAll(_regionUVs); copy->_triangles.clearAndAddAll(_triangles); copy->_hullLength = _hullLength; copy->_edges.clearAndAddAll(_edges); copy->_width = _width; copy->_height = _height; return *copy; } MeshAttachment &MeshAttachment::newLinkedMesh() { MeshAttachment *copy = new (__FILE__, __LINE__) MeshAttachment(getName(), new (__FILE__, __LINE__) Sequence(*_sequence)); copy->setTimelineAttachment(getTimelineAttachment()); copy->_path = _path; copy->_color.set(_color); copy->setParentMesh(_parentMesh != NULL ? _parentMesh : this); copy->updateSequence(); return *copy; } void MeshAttachment::computeUVs(TextureRegion *region, Array ®ionUVs, Array &uvs) { int n = (int) uvs.size(); float u, v, width, height; if (region != NULL && region->getRTTI().instanceOf(AtlasRegion::rtti)) { AtlasRegion *r = static_cast(region); u = r->_u; v = r->_v; float textureWidth = r->getPage()->width; float textureHeight = r->getPage()->height; switch (r->_degrees) { case 90: { u -= (r->_originalHeight - r->_offsetY - r->_packedWidth) / textureWidth; v -= (r->_originalWidth - r->_offsetX - r->_packedHeight) / textureHeight; width = r->_originalHeight / textureWidth; height = r->_originalWidth / textureHeight; for (int i = 0; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + (1 - regionUVs[i]) * height; } return; } case 180: { u -= (r->_originalWidth - r->_offsetX - r->_packedWidth) / textureWidth; v -= r->_offsetY / textureHeight; width = r->_originalWidth / textureWidth; height = r->_originalHeight / textureHeight; for (int i = 0; i < n; i += 2) { uvs[i] = u + (1 - regionUVs[i]) * width; uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height; } return; } case 270: { u -= r->_offsetY / textureWidth; v -= r->_offsetX / textureHeight; width = r->_originalHeight / textureWidth; height = r->_originalWidth / textureHeight; for (int i = 0; i < n; i += 2) { uvs[i] = u + (1 - regionUVs[i + 1]) * width; uvs[i + 1] = v + regionUVs[i] * height; } return; } default: { u -= r->_offsetX / textureWidth; v -= (r->_originalHeight - r->_offsetY - r->_packedHeight) / textureHeight; width = r->_originalWidth / textureWidth; height = r->_originalHeight / textureHeight; } } } else if (region == NULL) { u = v = 0; width = height = 1; } else { u = region->_u; v = region->_v; width = region->_u2 - u; height = region->_v2 - v; } for (int i = 0; i < n; i += 2) { uvs[i] = u + regionUVs[i] * width; uvs[i + 1] = v + regionUVs[i + 1] * height; } }