/****************************************************************************** * 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. *****************************************************************************/ import Foundation import SpineSwift import SpineShadersStructs import simd extension RenderCommand { func getVertices() -> [SpineVertex] { var vertices = [SpineVertex]() let numVerts = Int(numVertices) let numInds = Int(numIndices) guard let indicesPtr = indices, let positionsPtr = positions, let uvsPtr = uvs, let colorsPtr = colors else { return vertices } let indicesArray = Array(UnsafeBufferPointer(start: indicesPtr, count: numInds)) let positionsArray = Array(UnsafeBufferPointer(start: positionsPtr, count: numVerts * 2)) let uvsArray = Array(UnsafeBufferPointer(start: uvsPtr, count: numVerts * 2)) let colorsArray = Array(UnsafeBufferPointer(start: colorsPtr, count: numVerts)) vertices.reserveCapacity(numInds) for i in 0..(positionsArray[xIndex], positionsArray[yIndex]) let uv = SIMD2(uvsArray[xIndex], uvsArray[yIndex]) let color = extractRGBA(from: colorsArray[index]) let vertex = SpineVertex( position: position, color: color, uv: uv ) vertices.append(vertex) } return vertices } private func extractRGBA(from color: UInt32) -> SIMD4 { let alpha = Float((color >> 24) & 0xFF) / 255.0 let red = Float((color >> 16) & 0xFF) / 255.0 let green = Float((color >> 8) & 0xFF) / 255.0 let blue = Float(color & 0xFF) / 255.0 return SIMD4(red, green, blue, alpha) } }