/****************************************************************************** * 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 #include using namespace spine; RTTI_IMPL(VertexAttachment, Attachment) VertexAttachment::VertexAttachment(const String &name) : Attachment(name), _worldVerticesLength(0), _timelineAttachment(this), _id(getNextID()) { } VertexAttachment::~VertexAttachment() { } void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, Array &worldVertices, size_t offset, size_t stride) { computeWorldVertices(skeleton, slot, start, count, worldVertices.buffer(), offset, stride); } 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; Array *deformArray = &slot.getAppliedPose().getDeform(); Array *vertices = &_vertices; Array &bones = _bones; if (bones.size() == 0) { if (deformArray->size() > 0) vertices = deformArray; 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]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } int v = 0, skip = 0; for (size_t i = 0; i < start; i += 2) { int n = (int) bones[v]; v += n + 1; skip += n; } Array &skeletonBones = skeleton.getBones(); if (deformArray->size() == 0) { for (size_t w = offset, b = skip * 3; w < count; w += stride) { float wx = 0, wy = 0; int n = (int) bones[v++]; n += v; for (; v < n; v++, b += 3) { Bone *boneP = skeletonBones[bones[v]]; BonePose &bonePose = boneP->getAppliedPose(); float vx = (*vertices)[b]; float vy = (*vertices)[b + 1]; float weight = (*vertices)[b + 2]; 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; } } else { for (size_t w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { float wx = 0, wy = 0; int n = (int) bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { Bone *boneP = skeletonBones[bones[v]]; 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 * 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; } } } int VertexAttachment::getId() { return _id; } Array &VertexAttachment::getBones() { return _bones; } void VertexAttachment::setBones(Array &bones) { _bones.clearAndAddAll(bones); } Array &VertexAttachment::getVertices() { return _vertices; } void VertexAttachment::setVertices(Array &vertices) { _vertices.clearAndAddAll(vertices); } size_t VertexAttachment::getWorldVerticesLength() { return _worldVerticesLength; } void VertexAttachment::setWorldVerticesLength(size_t inValue) { _worldVerticesLength = inValue; } Attachment *VertexAttachment::getTimelineAttachment() { return _timelineAttachment; } void VertexAttachment::setTimelineAttachment(Attachment *attachment) { _timelineAttachment = attachment; } int VertexAttachment::getNextID() { static int nextID = 0; return nextID++; } void VertexAttachment::copyTo(VertexAttachment &other) { other._bones.clearAndAddAll(this->_bones); other._vertices.clearAndAddAll(this->_vertices); other._worldVerticesLength = this->_worldVerticesLength; other._timelineAttachment = this->_timelineAttachment; }