spine-runtimes/spine-cpp/src/spine/RegionAttachment.cpp

286 lines
8.4 KiB
C++

/******************************************************************************
* 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 <spine/RegionAttachment.h>
#include <spine/Atlas.h>
#include <spine/Bone.h>
#include <spine/Slot.h>
#include <assert.h>
using namespace spine;
RTTI_IMPL(RegionAttachment, Attachment)
const int RegionAttachment::BLX = 0;
const int RegionAttachment::BLY = 1;
const int RegionAttachment::ULX = 2;
const int RegionAttachment::ULY = 3;
const int RegionAttachment::URX = 4;
const int RegionAttachment::URY = 5;
const int RegionAttachment::BRX = 6;
const int RegionAttachment::BRY = 7;
RegionAttachment::RegionAttachment(const String &name)
: Attachment(name), _region(NULL), _path(), _x(0), _y(0), _scaleX(1), _scaleY(1), _rotation(0), _width(0), _height(0), _color(1, 1, 1, 1),
_sequence(NULL) {
_offset.setSize(8, 0);
_uvs.setSize(8, 0);
}
RegionAttachment::~RegionAttachment() {
if (_sequence) delete _sequence;
}
void RegionAttachment::updateRegion() {
float width = getWidth(), height = getHeight();
float localX2 = width / 2;
float localY2 = height / 2;
float localX = -localX2;
float localY = -localY2;
bool rotated = false;
AtlasRegion *atlasRegion = NULL;
if (_region != NULL) {
atlasRegion = _region->getRTTI().isExactly(AtlasRegion::rtti) ? static_cast<AtlasRegion *>(_region) : NULL;
}
if (atlasRegion) {
localX += atlasRegion->_offsetX / atlasRegion->_originalWidth * width;
localY += atlasRegion->_offsetY / atlasRegion->_originalHeight * height;
if (atlasRegion->_degrees == 90) {
rotated = true;
localX2 -= (atlasRegion->_originalWidth - atlasRegion->_offsetX - atlasRegion->_packedHeight) / atlasRegion->_originalWidth * width;
localY2 -= (atlasRegion->_originalHeight - atlasRegion->_offsetY - atlasRegion->_packedWidth) / atlasRegion->_originalHeight * height;
} else {
localX2 -= (atlasRegion->_originalWidth - atlasRegion->_offsetX - atlasRegion->_packedWidth) / atlasRegion->_originalWidth * width;
localY2 -= (atlasRegion->_originalHeight - atlasRegion->_offsetY - atlasRegion->_packedHeight) / atlasRegion->_originalHeight * height;
}
}
float scaleX = getScaleX(), scaleY = getScaleY();
localX *= scaleX;
localY *= scaleY;
localX2 *= scaleX;
localY2 *= scaleY;
float cos = MathUtil::cosDeg(_rotation);
float sin = MathUtil::sinDeg(_rotation);
float localXCos = localX * cos + _x;
float localXSin = localX * sin;
float localYCos = localY * cos + _y;
float localYSin = localY * sin;
float localX2Cos = localX2 * cos + _x;
float localX2Sin = localX2 * sin;
float localY2Cos = localY2 * cos + _y;
float localY2Sin = localY2 * sin;
_offset[BLX] = localXCos - localYSin;
_offset[BLY] = localYCos + localXSin;
_offset[ULX] = localXCos - localY2Sin;
_offset[ULY] = localY2Cos + localXSin;
_offset[URX] = localX2Cos - localY2Sin;
_offset[URY] = localY2Cos + localX2Sin;
_offset[BRX] = localX2Cos - localYSin;
_offset[BRY] = localYCos + localX2Sin;
if (_region == NULL) {
_uvs[BLX] = 0;
_uvs[BLY] = 0;
_uvs[ULX] = 0;
_uvs[ULY] = 1;
_uvs[URX] = 1;
_uvs[URY] = 1;
_uvs[BRX] = 1;
_uvs[BRY] = 0;
} else if (rotated) {
_uvs[BLX] = _region->_u2;
_uvs[BLY] = _region->_v;
_uvs[ULX] = _region->_u2;
_uvs[ULY] = _region->_v2;
_uvs[URX] = _region->_u;
_uvs[URY] = _region->_v2;
_uvs[BRX] = _region->_u;
_uvs[BRY] = _region->_v;
} else {
_uvs[BLX] = _region->_u2;
_uvs[BLY] = _region->_v2;
_uvs[ULX] = _region->_u;
_uvs[ULY] = _region->_v2;
_uvs[URX] = _region->_u;
_uvs[URY] = _region->_v;
_uvs[BRX] = _region->_u2;
_uvs[BRY] = _region->_v;
}
}
void RegionAttachment::computeWorldVertices(Slot &slot, Array<float> &worldVertices, size_t offset, size_t stride) {
assert(worldVertices.size() >= (offset + 8));
computeWorldVertices(slot, worldVertices.buffer(), offset, stride);
}
void RegionAttachment::computeWorldVertices(Slot &slot, float *worldVertices, size_t offset, size_t stride) {
if (_sequence) _sequence->apply(&slot.getAppliedPose(), this);
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;
offsetX = _offset[BRX];
offsetY = _offset[BRY];
worldVertices[offset] = offsetX * a + offsetY * b + x;// br
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = _offset[BLX];
offsetY = _offset[BLY];
worldVertices[offset] = offsetX * a + offsetY * b + x;// bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = _offset[ULX];
offsetY = _offset[ULY];
worldVertices[offset] = offsetX * a + offsetY * b + x;// ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = _offset[URX];
offsetY = _offset[URY];
worldVertices[offset] = offsetX * a + offsetY * b + x;// ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
}
float RegionAttachment::getX() {
return _x;
}
void RegionAttachment::setX(float inValue) {
_x = inValue;
}
float RegionAttachment::getY() {
return _y;
}
void RegionAttachment::setY(float inValue) {
_y = inValue;
}
float RegionAttachment::getRotation() {
return _rotation;
}
void RegionAttachment::setRotation(float inValue) {
_rotation = inValue;
}
float RegionAttachment::getScaleX() {
return _scaleX;
}
void RegionAttachment::setScaleX(float inValue) {
_scaleX = inValue;
}
float RegionAttachment::getScaleY() {
return _scaleY;
}
void RegionAttachment::setScaleY(float inValue) {
_scaleY = inValue;
}
float RegionAttachment::getWidth() {
return _width;
}
void RegionAttachment::setWidth(float inValue) {
_width = inValue;
}
float RegionAttachment::getHeight() {
return _height;
}
void RegionAttachment::setHeight(float inValue) {
_height = inValue;
}
const String &RegionAttachment::getPath() {
return _path;
}
void RegionAttachment::setPath(const String &inValue) {
_path = inValue;
}
TextureRegion *RegionAttachment::getRegion() {
return _region;
}
void RegionAttachment::setRegion(TextureRegion *region) {
_region = region;
}
Sequence *RegionAttachment::getSequence() {
return _sequence;
}
void RegionAttachment::setSequence(Sequence *sequence) {
_sequence = sequence;
}
Array<float> &RegionAttachment::getOffset() {
return _offset;
}
Array<float> &RegionAttachment::getUVs() {
return _uvs;
}
Color &RegionAttachment::getColor() {
return _color;
}
Attachment &RegionAttachment::copy() {
RegionAttachment *copy = new (__FILE__, __LINE__) RegionAttachment(getName());
copy->_region = _region;
copy->_path = _path;
copy->_x = _x;
copy->_y = _y;
copy->_scaleX = _scaleX;
copy->_scaleY = _scaleY;
copy->_rotation = _rotation;
copy->_width = _width;
copy->_height = _height;
copy->_uvs.clearAndAddAll(_uvs);
copy->_offset.clearAndAddAll(_offset);
copy->_color.set(_color);
copy->_sequence = _sequence != NULL ? &_sequence->copy() : NULL;
return *copy;
}