spine-runtimes/spine-cocos2d-iphone/src/spine/spine-cocos2d-iphone.m
2013-04-11 06:06:23 +02:00

441 lines
15 KiB
Objective-C

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.
******************************************************************************/
#include <spine/spine-cocos2d-iphone.h>
#include <spine/extension.h>
#ifdef __cplusplus
namespace spine {
#endif
typedef struct {
AtlasPage super;
CCTexture2D* texture;
CCTextureAtlas* textureAtlas;
} Cocos2dAtlasPage;
void _Cocos2dAtlasPage_dispose (AtlasPage* page) {
Cocos2dAtlasPage* self = SUB_CAST(Cocos2dAtlasPage, page);
_AtlasPage_deinit(SUPER(self));
[self->texture release];
[self->textureAtlas release];
FREE(page);
}
AtlasPage* AtlasPage_create (const char* name, const char* path) {
Cocos2dAtlasPage* self = NEW(Cocos2dAtlasPage);
_AtlasPage_init(SUPER(self), name, _Cocos2dAtlasPage_dispose);
self->texture = [[CCTextureCache sharedTextureCache] addImage:@(path)];
[self->texture retain];
self->textureAtlas = [[CCTextureAtlas alloc] initWithTexture:self->texture capacity:4];
[self->textureAtlas retain];
return SUPER(self);
}
/**/
typedef struct {
Skeleton super;
CCSkeleton* node;
} Cocos2dSkeleton;
void _Cocos2dSkeleton_dispose (Skeleton* self) {
_Skeleton_deinit(self);
FREE(self);
}
Skeleton* _Cocos2dSkeleton_create (SkeletonData* data, CCSkeleton* node) {
Cocos2dSkeleton* self = NEW(Cocos2dSkeleton);
_Skeleton_init(SUPER(self), data, _Cocos2dSkeleton_dispose);
self->node = node;
return SUPER(self);
}
/**/
typedef struct {
RegionAttachment super;
ccV3F_C4B_T2F_Quad quad;
CCTextureAtlas* textureAtlas;
} Cocos2dRegionAttachment;
void _Cocos2dRegionAttachment_dispose (Attachment* self) {
_RegionAttachment_deinit(SUB_CAST(RegionAttachment, self) );
FREE(self);
}
ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* attachment, Slot* slot) {
Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
Cocos2dSkeleton* skeleton = SUB_CAST(Cocos2dSkeleton, slot->skeleton);
GLubyte r = SUPER(skeleton)->r * slot->r * 255;
GLubyte g = SUPER(skeleton)->g * slot->g * 255;
GLubyte b = SUPER(skeleton)->b * slot->b * 255;
GLubyte a = SUPER(skeleton)->a * slot->a * 255;
ccV3F_C4B_T2F_Quad* quad = &self->quad;
quad->bl.colors.r = r;
quad->bl.colors.g = g;
quad->bl.colors.b = b;
quad->bl.colors.a = a;
quad->tl.colors.r = r;
quad->tl.colors.g = g;
quad->tl.colors.b = b;
quad->tl.colors.a = a;
quad->tr.colors.r = r;
quad->tr.colors.g = g;
quad->tr.colors.b = b;
quad->tr.colors.a = a;
quad->br.colors.r = r;
quad->br.colors.g = g;
quad->br.colors.b = b;
quad->br.colors.a = a;
float* offset = SUPER(self)->offset;
quad->bl.vertices.x = offset[0] * slot->bone->m00 + offset[1] * slot->bone->m01 + slot->bone->worldX;
quad->bl.vertices.y = offset[0] * slot->bone->m10 + offset[1] * slot->bone->m11 + slot->bone->worldY;
quad->tl.vertices.x = offset[2] * slot->bone->m00 + offset[3] * slot->bone->m01 + slot->bone->worldX;
quad->tl.vertices.y = offset[2] * slot->bone->m10 + offset[3] * slot->bone->m11 + slot->bone->worldY;
quad->tr.vertices.x = offset[4] * slot->bone->m00 + offset[5] * slot->bone->m01 + slot->bone->worldX;
quad->tr.vertices.y = offset[4] * slot->bone->m10 + offset[5] * slot->bone->m11 + slot->bone->worldY;
quad->br.vertices.x = offset[6] * slot->bone->m00 + offset[7] * slot->bone->m01 + slot->bone->worldX;
quad->br.vertices.y = offset[6] * slot->bone->m10 + offset[7] * slot->bone->m11 + slot->bone->worldY;
return quad;
}
void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
RegionAttachment_updateQuad(attachment, slot);
Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
Cocos2dSkeleton* skeleton = SUB_CAST(Cocos2dSkeleton, slot->skeleton);
// Cocos2d doesn't handle batching for us, so we'll just force a single texture per skeleton.
skeleton->node->textureAtlas = self->textureAtlas;
while (self->textureAtlas.capacity <= skeleton->node->quadCount) {
if (![self->textureAtlas resizeCapacity:self->textureAtlas.capacity * 2]) return;
}
[self->textureAtlas updateQuad:&self->quad atIndex:skeleton->node->quadCount++];
}
RegionAttachment* RegionAttachment_create (const char* name, AtlasRegion* region) {
Cocos2dRegionAttachment* self = NEW(Cocos2dRegionAttachment);
_RegionAttachment_init(SUPER(self), name, _Cocos2dRegionAttachment_dispose, _Cocos2dRegionAttachment_draw);
Cocos2dAtlasPage* page = SUB_CAST(Cocos2dAtlasPage, region->page);
self->textureAtlas = page->textureAtlas;
CGSize size = page->texture.contentSizeInPixels;
float u = region->x / size.width;
float u2 = (region->x + region->width) / size.width;
float v = region->y / size.height;
float v2 = (region->y + region->height) / size.height;
ccV3F_C4B_T2F_Quad* quad = &self->quad;
if (region->rotate) {
quad->tl.texCoords.u = u;
quad->tl.texCoords.v = v2;
quad->tr.texCoords.u = u;
quad->tr.texCoords.v = v;
quad->br.texCoords.u = u2;
quad->br.texCoords.v = v;
quad->bl.texCoords.u = u2;
quad->bl.texCoords.v = v2;
} else {
quad->bl.texCoords.u = u;
quad->bl.texCoords.v = v2;
quad->tl.texCoords.u = u;
quad->tl.texCoords.v = v;
quad->tr.texCoords.u = u2;
quad->tr.texCoords.v = v;
quad->br.texCoords.u = u2;
quad->br.texCoords.v = v2;
}
quad->bl.vertices.z = 0;
quad->tl.vertices.z = 0;
quad->tr.vertices.z = 0;
quad->br.vertices.z = 0;
return SUPER(self);
}
ccV3F_C4B_T2F_Quad* RegionAttachment_getQuad (RegionAttachment* attachment) {
Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
return &self->quad;
}
/**/
char* _Util_readFile (const char* path, int* length) {
return _readFile([[[CCFileUtils sharedFileUtils] fullPathForFilename:@(path)] UTF8String], length);
}
#ifdef __cplusplus
}
#endif
/**/
@implementation CCSkeleton
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlas:(Atlas*)atlas {
return [CCSkeleton create:skeletonDataFile atlas:atlas scale:1];
}
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlas:(Atlas*)atlas scale:(float)scale {
NSAssert(skeletonDataFile, @"skeletonDataFile cannot be nil.");
NSAssert(atlas, @"atlas cannot be nil.");
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
SkeletonJson_dispose(json);
CCSkeleton* node = skeletonData ? [CCSkeleton create:skeletonData] : 0;
node->ownsSkeleton = true;
return node;
}
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile {
return [CCSkeleton create:skeletonDataFile atlasFile:atlasFile scale:1];
}
+ (CCSkeleton*) create:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
NSAssert(skeletonDataFile, @"skeletonDataFile cannot be nil.");
NSAssert(atlasFile, @"atlasFile cannot be nil.");
Atlas* atlas = Atlas_readAtlasFile([atlasFile UTF8String]);
NSAssert(atlas, ([NSString stringWithFormat:@"Error reading atlas file: %@", atlasFile]));
if (!atlas) return 0;
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
SkeletonJson_dispose(json);
if (!skeletonData) {
Atlas_dispose(atlas);
return 0;
}
CCSkeleton* node = [CCSkeleton create:skeletonData];
node->ownsSkeleton = true;
node->atlas = atlas;
return node;
}
+ (CCSkeleton*) create:(SkeletonData*)skeletonData {
return [CCSkeleton create:skeletonData stateData:0];
}
+ (CCSkeleton*) create:(SkeletonData*)skeletonData stateData:(AnimationStateData*)stateData {
return [[[CCSkeleton alloc] init:skeletonData stateData:stateData] autorelease];
}
- (id) init:(SkeletonData*)skeletonData {
return [self init:skeletonData stateData:0];
}
- (id) init:(SkeletonData*)skeletonData stateData:(AnimationStateData*)stateData {
NSAssert(skeletonData, @"skeletonData cannot be nil.");
self = [super init];
if (!self) return nil;
CONST_CAST(Skeleton*, skeleton) = _Cocos2dSkeleton_create(skeletonData, self);
if (!stateData) {
stateData = AnimationStateData_create(skeletonData);
ownsStateData = true;
}
CONST_CAST(AnimationState*, state) = AnimationState_create(stateData);
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
timeScale = 1;
[self setShaderProgram:[[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionTextureColor]];
[self scheduleUpdate];
return self;
}
- (void) dealloc {
if (ownsSkeleton) Skeleton_dispose(skeleton);
if (ownsStateData) AnimationStateData_dispose(state->data);
if (atlas) Atlas_dispose(atlas);
AnimationState_dispose(state);
[super dealloc];
}
- (void) update:(ccTime)deltaTime {
Skeleton_update(skeleton, deltaTime);
AnimationState_update(state, deltaTime * timeScale);
AnimationState_apply(state, skeleton);
Skeleton_updateWorldTransform(skeleton);
}
- (void) draw {
CC_NODE_DRAW_SETUP();
ccGLBlendFunc(blendFunc.src, blendFunc.dst);
ccColor3B color = self.color;
skeleton->r = color.r / (float)255;
skeleton->g = color.g / (float)255;
skeleton->b = color.b / (float)255;
skeleton->a = self.opacity / (float)255;
quadCount = 0;
for (int i = 0, n = skeleton->slotCount; i < n; ++i)
if (skeleton->slots[i]->attachment) Attachment_draw(skeleton->slots[i]->attachment, skeleton->slots[i]);
if (textureAtlas) [textureAtlas drawNumberOfQuads:quadCount];
if (debugSlots) {
// Slots.
ccDrawColor4B(0, 0, 255, 255);
glLineWidth(1);
CGPoint points[4];
for (int i = 0, n = skeleton->slotCount; i < n; ++i) {
if (!skeleton->slots[i]->attachment) continue;
ccV3F_C4B_T2F_Quad* quad = &((Cocos2dRegionAttachment*)skeleton->slots[i]->attachment)->quad;
points[0] = ccp(quad->bl.vertices.x, quad->bl.vertices.y);
points[1] = ccp(quad->br.vertices.x, quad->br.vertices.y);
points[2] = ccp(quad->tr.vertices.x, quad->tr.vertices.y);
points[3] = ccp(quad->tl.vertices.x, quad->tl.vertices.y);
ccDrawPoly(points, 4, true);
}
}
if (debugBones) {
// Bone lengths.
glLineWidth(2);
ccDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = skeleton->boneCount; i < n; ++i) {
Bone *bone = skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
}
// Bone origins.
ccPointSize(4);
ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = skeleton->boneCount; i < n; ++i) {
Bone *bone = skeleton->bones[i];
ccDrawPoint(ccp(bone->worldX, bone->worldY));
if (i == 0) ccDrawColor4B(0, 255, 0, 255);
}
}
}
- (CGRect) boundingBox {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
Attachment* attachment = slot->attachment;
if (attachment->type != ATTACHMENT_REGION) continue;
Cocos2dRegionAttachment* regionAttachment = SUB_CAST(Cocos2dRegionAttachment, attachment);
minX = fmin(minX, regionAttachment->quad.bl.vertices.x);
minY = fmin(minY, regionAttachment->quad.bl.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.bl.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.bl.vertices.y);
minX = fmin(minX, regionAttachment->quad.br.vertices.x);
minY = fmin(minY, regionAttachment->quad.br.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.br.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.br.vertices.y);
minX = fmin(minX, regionAttachment->quad.tl.vertices.x);
minY = fmin(minY, regionAttachment->quad.tl.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.tl.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.tl.vertices.y);
minX = fmin(minX, regionAttachment->quad.tr.vertices.x);
minY = fmin(minY, regionAttachment->quad.tr.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.tr.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.tr.vertices.y);
}
return CGRectMake(minX, minY, maxX - minX, maxY - minY);
}
// Convenience methods:
- (void) setMix:(NSString*)fromName to:(NSString*)toName duration:(float)duration {
AnimationStateData_setMixByName(state->data, [fromName UTF8String], [toName UTF8String], duration);
}
- (void) setAnimation:(NSString*)animationName loop:(bool)loop {
AnimationState_setAnimationByName(state, [animationName UTF8String], loop);
}
- (void) updateWorldTransform {
Skeleton_updateWorldTransform(skeleton);
}
- (void) setToBindPose {
Skeleton_setToBindPose(skeleton);
}
- (void) setBonesToBindPose {
Skeleton_setBonesToBindPose(skeleton);
}
- (void) setSlotsToBindPose {
Skeleton_setSlotsToBindPose(skeleton);
}
- (Bone*) findBone:(NSString*)boneName {
return Skeleton_findBone(skeleton, [boneName UTF8String]);
}
- (int) findBoneIndex:(NSString*)boneName {
return Skeleton_findBoneIndex(skeleton, [boneName UTF8String]);
}
- (Slot*) findSlot:(NSString*)slotName {
return Skeleton_findSlot(skeleton, [slotName UTF8String]);
}
- (int) findSlotIndex:(NSString*)slotName {
return Skeleton_findSlotIndex(skeleton, [slotName UTF8String]);
}
- (bool) setSkin:(NSString*)skinName {
return (bool)Skeleton_setSkinByName(skeleton, [skinName UTF8String]);
}
- (Attachment*) getAttachmentForSlotName:(NSString*)slotName attachmentName:(NSString*)attachmentName {
return Skeleton_getAttachmentForSlotName(skeleton, [slotName UTF8String], [attachmentName UTF8String]);
}
- (Attachment*) getAttachmentForSlotIndex:(int)slotIndex attachmentName:(NSString*)attachmentName {
return Skeleton_getAttachmentForSlotIndex(skeleton, slotIndex, [attachmentName UTF8String]);
}
- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName {
return (bool)Skeleton_setAttachment(skeleton, [slotName UTF8String], [attachmentName UTF8String]);
}
// CCBlendProtocol
- (void) setBlendFunc:(ccBlendFunc)func {
self.blendFunc = func;
}
- (ccBlendFunc) blendFunc {
return blendFunc;
}
@end