mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-01 21:29:07 +08:00
394 lines
14 KiB
C++
394 lines
14 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <spine/spine-cocos2dx.h>
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#include <spine/extension.h>
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USING_NS_CC;
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using std::min;
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using std::max;
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namespace spine {
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void _Cocos2dxAtlasPage_dispose (AtlasPage* page) {
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Cocos2dxAtlasPage* self = SUB_CAST(Cocos2dxAtlasPage, page);
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_AtlasPage_deinit(SUPER(self));
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CC_SAFE_RELEASE_NULL(self->texture);
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CC_SAFE_RELEASE_NULL(self->textureAtlas);
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FREE(page);
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}
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AtlasPage* AtlasPage_create (const char* name, const char* path) {
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Cocos2dxAtlasPage* self = NEW(Cocos2dxAtlasPage);
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_AtlasPage_init(SUPER(self), name);
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VTABLE(AtlasPage, self) ->dispose = _Cocos2dxAtlasPage_dispose;
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self->texture = CCTextureCache::sharedTextureCache()->addImage(path);
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self->texture->retain();
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self->textureAtlas = CCTextureAtlas::createWithTexture(self->texture, 4);
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self->textureAtlas->retain();
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return SUPER(self);
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}
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/**/
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void _Cocos2dxSkeleton_dispose (Skeleton* self) {
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_Skeleton_deinit(self);
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FREE(self);
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}
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Skeleton* _Cocos2dxSkeleton_create (SkeletonData* data, CCSkeleton* node) {
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Cocos2dxSkeleton* self = NEW(Cocos2dxSkeleton);
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_Skeleton_init(SUPER(self), data);
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VTABLE(Skeleton, self) ->dispose = _Cocos2dxSkeleton_dispose;
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self->node = node;
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return SUPER(self);
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}
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CCSkeleton* CCSkeleton::create (const char* skeletonDataFile, Atlas* atlas, float scale) {
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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SkeletonJson_dispose(json);
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CCSkeleton* node = skeletonData ? create(skeletonData) : 0;
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node->ownsSkeleton = true;
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return node;
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}
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CCSkeleton* CCSkeleton::create (const char* skeletonDataFile, const char* atlasFile, float scale) {
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Atlas* atlas = Atlas_readAtlasFile(atlasFile);
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if (!atlas) return 0;
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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SkeletonJson_dispose(json);
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if (!skeletonData) {
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Atlas_dispose(atlas);
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return 0;
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}
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CCSkeleton* node = create(skeletonData);
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node->ownsSkeleton = true;
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node->atlas = atlas;
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return node;
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}
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CCSkeleton* CCSkeleton::create (SkeletonData* skeletonData, AnimationStateData* stateData) {
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CCSkeleton* node = new CCSkeleton(skeletonData, stateData);
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node->autorelease();
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return node;
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}
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CCSkeleton::CCSkeleton (SkeletonData *skeletonData, AnimationStateData *stateData) :
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ownsSkeleton(false), ownsStateData(false), atlas(0),
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skeleton(0), state(0), debugSlots(false), debugBones(false) {
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CONST_CAST(Skeleton*, skeleton) = _Cocos2dxSkeleton_create(skeletonData, this);
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if (!stateData) {
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stateData = AnimationStateData_create(skeletonData);
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ownsStateData = true;
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}
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CONST_CAST(AnimationState*, state) = AnimationState_create(stateData);
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blendFunc.src = GL_ONE;
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blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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timeScale = 1;
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setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
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scheduleUpdate();
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}
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CCSkeleton::~CCSkeleton () {
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if (ownsSkeleton) Skeleton_dispose(skeleton);
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if (ownsStateData) AnimationStateData_dispose(state->data);
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if (atlas) Atlas_dispose(atlas);
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AnimationState_dispose(state);
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}
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void CCSkeleton::update (float deltaTime) {
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Skeleton_update(skeleton, deltaTime);
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AnimationState_update(state, deltaTime * timeScale);
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AnimationState_apply(state, skeleton);
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Skeleton_updateWorldTransform(skeleton);
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}
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void CCSkeleton::draw () {
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CC_NODE_DRAW_SETUP();
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ccGLBlendFunc(blendFunc.src, blendFunc.dst);
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ccColor3B color = getColor();
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skeleton->r = color.r / (float)255;
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skeleton->g = color.g / (float)255;
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skeleton->b = color.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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quadCount = 0;
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for (int i = 0, n = skeleton->slotCount; i < n; i++)
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if (skeleton->slots[i]->attachment) Attachment_draw(skeleton->slots[i]->attachment, skeleton->slots[i]);
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if (textureAtlas) textureAtlas->drawNumberOfQuads(quadCount);
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if (debugSlots) {
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// Slots.
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ccDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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CCPoint points[4];
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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if (!skeleton->slots[i]->attachment) continue;
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ccV3F_C4B_T2F_Quad* quad = &((Cocos2dxRegionAttachment*)skeleton->slots[i]->attachment)->quad;
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points[0] = ccp(quad->bl.vertices.x, quad->bl.vertices.y);
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points[1] = ccp(quad->br.vertices.x, quad->br.vertices.y);
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points[2] = ccp(quad->tr.vertices.x, quad->tr.vertices.y);
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points[3] = ccp(quad->tl.vertices.x, quad->tl.vertices.y);
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ccDrawPoly(points, 4, true);
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}
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}
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if (debugBones) {
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// Bone lengths.
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glLineWidth(2);
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ccDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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Bone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
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}
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// Bone origins.
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ccPointSize(4);
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ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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Bone *bone = skeleton->bones[i];
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ccDrawPoint(ccp(bone->worldX, bone->worldY));
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if (i == 0) ccDrawColor4B(0, 255, 0, 255);
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}
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}
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}
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CCRect CCSkeleton::boundingBox () {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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for (int i = 0; i < skeleton->slotCount; ++i) {
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Slot* slot = skeleton->slots[i];
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Attachment* attachment = slot->attachment;
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if (attachment->type != ATTACHMENT_REGION) continue;
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Cocos2dxRegionAttachment* regionAttachment = SUB_CAST(Cocos2dxRegionAttachment, attachment);
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minX = min(minX, regionAttachment->quad.bl.vertices.x);
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minY = min(minY, regionAttachment->quad.bl.vertices.y);
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maxX = max(maxX, regionAttachment->quad.bl.vertices.x);
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maxY = max(maxY, regionAttachment->quad.bl.vertices.y);
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minX = min(minX, regionAttachment->quad.br.vertices.x);
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minY = min(minY, regionAttachment->quad.br.vertices.y);
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maxX = max(maxX, regionAttachment->quad.br.vertices.x);
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maxY = max(maxY, regionAttachment->quad.br.vertices.y);
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minX = min(minX, regionAttachment->quad.tl.vertices.x);
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minY = min(minY, regionAttachment->quad.tl.vertices.y);
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maxX = max(maxX, regionAttachment->quad.tl.vertices.x);
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maxY = max(maxY, regionAttachment->quad.tl.vertices.y);
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minX = min(minX, regionAttachment->quad.tr.vertices.x);
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minY = min(minY, regionAttachment->quad.tr.vertices.y);
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maxX = max(maxX, regionAttachment->quad.tr.vertices.x);
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maxY = max(maxY, regionAttachment->quad.tr.vertices.y);
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}
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return CCRectMake(minX, minY, maxX - minX, maxY - minY);
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}
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// Convenience methods:
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void CCSkeleton::setMix (const char* fromName, const char* toName, float duration) {
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AnimationStateData_setMixByName(state->data, fromName, toName, duration);
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}
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void CCSkeleton::setAnimation (const char* animationName, bool loop) {
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AnimationState_setAnimationByName(state, animationName, loop);
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}
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void CCSkeleton::updateWorldTransform () {
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Skeleton_updateWorldTransform(skeleton);
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}
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void CCSkeleton::setToBindPose () {
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Skeleton_setToBindPose(skeleton);
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}
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void CCSkeleton::setBonesToBindPose () {
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Skeleton_setBonesToBindPose(skeleton);
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}
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void CCSkeleton::setSlotsToBindPose () {
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Skeleton_setSlotsToBindPose(skeleton);
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}
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Bone* CCSkeleton::findBone (const char* boneName) const {
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return Skeleton_findBone(skeleton, boneName);
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}
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int CCSkeleton::findBoneIndex (const char* boneName) const {
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return Skeleton_findBoneIndex(skeleton, boneName);
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}
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Slot* CCSkeleton::findSlot (const char* slotName) const {
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return Skeleton_findSlot(skeleton, slotName);
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}
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int CCSkeleton::findSlotIndex (const char* slotName) const {
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return Skeleton_findSlotIndex(skeleton, slotName);
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}
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bool CCSkeleton::setSkin (const char* skinName) {
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return Skeleton_setSkinByName(skeleton, skinName) ? true : false;
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}
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Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const {
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return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
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}
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Attachment* CCSkeleton::getAttachment (int slotIndex, const char* attachmentName) const {
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return Skeleton_getAttachmentForSlotIndex(skeleton, slotIndex, attachmentName);
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}
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bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) {
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return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
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}
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// CCBlendProtocol
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ccBlendFunc CCSkeleton::getBlendFunc () {
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return blendFunc;
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}
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void CCSkeleton::setBlendFunc (ccBlendFunc blendFunc) {
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this->blendFunc = blendFunc;
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}
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/**/
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void _Cocos2dxRegionAttachment_dispose (Attachment* self) {
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_RegionAttachment_deinit(SUB_CAST(RegionAttachment, self) );
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FREE(self);
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}
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ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* attachment, Slot* slot) {
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Cocos2dxRegionAttachment* self = SUB_CAST(Cocos2dxRegionAttachment, attachment);
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Cocos2dxSkeleton* skeleton = SUB_CAST(Cocos2dxSkeleton, slot->skeleton);
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GLubyte r = SUPER(skeleton)->r * slot->r * 255;
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GLubyte g = SUPER(skeleton)->g * slot->g * 255;
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GLubyte b = SUPER(skeleton)->b * slot->b * 255;
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GLubyte a = SUPER(skeleton)->a * slot->a * 255;
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ccV3F_C4B_T2F_Quad* quad = &self->quad;
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quad->bl.colors.r = r;
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quad->bl.colors.g = g;
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quad->bl.colors.b = b;
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quad->bl.colors.a = a;
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quad->tl.colors.r = r;
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quad->tl.colors.g = g;
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quad->tl.colors.b = b;
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quad->tl.colors.a = a;
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quad->tr.colors.r = r;
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quad->tr.colors.g = g;
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quad->tr.colors.b = b;
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quad->tr.colors.a = a;
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quad->br.colors.r = r;
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quad->br.colors.g = g;
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quad->br.colors.b = b;
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quad->br.colors.a = a;
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float* offset = SUPER(self)->offset;
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quad->bl.vertices.x = offset[0] * slot->bone->m00 + offset[1] * slot->bone->m01 + slot->bone->worldX;
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quad->bl.vertices.y = offset[0] * slot->bone->m10 + offset[1] * slot->bone->m11 + slot->bone->worldY;
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quad->tl.vertices.x = offset[2] * slot->bone->m00 + offset[3] * slot->bone->m01 + slot->bone->worldX;
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quad->tl.vertices.y = offset[2] * slot->bone->m10 + offset[3] * slot->bone->m11 + slot->bone->worldY;
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quad->tr.vertices.x = offset[4] * slot->bone->m00 + offset[5] * slot->bone->m01 + slot->bone->worldX;
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quad->tr.vertices.y = offset[4] * slot->bone->m10 + offset[5] * slot->bone->m11 + slot->bone->worldY;
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quad->br.vertices.x = offset[6] * slot->bone->m00 + offset[7] * slot->bone->m01 + slot->bone->worldX;
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quad->br.vertices.y = offset[6] * slot->bone->m10 + offset[7] * slot->bone->m11 + slot->bone->worldY;
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return quad;
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}
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void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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RegionAttachment_updateQuad(attachment, slot);
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Cocos2dxRegionAttachment* self = SUB_CAST(Cocos2dxRegionAttachment, attachment);
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Cocos2dxSkeleton* skeleton = SUB_CAST(Cocos2dxSkeleton, slot->skeleton);
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// cocos2dx doesn't handle batching for us, so we force a single texture per skeleton.
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skeleton->node->textureAtlas = self->textureAtlas;
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while (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) {
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if (!self->textureAtlas->resizeCapacity(self->textureAtlas->getCapacity() * 2)) return;
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}
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self->textureAtlas->updateQuad(&self->quad, skeleton->node->quadCount++);
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}
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RegionAttachment* RegionAttachment_create (const char* name, AtlasRegion* region) {
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Cocos2dxRegionAttachment* self = NEW(Cocos2dxRegionAttachment);
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_RegionAttachment_init(SUPER(self), name);
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VTABLE(Attachment, self) ->dispose = _Cocos2dxRegionAttachment_dispose;
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VTABLE(Attachment, self) ->draw = _Cocos2dxRegionAttachment_draw;
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Cocos2dxAtlasPage* page = SUB_CAST(Cocos2dxAtlasPage, region->page);
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self->textureAtlas = page->textureAtlas;
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const CCSize& size = page->texture->getContentSizeInPixels();
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float u = region->x / size.width;
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float u2 = (region->x + region->width) / size.width;
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float v = region->y / size.height;
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float v2 = (region->y + region->height) / size.height;
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ccV3F_C4B_T2F_Quad* quad = &self->quad;
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if (region->rotate) {
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quad->tl.texCoords.u = u;
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quad->tl.texCoords.v = v2;
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quad->tr.texCoords.u = u;
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quad->tr.texCoords.v = v;
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quad->br.texCoords.u = u2;
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quad->br.texCoords.v = v;
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quad->bl.texCoords.u = u2;
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quad->bl.texCoords.v = v2;
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} else {
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quad->bl.texCoords.u = u;
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quad->bl.texCoords.v = v2;
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quad->tl.texCoords.u = u;
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quad->tl.texCoords.v = v;
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quad->tr.texCoords.u = u2;
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quad->tr.texCoords.v = v;
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quad->br.texCoords.u = u2;
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quad->br.texCoords.v = v2;
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}
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quad->bl.vertices.z = 0;
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quad->tl.vertices.z = 0;
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quad->tr.vertices.z = 0;
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quad->br.vertices.z = 0;
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return SUPER(self);
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}
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/**/
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char* _Util_readFile (const char* path, int* length) {
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unsigned long size;
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char* data = reinterpret_cast<char*>(CCFileUtils::sharedFileUtils()->getFileData(
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CCFileUtils::sharedFileUtils()->fullPathForFilename(path).c_str(), "r", &size));
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*length = size;
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return data;
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}
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}
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