mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
- Remove AnimationStateWrapper (no longer needed with new SpineSwift API) - Replace Spine.Generated+Extensions.swift with simplified SpineSwiftExtensions.swift - Update SpineiOS to use SpineSwift API instead of direct SpineC calls - Fix namespace conflicts (ContentMode → SpineContentMode, Alignment → SpineAlignment) - Update texture mapping to use atlas page index from RenderCommand pointer - Fix all Example app API calls to match new SpineSwift generated API: - setAnimationByName → setAnimation - addAnimationByName → addAnimation - slot.color → slot.appliedPose.color.set() - EventType enum cases instead of constants - Physics enum with qualified name to avoid conflicts - setSkin2() instead of property assignment - Array iteration using indices instead of for-in - bone.worldX → bone.appliedPose.worldX - Update Objective-C imports from Spine to SpineiOS module Note: SimpleAnimationViewController.m still needs updates for full ObjC compatibility
78 lines
3.4 KiB
Swift
78 lines
3.4 KiB
Swift
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import Foundation
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import SpineSwift
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import SpineShadersStructs
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import simd
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extension RenderCommand {
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func getVertices() -> [SpineVertex] {
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var vertices = [SpineVertex]()
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let numVerts = Int(numVertices)
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let numInds = Int(numIndices)
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guard let indicesPtr = indices,
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let positionsPtr = positions,
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let uvsPtr = uvs,
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let colorsPtr = colors else {
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return vertices
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}
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let indicesArray = Array(UnsafeBufferPointer(start: indicesPtr, count: numInds))
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let positionsArray = Array(UnsafeBufferPointer(start: positionsPtr, count: numVerts * 2))
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let uvsArray = Array(UnsafeBufferPointer(start: uvsPtr, count: numVerts * 2))
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let colorsArray = Array(UnsafeBufferPointer(start: colorsPtr, count: numVerts))
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vertices.reserveCapacity(numInds)
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for i in 0..<numInds {
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let index = Int(indicesArray[i])
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let xIndex = 2 * index
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let yIndex = xIndex + 1
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let position = SIMD2<Float>(positionsArray[xIndex], positionsArray[yIndex])
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let uv = SIMD2<Float>(uvsArray[xIndex], uvsArray[yIndex])
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let color = extractRGBA(from: colorsArray[index])
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let vertex = SpineVertex(
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position: position,
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color: color,
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uv: uv
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)
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vertices.append(vertex)
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}
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return vertices
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}
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private func extractRGBA(from color: UInt32) -> SIMD4<Float> {
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let alpha = Float((color >> 24) & 0xFF) / 255.0
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let red = Float((color >> 16) & 0xFF) / 255.0
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let green = Float((color >> 8) & 0xFF) / 255.0
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let blue = Float(color & 0xFF) / 255.0
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return SIMD4<Float>(red, green, blue, alpha)
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}
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}
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