mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-15 11:31:37 +08:00
- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes - Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes - Updated all spine-c based runtime READMEs with new usage and example instructions - Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated - Renamed spine-cocos2d-iphone to spine-cocos2d-iphone Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory Added Visual Studio support to CMake build Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00 * Added CMake build for spine-c and spine-sfml * Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still * Added transform constraint rotate, scale, and shear offsets and mixes * Added spTransformConstraintTimeline * Added bone shearing * Added spShearTimeline * Changed spSkeleton_updateCache * Changed JSON format, see http://esotericsoftware.com/spine-json-format Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet Fixed spine-cocos2dx Visual Studio projects Reworked cocos2dx dependency resolution Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example Updated spine-sfml README with instructions for Windows Updated spine-sfml README with instructions for Linux and Mac OS X Fixed README formatting More formatting, sorry, can't preview markdown... More README changes Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README Updated spine-cocos2d-objc README Added context when exceptions are thrown during attachment and animation parsing. Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version. [Unity] Update BoneFollower Added coverting linkedmesh to weightedlinkedmesh. [LUA] AnimationState trackCount bugfixes (#466) * resolved conflict * made trackCount keep count, not maximum track index. Prettier with varargs. Updated .gitignore to exclude cocos2dx dependencies Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
130 lines
4.4 KiB
C++
130 lines
4.4 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/SkeletonBatch.h>
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#include <spine/extension.h>
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#include <algorithm>
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USING_NS_CC;
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using std::max;
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namespace spine {
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static SkeletonBatch* instance = nullptr;
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void SkeletonBatch::setBufferSize (int vertexCount) {
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if (instance) delete instance;
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instance = new SkeletonBatch(vertexCount);
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}
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SkeletonBatch* SkeletonBatch::getInstance () {
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if (!instance) instance = new SkeletonBatch(8192);
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return instance;
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}
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SkeletonBatch::SkeletonBatch (int capacity) :
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_capacity(capacity), _position(0)
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{
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_buffer = new V3F_C4B_T2F[capacity];
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_firstCommand = new Command();
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_command = _firstCommand;
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Director::getInstance()->getScheduler()->scheduleUpdate(this, -1, false);
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}
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SkeletonBatch::~SkeletonBatch () {
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Director::getInstance()->getScheduler()->unscheduleUpdate(this);
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Command* command = _firstCommand;
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while (command) {
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Command* next = command->next;
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delete command;
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command = next;
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}
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delete [] _buffer;
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}
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void SkeletonBatch::update (float delta) {
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_position = 0;
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_command = _firstCommand;
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}
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void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
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BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
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) {
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if (_position + triangles.vertCount > _capacity) {
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int newCapacity = max(_capacity + _capacity / 2, _position + triangles.vertCount);
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V3F_C4B_T2F* newBuffer = new V3F_C4B_T2F[newCapacity];
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memcpy(newBuffer, _buffer, _position);
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int newPosition = 0;
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Command* command = _firstCommand;
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while (newPosition < _position) {
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command->triangles->verts = newBuffer + newPosition;
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newPosition += command->triangles->vertCount;
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command = command->next;
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}
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delete [] _buffer;
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_buffer = newBuffer;
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_capacity = newCapacity;
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}
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memcpy(_buffer + _position, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
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_command->triangles->verts = _buffer + _position;
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_position += triangles.vertCount;
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_command->triangles->vertCount = triangles.vertCount;
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_command->triangles->indexCount = triangles.indexCount;
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_command->triangles->indices = triangles.indices;
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_command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform, transformFlags);
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renderer->addCommand(_command->trianglesCommand);
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if (!_command->next) _command->next = new Command();
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_command = _command->next;
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}
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SkeletonBatch::Command::Command () :
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next(nullptr)
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{
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trianglesCommand = new TrianglesCommand();
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triangles = new TrianglesCommand::Triangles();
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}
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SkeletonBatch::Command::~Command () {
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delete triangles;
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delete trianglesCommand;
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}
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}
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