spine-runtimes/spine-cpp/src/spine/VertexAttachment.cpp

167 lines
5.7 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
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*
* 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
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*****************************************************************************/
#include <spine/VertexAttachment.h>
#include <spine/Slot.h>
#include <spine/Bone.h>
#include <spine/Skeleton.h>
using namespace spine;
RTTI_IMPL(VertexAttachment, Attachment)
VertexAttachment::VertexAttachment(const String &name) : Attachment(name), _worldVerticesLength(0), _timelineAttachment(this), _id(getNextID()) {
}
VertexAttachment::~VertexAttachment() {
}
void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, Array<float> &worldVertices, size_t offset,
size_t stride) {
computeWorldVertices(skeleton, slot, start, count, worldVertices.buffer(), offset, stride);
}
void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride) {
count = offset + (count >> 1) * stride;
Array<float> *deformArray = &slot.getAppliedPose().getDeform();
Array<float> *vertices = &_vertices;
Array<int> &bones = _bones;
if (bones.size() == 0) {
if (deformArray->size() > 0) vertices = deformArray;
BonePose &bone = slot.getBone().getAppliedPose();
float x = bone.getWorldX();
float y = bone.getWorldY();
float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD();
for (size_t vv = start, w = offset; w < count; vv += 2, w += stride) {
float vx = (*vertices)[vv];
float vy = (*vertices)[vv + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
int v = 0, skip = 0;
for (size_t i = 0; i < start; i += 2) {
int n = (int) bones[v];
v += n + 1;
skip += n;
}
Array<Bone *> &skeletonBones = skeleton.getBones();
if (deformArray->size() == 0) {
for (size_t w = offset, b = skip * 3; w < count; w += stride) {
float wx = 0, wy = 0;
int n = (int) bones[v++];
n += v;
for (; v < n; v++, b += 3) {
Bone *boneP = skeletonBones[bones[v]];
BonePose &bonePose = boneP->getAppliedPose();
float vx = (*vertices)[b];
float vy = (*vertices)[b + 1];
float weight = (*vertices)[b + 2];
wx += (vx * bonePose.getA() + vy * bonePose.getB() + bonePose.getWorldX()) * weight;
wy += (vx * bonePose.getC() + vy * bonePose.getD() + bonePose.getWorldY()) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
for (size_t w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
float wx = 0, wy = 0;
int n = (int) bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
Bone *boneP = skeletonBones[bones[v]];
BonePose &bonePose = boneP->getAppliedPose();
float vx = (*vertices)[b] + (*deformArray)[f];
float vy = (*vertices)[b + 1] + (*deformArray)[f + 1];
float weight = (*vertices)[b + 2];
wx += (vx * bonePose.getA() + vy * bonePose.getB() + bonePose.getWorldX()) * weight;
wy += (vx * bonePose.getC() + vy * bonePose.getD() + bonePose.getWorldY()) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
int VertexAttachment::getId() {
return _id;
}
Array<int> &VertexAttachment::getBones() {
return _bones;
}
void VertexAttachment::setBones(Array<int> &bones) {
_bones.clearAndAddAll(bones);
}
Array<float> &VertexAttachment::getVertices() {
return _vertices;
}
void VertexAttachment::setVertices(Array<float> &vertices) {
_vertices.clearAndAddAll(vertices);
}
size_t VertexAttachment::getWorldVerticesLength() {
return _worldVerticesLength;
}
void VertexAttachment::setWorldVerticesLength(size_t inValue) {
_worldVerticesLength = inValue;
}
Attachment *VertexAttachment::getTimelineAttachment() {
return _timelineAttachment;
}
void VertexAttachment::setTimelineAttachment(Attachment *attachment) {
_timelineAttachment = attachment;
}
int VertexAttachment::getNextID() {
static int nextID = 0;
return nextID++;
}
void VertexAttachment::copyTo(VertexAttachment &other) {
other._bones.clearAndAddAll(this->_bones);
other._vertices.clearAndAddAll(this->_vertices);
other._worldVerticesLength = this->_worldVerticesLength;
other._timelineAttachment = this->_timelineAttachment;
}