mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
167 lines
5.7 KiB
C++
167 lines
5.7 KiB
C++
/******************************************************************************
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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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#include <spine/VertexAttachment.h>
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#include <spine/Slot.h>
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#include <spine/Bone.h>
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#include <spine/Skeleton.h>
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using namespace spine;
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RTTI_IMPL(VertexAttachment, Attachment)
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VertexAttachment::VertexAttachment(const String &name) : Attachment(name), _worldVerticesLength(0), _timelineAttachment(this), _id(getNextID()) {
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}
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VertexAttachment::~VertexAttachment() {
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}
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void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, Array<float> &worldVertices, size_t offset,
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size_t stride) {
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computeWorldVertices(skeleton, slot, start, count, worldVertices.buffer(), offset, stride);
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}
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void VertexAttachment::computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
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size_t stride) {
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count = offset + (count >> 1) * stride;
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Array<float> *deformArray = &slot.getAppliedPose().getDeform();
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Array<float> *vertices = &_vertices;
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Array<int> &bones = _bones;
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if (bones.size() == 0) {
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if (deformArray->size() > 0) vertices = deformArray;
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BonePose &bone = slot.getBone().getAppliedPose();
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float x = bone.getWorldX();
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float y = bone.getWorldY();
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float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD();
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for (size_t vv = start, w = offset; w < count; vv += 2, w += stride) {
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float vx = (*vertices)[vv];
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float vy = (*vertices)[vv + 1];
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worldVertices[w] = vx * a + vy * b + x;
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worldVertices[w + 1] = vx * c + vy * d + y;
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}
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return;
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}
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int v = 0, skip = 0;
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for (size_t i = 0; i < start; i += 2) {
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int n = (int) bones[v];
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v += n + 1;
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skip += n;
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}
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Array<Bone *> &skeletonBones = skeleton.getBones();
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if (deformArray->size() == 0) {
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for (size_t w = offset, b = skip * 3; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = (int) bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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Bone *boneP = skeletonBones[bones[v]];
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BonePose &bonePose = boneP->getAppliedPose();
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float vx = (*vertices)[b];
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float vy = (*vertices)[b + 1];
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float weight = (*vertices)[b + 2];
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wx += (vx * bonePose.getA() + vy * bonePose.getB() + bonePose.getWorldX()) * weight;
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wy += (vx * bonePose.getC() + vy * bonePose.getD() + bonePose.getWorldY()) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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} else {
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for (size_t w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = (int) bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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Bone *boneP = skeletonBones[bones[v]];
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BonePose &bonePose = boneP->getAppliedPose();
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float vx = (*vertices)[b] + (*deformArray)[f];
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float vy = (*vertices)[b + 1] + (*deformArray)[f + 1];
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float weight = (*vertices)[b + 2];
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wx += (vx * bonePose.getA() + vy * bonePose.getB() + bonePose.getWorldX()) * weight;
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wy += (vx * bonePose.getC() + vy * bonePose.getD() + bonePose.getWorldY()) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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}
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}
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int VertexAttachment::getId() {
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return _id;
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}
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Array<int> &VertexAttachment::getBones() {
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return _bones;
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}
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void VertexAttachment::setBones(Array<int> &bones) {
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_bones.clearAndAddAll(bones);
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}
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Array<float> &VertexAttachment::getVertices() {
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return _vertices;
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}
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void VertexAttachment::setVertices(Array<float> &vertices) {
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_vertices.clearAndAddAll(vertices);
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}
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size_t VertexAttachment::getWorldVerticesLength() {
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return _worldVerticesLength;
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}
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void VertexAttachment::setWorldVerticesLength(size_t inValue) {
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_worldVerticesLength = inValue;
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}
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Attachment *VertexAttachment::getTimelineAttachment() {
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return _timelineAttachment;
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}
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void VertexAttachment::setTimelineAttachment(Attachment *attachment) {
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_timelineAttachment = attachment;
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}
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int VertexAttachment::getNextID() {
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static int nextID = 0;
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return nextID++;
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}
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void VertexAttachment::copyTo(VertexAttachment &other) {
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other._bones.clearAndAddAll(this->_bones);
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other._vertices.clearAndAddAll(this->_vertices);
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other._worldVerticesLength = this->_worldVerticesLength;
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other._timelineAttachment = this->_timelineAttachment;
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}
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