spine-runtimes/spine-c/src/spine/RegionAttachment.c
NathanSweet d520addb9b Updated license to version 2.
Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent!

Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license.

With this fixed, I hope we never need to change the license again!
2014-01-11 21:07:28 +01:00

116 lines
5.1 KiB
C

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
* otherwise create derivative works, improvements of the Software or develop
* new applications using the Software or (b) remove, delete, alter or obscure
* any trademarks or any copyright, trademark, patent or other intellectual
* property or proprietary rights notices on or in the Software, including
* any copy thereof. Redistributions in binary or source code must include
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/RegionAttachment.h>
#include <spine/extension.h>
void _spRegionAttachment_dispose (spAttachment* attachment) {
spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
_spAttachment_deinit(attachment);
FREE(self);
}
spRegionAttachment* spRegionAttachment_create (const char* name) {
spRegionAttachment* self = NEW(spRegionAttachment);
self->scaleX = 1;
self->scaleY = 1;
_spAttachment_init(SUPER(self), name, ATTACHMENT_REGION, _spRegionAttachment_dispose);
return self;
}
void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
if (rotate) {
self->uvs[VERTEX_X2] = u;
self->uvs[VERTEX_Y2] = v2;
self->uvs[VERTEX_X3] = u;
self->uvs[VERTEX_Y3] = v;
self->uvs[VERTEX_X4] = u2;
self->uvs[VERTEX_Y4] = v;
self->uvs[VERTEX_X1] = u2;
self->uvs[VERTEX_Y1] = v2;
} else {
self->uvs[VERTEX_X1] = u;
self->uvs[VERTEX_Y1] = v2;
self->uvs[VERTEX_X2] = u;
self->uvs[VERTEX_Y2] = v;
self->uvs[VERTEX_X3] = u2;
self->uvs[VERTEX_Y3] = v;
self->uvs[VERTEX_X4] = u2;
self->uvs[VERTEX_Y4] = v2;
}
}
void spRegionAttachment_updateOffset (spRegionAttachment* self) {
float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
float localX2 = localX + self->regionWidth * regionScaleX;
float localY2 = localY + self->regionHeight * regionScaleY;
float radians = (float)(self->rotation * 3.1415926535897932385 / 180);
#ifdef __STDC_VERSION__
float cosine = cosf(radians);
float sine = sinf(radians);
#else
float cosine = (float)cos(radians);
float sine = (float)sin(radians);
#endif
float localXCos = localX * cosine + self->x;
float localXSin = localX * sine;
float localYCos = localY * cosine + self->y;
float localYSin = localY * sine;
float localX2Cos = localX2 * cosine + self->x;
float localX2Sin = localX2 * sine;
float localY2Cos = localY2 * cosine + self->y;
float localY2Sin = localY2 * sine;
self->offset[VERTEX_X1] = localXCos - localYSin;
self->offset[VERTEX_Y1] = localYCos + localXSin;
self->offset[VERTEX_X2] = localXCos - localY2Sin;
self->offset[VERTEX_Y2] = localY2Cos + localXSin;
self->offset[VERTEX_X3] = localX2Cos - localY2Sin;
self->offset[VERTEX_Y3] = localY2Cos + localX2Sin;
self->offset[VERTEX_X4] = localX2Cos - localYSin;
self->offset[VERTEX_Y4] = localYCos + localX2Sin;
}
void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, float x, float y, spBone* bone, float* vertices) {
float* offset = self->offset;
x += bone->worldX;
y += bone->worldY;
vertices[VERTEX_X1] = offset[VERTEX_X1] * bone->m00 + offset[VERTEX_Y1] * bone->m01 + x;
vertices[VERTEX_Y1] = offset[VERTEX_X1] * bone->m10 + offset[VERTEX_Y1] * bone->m11 + y;
vertices[VERTEX_X2] = offset[VERTEX_X2] * bone->m00 + offset[VERTEX_Y2] * bone->m01 + x;
vertices[VERTEX_Y2] = offset[VERTEX_X2] * bone->m10 + offset[VERTEX_Y2] * bone->m11 + y;
vertices[VERTEX_X3] = offset[VERTEX_X3] * bone->m00 + offset[VERTEX_Y3] * bone->m01 + x;
vertices[VERTEX_Y3] = offset[VERTEX_X3] * bone->m10 + offset[VERTEX_Y3] * bone->m11 + y;
vertices[VERTEX_X4] = offset[VERTEX_X4] * bone->m00 + offset[VERTEX_Y4] * bone->m01 + x;
vertices[VERTEX_Y4] = offset[VERTEX_X4] * bone->m10 + offset[VERTEX_Y4] * bone->m11 + y;
}