mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-20 08:46:43 +08:00
358 lines
13 KiB
Objective-C
358 lines
13 KiB
Objective-C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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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#import <spine/SkeletonRenderer.h>
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#import <spine/spine-cocos2d-iphone.h>
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#import <spine/extension.h>
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#import <spine/PolygonBatch.h>
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static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
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@interface SkeletonRenderer (Private)
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- (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
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@end
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@implementation SkeletonRenderer
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@synthesize skeleton = _skeleton;
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@synthesize rootBone = _rootBone;
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@synthesize debugSlots = _debugSlots;
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@synthesize debugBones = _debugBones;
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+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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return [[[self alloc] initWithData:skeletonData ownsSkeletonData:ownsSkeletonData] autorelease];
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}
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale {
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return [[[self alloc] initWithFile:skeletonDataFile atlas:atlas scale:scale] autorelease];
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}
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+ (id) skeletonWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
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return [[[self alloc] initWithFile:skeletonDataFile atlasFile:atlasFile scale:scale] autorelease];
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}
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- (void) initialize:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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_ownsSkeletonData = ownsSkeletonData;
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worldVertices = MALLOC(float, 1000); // Max number of vertices per mesh.
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batch = [[spPolygonBatch createWithCapacity:2000] retain]; // Max number of vertices and triangles per batch.
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_skeleton = spSkeleton_create(skeletonData);
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_rootBone = _skeleton->bones[0];
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_blendFunc.src = GL_ONE;
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_blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
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[self setOpacityModifyRGB:YES];
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[self setShaderProgram:[[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionTextureColor]];
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[self scheduleUpdate];
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}
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- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
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NSAssert(skeletonData, @"skeletonData cannot be null.");
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self = [super init];
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if (!self) return nil;
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[self initialize:skeletonData ownsSkeletonData:ownsSkeletonData];
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return self;
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}
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- (id) initWithFile:(NSString*)skeletonDataFile atlas:(spAtlas*)atlas scale:(float)scale {
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self = [super init];
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if (!self) return nil;
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spSkeletonJson* json = spSkeletonJson_create(atlas);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
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NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
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spSkeletonJson_dispose(json);
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if (!skeletonData) return 0;
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[self initialize:skeletonData ownsSkeletonData:YES];
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return self;
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}
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- (id) initWithFile:(NSString*)skeletonDataFile atlasFile:(NSString*)atlasFile scale:(float)scale {
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self = [super init];
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if (!self) return nil;
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_atlas = spAtlas_createFromFile([atlasFile UTF8String], 0);
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NSAssert(_atlas, ([NSString stringWithFormat:@"Error reading atlas file: %@", atlasFile]));
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if (!_atlas) return 0;
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spSkeletonJson* json = spSkeletonJson_create(_atlas);
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json->scale = scale;
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spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, [skeletonDataFile UTF8String]);
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NSAssert(skeletonData, ([NSString stringWithFormat:@"Error reading skeleton data file: %@\nError: %s", skeletonDataFile, json->error]));
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spSkeletonJson_dispose(json);
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if (!skeletonData) return 0;
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[self initialize:skeletonData ownsSkeletonData:YES];
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return self;
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}
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- (void) dealloc {
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if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
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if (_atlas) spAtlas_dispose(_atlas);
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spSkeleton_dispose(_skeleton);
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[batch release];
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FREE(worldVertices);
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[super dealloc];
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}
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- (void) draw {
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CC_NODE_DRAW_SETUP();
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ccGLBindVAO(0);
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ccColor3B nodeColor = self.color;
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_skeleton->r = nodeColor.r / (float)255;
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_skeleton->g = nodeColor.g / (float)255;
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_skeleton->b = nodeColor.b / (float)255;
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_skeleton->a = self.opacity / (float)255;
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int additive = -1;
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ccColor4B color;
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const float* uvs = 0;
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int verticesCount = 0;
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const int* triangles = 0;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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for (int i = 0, n = _skeleton->slotCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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CCTexture2D *texture = 0;
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switch (slot->attachment->type) {
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case SP_ATTACHMENT_REGION: {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
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texture = [self getTextureForRegion:attachment];
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uvs = attachment->uvs;
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verticesCount = 8;
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triangles = quadTriangles;
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trianglesCount = 6;
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r = attachment->r;
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g = attachment->g;
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b = attachment->b;
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a = attachment->a;
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break;
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}
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case SP_ATTACHMENT_MESH: {
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spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
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spMeshAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
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texture = [self getTextureForMesh:attachment];
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uvs = attachment->uvs;
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verticesCount = attachment->verticesCount;
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triangles = attachment->triangles;
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trianglesCount = attachment->trianglesCount;
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r = attachment->r;
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g = attachment->g;
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b = attachment->b;
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a = attachment->a;
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break;
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}
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case SP_ATTACHMENT_SKINNED_MESH: {
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spSkinnedMeshAttachment* attachment = (spSkinnedMeshAttachment*)slot->attachment;
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spSkinnedMeshAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
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texture = [self getTextureForSkinnedMesh:attachment];
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uvs = attachment->uvs;
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verticesCount = attachment->uvsCount;
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triangles = attachment->triangles;
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trianglesCount = attachment->trianglesCount;
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r = attachment->r;
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g = attachment->g;
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b = attachment->b;
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a = attachment->a;
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break;
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}
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default: ;
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}
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if (texture) {
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if (slot->data->additiveBlending != additive) {
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[batch flush];
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ccGLBlendFunc(_blendFunc.src, slot->data->additiveBlending ? GL_ONE : _blendFunc.dst);
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additive = slot->data->additiveBlending;
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}
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color.a = _skeleton->a * slot->a * a * 255;
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float multiplier = _premultipliedAlpha ? color.a : 255;
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color.r = _skeleton->r * slot->r * r * multiplier;
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color.g = _skeleton->g * slot->g * g * multiplier;
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color.b = _skeleton->b * slot->b * b * multiplier;
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[batch add:texture vertices:worldVertices uvs:uvs verticesCount:verticesCount
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triangles:triangles trianglesCount:trianglesCount color:&color];
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}
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}
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[batch flush];
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if (_debugSlots) {
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// Slots.
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ccDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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CGPoint points[4];
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for (int i = 0, n = _skeleton->slotCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
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points[0] = ccp(worldVertices[0], worldVertices[1]);
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points[1] = ccp(worldVertices[2], worldVertices[3]);
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points[2] = ccp(worldVertices[4], worldVertices[5]);
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points[3] = ccp(worldVertices[6], worldVertices[7]);
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ccDrawPoly(points, 4, true);
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}
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}
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if (_debugBones) {
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// Bone lengths.
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glLineWidth(2);
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ccDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = _skeleton->boneCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y));
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}
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// Bone origins.
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ccPointSize(4);
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ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = _skeleton->boneCount; i < n; i++) {
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spBone *bone = _skeleton->bones[i];
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ccDrawPoint(ccp(bone->worldX, bone->worldY));
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if (i == 0) ccDrawColor4B(0, 255, 0, 255);
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}
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}
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}
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- (CCTexture2D*) getTextureForRegion:(spRegionAttachment*)attachment {
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return (CCTexture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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- (CCTexture2D*) getTextureForMesh:(spMeshAttachment*)attachment {
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return (CCTexture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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- (CCTexture2D*) getTextureForSkinnedMesh:(spSkinnedMeshAttachment*)attachment {
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return (CCTexture2D*)((spAtlasRegion*)attachment->rendererObject)->page->rendererObject;
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}
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- (CGRect) boundingBox {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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float scaleX = self.scaleX, scaleY = self.scaleY;
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for (int i = 0; i < _skeleton->slotCount; ++i) {
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spSlot* slot = _skeleton->slots[i];
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if (!slot->attachment) continue;
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int verticesCount;
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if (slot->attachment->type == SP_ATTACHMENT_REGION) {
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
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verticesCount = 8;
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} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
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spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
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spMeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
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verticesCount = mesh->verticesCount;
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} else if (slot->attachment->type == SP_ATTACHMENT_SKINNED_MESH) {
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spSkinnedMeshAttachment* mesh = (spSkinnedMeshAttachment*)slot->attachment;
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spSkinnedMeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
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verticesCount = mesh->uvsCount;
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} else
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continue;
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for (int ii = 0; ii < verticesCount; ii += 2) {
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float x = worldVertices[ii] * scaleX, y = worldVertices[ii + 1] * scaleY;
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minX = min(minX, x);
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minY = min(minY, y);
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maxX = max(maxX, x);
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maxY = max(maxY, y);
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}
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}
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minX = self.position.x + minX;
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minY = self.position.y + minY;
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maxX = self.position.x + maxX;
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maxY = self.position.y + maxY;
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return CGRectMake(minX, minY, maxX - minX, maxY - minY);
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}
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// --- Convenience methods for Skeleton_* functions.
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- (void) updateWorldTransform {
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spSkeleton_updateWorldTransform(_skeleton);
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}
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- (void) setToSetupPose {
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spSkeleton_setToSetupPose(_skeleton);
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}
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- (void) setBonesToSetupPose {
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spSkeleton_setBonesToSetupPose(_skeleton);
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}
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- (void) setSlotsToSetupPose {
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spSkeleton_setSlotsToSetupPose(_skeleton);
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}
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- (spBone*) findBone:(NSString*)boneName {
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return spSkeleton_findBone(_skeleton, [boneName UTF8String]);
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}
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- (spSlot*) findSlot:(NSString*)slotName {
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return spSkeleton_findSlot(_skeleton, [slotName UTF8String]);
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}
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- (bool) setSkin:(NSString*)skinName {
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return (bool)spSkeleton_setSkinByName(_skeleton, skinName ? [skinName UTF8String] : 0);
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}
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- (spAttachment*) getAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName {
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return spSkeleton_getAttachmentForSlotName(_skeleton, [slotName UTF8String], [attachmentName UTF8String]);
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}
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- (bool) setAttachment:(NSString*)slotName attachmentName:(NSString*)attachmentName {
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return (bool)spSkeleton_setAttachment(_skeleton, [slotName UTF8String], [attachmentName UTF8String]);
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}
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// --- CCBlendProtocol
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- (void) setBlendFunc:(ccBlendFunc)func {
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self.blendFunc = func;
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}
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- (ccBlendFunc) blendFunc {
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return _blendFunc;
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}
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- (void) setOpacityModifyRGB:(BOOL)value {
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_premultipliedAlpha = value;
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}
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- (BOOL) doesOpacityModifyRGB {
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return _premultipliedAlpha;
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}
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@end
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