John b9bd66b36b Updated spine-c, spine-sfml, spine-cocos2d-objc and spine-cocos2dx to 3.2.01
- 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
2016-06-22 15:23:31 +02:00

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C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), 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
* form 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 SOFTWARE 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/Bone.h>
#include <spine/extension.h>
#include <stdio.h>
static int yDown;
void spBone_setYDown (int value) {
yDown = value;
}
int spBone_isYDown () {
return yDown;
}
spBone* spBone_create (spBoneData* data, spSkeleton* skeleton, spBone* parent) {
spBone* self = NEW(spBone);
CONST_CAST(spBoneData*, self->data) = data;
CONST_CAST(spSkeleton*, self->skeleton) = skeleton;
CONST_CAST(spBone*, self->parent) = parent;
spBone_setToSetupPose(self);
return self;
}
void spBone_dispose (spBone* self) {
FREE(self);
}
void spBone_updateWorldTransform (spBone* self) {
spBone_updateWorldTransformWith(self, self->x, self->y, self->rotation, self->scaleX, self->scaleY, self->shearX, self->shearY);
}
void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
float cosine, sine;
float rotationY = rotation + 90 + shearY;
float la = COS_DEG(rotation + shearX) * scaleX, lb = COS_DEG(rotationY) * scaleY;
float lc = SIN_DEG(rotation + shearX) * scaleX, ld = SIN_DEG(rotationY) * scaleY;
float pa, pb, pc, pd, temp;
spBone* parent = self->parent;
CONST_CAST(float, self->appliedRotation) = rotation;
CONST_CAST(float, self->appliedScaleX) = scaleX;
CONST_CAST(float, self->appliedScaleY) = scaleY;
if (!parent) { /* Root bone. */
if (self->skeleton->flipX) {
x = -x;
la = -la;
lb = -lb;
}
if (self->skeleton->flipY != yDown) {
y = -y;
lc = -lc;
ld = -ld;
}
CONST_CAST(float, self->a) = la;
CONST_CAST(float, self->b) = lb;
CONST_CAST(float, self->c) = lc;
CONST_CAST(float, self->d) = ld;
CONST_CAST(float, self->worldX) = x;
CONST_CAST(float, self->worldY) = y;
CONST_CAST(float, self->worldSignX) = scaleX > 0 ? 1.0f : -1.0f;
CONST_CAST(float, self->worldSignY) = scaleY > 0 ? 1.0f : -1.0f;
return;
}
pa = parent->a;
pb = parent->b;
pc = parent->c;
pd = parent->d;
CONST_CAST(float, self->worldX) = pa * x + pb * y + parent->worldX;
CONST_CAST(float, self->worldY) = pc * x + pd * y + parent->worldY;
CONST_CAST(float, self->worldSignX) = parent->worldSignX * (scaleX > 0 ? 1 : -1);
CONST_CAST(float, self->worldSignY) = parent->worldSignY * (scaleY > 0 ? 1 : -1);
if (self->data->inheritRotation && self->data->inheritScale) {
CONST_CAST(float, self->a) = pa * la + pb * lc;
CONST_CAST(float, self->b) = pa * lb + pb * ld;
CONST_CAST(float, self->c) = pc * la + pd * lc;
CONST_CAST(float, self->d) = pc * lb + pd * ld;
} else {
if (self->data->inheritRotation) { /* No scale inheritance. */
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
cosine = COS_DEG(parent->appliedRotation); sine = SIN_DEG(parent->appliedRotation);
temp = pa * cosine + pb * sine;
pb = pa * -sine + pb * cosine;
pa = temp;
temp = pc * cosine + pd * sine;
pd = pc * -sine + pd * cosine;
pc = temp;
if (!parent->data->inheritRotation) break;
parent = parent->parent;
} while (parent);
CONST_CAST(float, self->a) = pa * la + pb * lc;
CONST_CAST(float, self->b) = pa * lb + pb * ld;
CONST_CAST(float, self->c) = pc * la + pd * lc;
CONST_CAST(float, self->d) = pc * lb + pd * ld;
} else if (self->data->inheritScale) { /* No rotation inheritance. */
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
float za, zb, zc, zd;
float r = parent->appliedRotation;
float psx = parent->appliedScaleX; float psy = parent->appliedScaleY;
cosine = COS_DEG(r); sine = SIN_DEG(r);
za = cosine * psx; zb = -sine * psy; zc = sine * psx; zd = cosine * psy;
temp = pa * za + pb * zc;
pb = pa * zb + pb * zd;
pa = temp;
temp = pc * za + pd * zc;
pd = pc * zb + pd * zd;
pc = temp;
if (psx < 0) r = -r;
cosine = COS_DEG(-r);
sine = SIN_DEG(-r);
temp = pa * cosine + pb * sine;
pb = pa * -sine + pb * cosine;
pa = temp;
temp = pc * cosine + pd * sine;
pd = pc * -sine + pd * cosine;
pc = temp;
if (!parent->data->inheritScale) break;
parent = parent->parent;
} while (parent);
CONST_CAST(float, self->a) = pa * la + pb * lc;
CONST_CAST(float, self->b) = pa * lb + pb * ld;
CONST_CAST(float, self->c) = pc * la + pd * lc;
CONST_CAST(float, self->d) = pc * lb + pd * ld;
} else {
CONST_CAST(float, self->a) = la;
CONST_CAST(float, self->b) = lb;
CONST_CAST(float, self->c) = lc;
CONST_CAST(float, self->d) = ld;
}
if (self->skeleton->flipX) {
CONST_CAST(float, self->a) = -self->a;
CONST_CAST(float, self->b) = -self->b;
}
if (self->skeleton->flipY != yDown) {
CONST_CAST(float, self->c) = -self->c;
CONST_CAST(float, self->d) = -self->d;
}
}
}
void spBone_setToSetupPose (spBone* self) {
self->x = self->data->x;
self->y = self->data->y;
self->rotation = self->data->rotation;
self->scaleX = self->data->scaleX;
self->scaleY = self->data->scaleY;
self->shearX = self->data->shearX;
self->shearY = self->data->shearY;
}
float spBone_getWorldRotationX (spBone* self) {
return ATAN2(self->c, self->a) * RAD_DEG;
}
float spBone_getWorldRotationY (spBone* self) {
return ATAN2(self->d, self->b) * RAD_DEG;
}
float spBone_getWorldScaleX (spBone* self) {
return SQRT(self->a * self->a + self->b * self->b) * self->worldSignX;
}
float spBone_getWorldScaleY (spBone* self) {
return SQRT(self->c * self->c + self->d * self->d) * self->worldSignY;
}
void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY) {
float x = worldX - self->worldX, y = worldY - self->worldY;
float a = self->a, b = self->b, c = self->c, d = self->d;
float invDet = 1 / (a * d - b * c);
*localX = (x * d * invDet - y * b * invDet);
*localY = (y * a * invDet - x * c * invDet);
}
void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY) {
float x = localX, y = localY;
*worldX = x * self->a + y * self->b + self->worldX;
*worldY = x * self->c + y * self->d + self->worldY;
}