spine-runtimes/spine-ios/Sources/SpineiOS/Extensions/RenderCommand+Vertices.swift
Mario Zechner ecbd700af4 Restructure spine-ios modules: SpineC, SpineSwift, SpineiOS
- Created clean module separation:
  - SpineC: C/C++ compilation only (working)
  - SpineSwift: Generated Swift bindings + platform-agnostic API
  - SpineiOS: iOS-specific UI components only
- Updated Package.swift with proper target structure
- Moved generated Swift files to SpineSwift/Generated
- Removed redundant SpineModule
- Created test with skeleton_drawable_test.swift ported from Dart
- Test successfully runs using SpineC module directly
- Note: SpineSwift has Objective-C selector conflicts to be fixed
2025-08-11 19:07:29 +02:00

73 lines
3.1 KiB
Swift

/******************************************************************************
* 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
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* 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
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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*****************************************************************************/
import Foundation
import SpineShadersStructs
import simd
extension RenderCommand {
func getVertices() -> [SpineVertex] {
var vertices = [SpineVertex]()
let indices = indices
let numVertices = numVertices
let positions = positions(numVertices: numVertices)
let uvs = uvs(numVertices: numVertices)
let colors = colors(numVertices: numVertices)
vertices.reserveCapacity(indices.count)
for i in 0..<indices.count {
let index = Int(indices[i])
let xIndex = 2 * index
let yIndex = xIndex + 1
let position = SIMD2<Float>(positions[xIndex], positions[yIndex])
let uv = SIMD2<Float>(uvs[xIndex], uvs[yIndex])
let color = extractRGBA(from: colors[index])
let vertex = SpineVertex(
position: position,
color: color,
uv: uv
)
vertices.append(vertex)
}
return vertices
}
private func extractRGBA(from color: Int32) -> SIMD4<Float> {
guard color != -1 else {
return SIMD4<Float>(1.0, 1.0, 1.0, 1.0)
}
let alpha = Float((color >> 24) & 0xFF) / 255.0
let red = Float((color >> 16) & 0xFF) / 255.0
let green = Float((color >> 8) & 0xFF) / 255.0
let blue = Float(color & 0xFF) / 255.0
return SIMD4<Float>(red, green, blue, alpha)
}
}