/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifdef SPINE_UE4 #include "SpinePluginPrivatePCH.h" #endif #include #include #include #include using namespace spine; RTTI_IMPL(VertexAttachment, Attachment) VertexAttachment::VertexAttachment(const String &name) : Attachment(name), _worldVerticesLength(0), _deformAttachment(this), _id(getNextID()) { } VertexAttachment::~VertexAttachment() { } void VertexAttachment::computeWorldVertices(Slot &slot, Vector &worldVertices) { computeWorldVertices(slot, 0, _worldVerticesLength, worldVertices, 0); } void VertexAttachment::computeWorldVertices(Slot &slot, float *worldVertices) { computeWorldVertices(slot, 0, _worldVerticesLength, worldVertices, 0); } void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, Vector &worldVertices, size_t offset, size_t stride) { computeWorldVertices(slot, start, count, worldVertices.buffer(), offset, stride); } void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset, size_t stride) { count = offset + (count >> 1) * stride; Skeleton &skeleton = slot._bone._skeleton; Vector *deformArray = &slot.getDeform(); Vector *vertices = &_vertices; Vector &bones = _bones; if (bones.size() == 0) { if (deformArray->size() > 0) vertices = deformArray; Bone &bone = slot._bone; float x = bone._worldX; float y = bone._worldY; float a = bone._a, b = bone._b, c = bone._c, d = bone._d; for (size_t vv = start, w = offset; w < count; vv += 2, w += stride) { float vx = (*vertices)[vv]; float vy = (*vertices)[vv + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } int v = 0, skip = 0; for (size_t i = 0; i < start; i += 2) { int n = bones[v]; v += n + 1; skip += n; } Vector &skeletonBones = skeleton.getBones(); if (deformArray->size() == 0) { for (size_t w = offset, b = skip * 3; w < count; w += stride) { float wx = 0, wy = 0; int n = bones[v++]; n += v; for (; v < n; v++, b += 3) { Bone *boneP = skeletonBones[bones[v]]; Bone &bone = *boneP; float vx = (*vertices)[b]; float vy = (*vertices)[b + 1]; float weight = (*vertices)[b + 2]; wx += (vx * bone._a + vy * bone._b + bone._worldX) * weight; wy += (vx * bone._c + vy * bone._d + bone._worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } else { for (size_t w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { float wx = 0, wy = 0; int n = bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { Bone *boneP = skeletonBones[bones[v]]; Bone &bone = *boneP; float vx = (*vertices)[b] + (*deformArray)[f]; float vy = (*vertices)[b + 1] + (*deformArray)[f + 1]; float weight = (*vertices)[b + 2]; wx += (vx * bone._a + vy * bone._b + bone._worldX) * weight; wy += (vx * bone._c + vy * bone._d + bone._worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } } int VertexAttachment::getId() { return _id; } Vector &VertexAttachment::getBones() { return _bones; } Vector &VertexAttachment::getVertices() { return _vertices; } size_t VertexAttachment::getWorldVerticesLength() { return _worldVerticesLength; } void VertexAttachment::setWorldVerticesLength(size_t inValue) { _worldVerticesLength = inValue; } VertexAttachment* VertexAttachment::getDeformAttachment() { return _deformAttachment; } void VertexAttachment::setDeformAttachment(VertexAttachment* attachment) { _deformAttachment = attachment; } int VertexAttachment::getNextID() { static int nextID = 0; return (nextID++ & 65535) << 11; } void VertexAttachment::copyTo(VertexAttachment* other) { other->_bones.clearAndAddAll(this->_bones); other->_vertices.clearAndAddAll(this->_vertices); other->_worldVerticesLength = this->_worldVerticesLength; other->_deformAttachment = this->_deformAttachment; }