/****************************************************************************** * 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 using namespace spine; JitterVertexEffect::JitterVertexEffect(float jitterX, float jitterY): _jitterX(jitterX), _jitterY(jitterY) { } void JitterVertexEffect::begin(Skeleton &skeleton) { SP_UNUSED(skeleton); } void JitterVertexEffect::transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) { SP_UNUSED(u); SP_UNUSED(v); SP_UNUSED(light); SP_UNUSED(dark); float jitterX = _jitterX; float jitterY = _jitterY; x += MathUtil::randomTriangular(-jitterX, jitterX); y += MathUtil::randomTriangular(-jitterX, jitterY); } void JitterVertexEffect::end() { } void JitterVertexEffect::setJitterX(float jitterX) { _jitterX = jitterX; } float JitterVertexEffect::getJitterX() { return _jitterX; } void JitterVertexEffect::setJitterY(float jitterY) { _jitterY = jitterY; } float JitterVertexEffect::getJitterY() { return _jitterY; } SwirlVertexEffect::SwirlVertexEffect(float radius, Interpolation &interpolation): _centerX(0), _centerY(0), _radius(radius), _angle(0), _worldX(0), _worldY(0), _interpolation(interpolation) { } void SwirlVertexEffect::begin(Skeleton &skeleton) { _worldX = skeleton.getX() + _centerX; _worldY = skeleton.getY() + _centerY; } void SwirlVertexEffect::transform(float &positionX, float &positionY, float &u, float &v, Color &light, Color &dark) { SP_UNUSED(u); SP_UNUSED(v); SP_UNUSED(light); SP_UNUSED(dark); float x = positionX - _worldX; float y = positionY - _worldY; float dist = (float)MathUtil::sqrt(x * x + y * y); if (dist < _radius) { float theta = _interpolation.interpolate(0, _angle, (_radius - dist) / _radius); float cos = MathUtil::cos(theta), sin = MathUtil::sin(theta); positionX = cos * x - sin * y + _worldX; positionY = sin * x + cos * y + _worldY; } } void SwirlVertexEffect::end() { } void SwirlVertexEffect::setCenterX(float centerX) { _centerX = centerX; } float SwirlVertexEffect::getCenterX() { return _centerX; } void SwirlVertexEffect::setCenterY(float centerY) { _centerY = centerY; } float SwirlVertexEffect::getCenterY() { return _centerY; } void SwirlVertexEffect::setRadius(float radius) { _radius = radius; } float SwirlVertexEffect::getRadius() { return _radius; } void SwirlVertexEffect::setAngle(float angle) { _angle = angle * MathUtil::Deg_Rad; } float SwirlVertexEffect::getAngle() { return _angle; } void SwirlVertexEffect::setWorldX(float worldX) { _worldX = worldX; } float SwirlVertexEffect::getWorldX() { return _worldX; } void SwirlVertexEffect::setWorldY(float worldY) { _worldY = worldY; } float SwirlVertexEffect::getWorldY() { return _worldY; }