mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 06:51:08 +00:00
160 lines
4.4 KiB
C++
160 lines
4.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/VertexEffect.h>
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#include <spine/MathUtil.h>
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#include <spine/Skeleton.h>
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using namespace spine;
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JitterVertexEffect::JitterVertexEffect(float jitterX, float jitterY): _jitterX(jitterX), _jitterY(jitterY) {
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}
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void JitterVertexEffect::begin(Skeleton &skeleton) {
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SP_UNUSED(skeleton);
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}
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void JitterVertexEffect::transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) {
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SP_UNUSED(u);
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SP_UNUSED(v);
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SP_UNUSED(light);
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SP_UNUSED(dark);
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float jitterX = _jitterX;
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float jitterY = _jitterY;
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x += MathUtil::randomTriangular(-jitterX, jitterX);
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y += MathUtil::randomTriangular(-jitterX, jitterY);
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}
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void JitterVertexEffect::end() {
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}
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void JitterVertexEffect::setJitterX(float jitterX) {
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_jitterX = jitterX;
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}
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float JitterVertexEffect::getJitterX() {
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return _jitterX;
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}
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void JitterVertexEffect::setJitterY(float jitterY) {
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_jitterY = jitterY;
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}
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float JitterVertexEffect::getJitterY() {
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return _jitterY;
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}
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SwirlVertexEffect::SwirlVertexEffect(float radius, Interpolation &interpolation):
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_centerX(0),
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_centerY(0),
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_radius(radius),
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_angle(0),
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_worldX(0),
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_worldY(0),
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_interpolation(interpolation) {
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}
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void SwirlVertexEffect::begin(Skeleton &skeleton) {
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_worldX = skeleton.getX() + _centerX;
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_worldY = skeleton.getY() + _centerY;
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}
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void SwirlVertexEffect::transform(float &positionX, float &positionY, float &u, float &v, Color &light, Color &dark) {
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SP_UNUSED(u);
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SP_UNUSED(v);
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SP_UNUSED(light);
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SP_UNUSED(dark);
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float x = positionX - _worldX;
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float y = positionY - _worldY;
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float dist = (float)MathUtil::sqrt(x * x + y * y);
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if (dist < _radius) {
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float theta = _interpolation.interpolate(0, _angle, (_radius - dist) / _radius);
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float cos = MathUtil::cos(theta), sin = MathUtil::sin(theta);
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positionX = cos * x - sin * y + _worldX;
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positionY = sin * x + cos * y + _worldY;
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}
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}
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void SwirlVertexEffect::end() {
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}
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void SwirlVertexEffect::setCenterX(float centerX) {
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_centerX = centerX;
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}
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float SwirlVertexEffect::getCenterX() {
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return _centerX;
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}
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void SwirlVertexEffect::setCenterY(float centerY) {
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_centerY = centerY;
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}
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float SwirlVertexEffect::getCenterY() {
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return _centerY;
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}
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void SwirlVertexEffect::setRadius(float radius) {
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_radius = radius;
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}
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float SwirlVertexEffect::getRadius() {
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return _radius;
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}
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void SwirlVertexEffect::setAngle(float angle) {
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_angle = angle * MathUtil::Deg_Rad;
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}
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float SwirlVertexEffect::getAngle() {
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return _angle;
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}
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void SwirlVertexEffect::setWorldX(float worldX) {
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_worldX = worldX;
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}
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float SwirlVertexEffect::getWorldX() {
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return _worldX;
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}
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void SwirlVertexEffect::setWorldY(float worldY) {
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_worldY = worldY;
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}
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float SwirlVertexEffect::getWorldY() {
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return _worldY;
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}
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