mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 15:01:07 +00:00
366 lines
9.7 KiB
C++
366 lines
9.7 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/MeshAttachment.h>
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#include <spine/HasRendererObject.h>
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using namespace spine;
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RTTI_IMPL(MeshAttachment, VertexAttachment)
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MeshAttachment::MeshAttachment(const String &name) : VertexAttachment(name), HasRendererObject(),
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_regionOffsetX(0),
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_regionOffsetY(0),
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_regionWidth(0),
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_regionHeight(0),
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_regionOriginalWidth(0),
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_regionOriginalHeight(0),
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_parentMesh(NULL),
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_path(),
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_regionU(0),
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_regionV(0),
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_regionU2(0),
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_regionV2(0),
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_width(0),
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_height(0),
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_color(1, 1, 1, 1),
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_hullLength(0),
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_regionRotate(false),
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_regionDegrees(0)
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{}
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MeshAttachment::~MeshAttachment() {}
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void MeshAttachment::updateUVs() {
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if (_uvs.size() != _regionUVs.size()) {
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_uvs.setSize(_regionUVs.size(), 0);
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}
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int i = 0, n = _regionUVs.size();
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float u = _regionU, v = _regionV;
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float width = 0, height = 0;
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switch (_regionDegrees) {
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case 90: {
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float textureWidth = _regionHeight / (_regionU2 - _regionU);
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float textureHeight = _regionWidth / (_regionV2 - _regionV);
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u -= (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureWidth;
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v -= (_regionOriginalWidth - _regionOffsetX - _regionWidth) / textureHeight;
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width = _regionOriginalHeight / textureWidth;
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height = _regionOriginalWidth / textureHeight;
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for (i = 0; i < n; i += 2) {
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_uvs[i] = u + _regionUVs[i + 1] * width;
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_uvs[i + 1] = v + (1 - _regionUVs[i]) * height;
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}
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return;
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}
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case 180: {
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float textureWidth = _regionWidth / (_regionU2 - _regionU);
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float textureHeight = _regionHeight / (_regionV2 - _regionV);
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u -= (_regionOriginalWidth - _regionOffsetX - _regionWidth) / textureWidth;
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v -= _regionOffsetY / textureHeight;
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width = _regionOriginalWidth / textureWidth;
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height = _regionOriginalHeight / textureHeight;
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for (i = 0; i < n; i += 2) {
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_uvs[i] = u + (1 - _regionUVs[i]) * width;
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_uvs[i + 1] = v + (1 - _regionUVs[i + 1]) * height;
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}
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return;
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}
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case 270: {
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float textureWidth = _regionHeight / (_regionV2 - _regionV);
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float textureHeight = _regionWidth / (_regionU2 - _regionU);
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u -= _regionOffsetY / textureWidth;
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v -= _regionOffsetX / textureHeight;
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width = _regionOriginalHeight / textureWidth;
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height = _regionOriginalWidth / textureHeight;
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for (i = 0; i < n; i += 2) {
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_uvs[i] = u + (1 - _regionUVs[i + 1]) * width;
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_uvs[i + 1] = v + _regionUVs[i] * height;
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}
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return;
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}
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default: {
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float textureWidth = _regionWidth / (_regionU2 - _regionU);
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float textureHeight = _regionHeight / (_regionV2 - _regionV);
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u -= _regionOffsetX / textureWidth;
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v -= (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureHeight;
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width = _regionOriginalWidth / textureWidth;
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height = _regionOriginalHeight / textureHeight;
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for (i = 0; i < n; i += 2) {
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_uvs[i] = u + _regionUVs[i] * width;
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_uvs[i + 1] = v + _regionUVs[i + 1] * height;
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}
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}
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}
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}
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int MeshAttachment::getHullLength() {
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return _hullLength;
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}
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void MeshAttachment::setHullLength(int inValue) {
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_hullLength = inValue;
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}
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Vector<float> &MeshAttachment::getRegionUVs() {
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return _regionUVs;
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}
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Vector<float> &MeshAttachment::getUVs() {
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return _uvs;
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}
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Vector<unsigned short> &MeshAttachment::getTriangles() {
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return _triangles;
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}
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const String &MeshAttachment::getPath() {
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return _path;
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}
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void MeshAttachment::setPath(const String &inValue) {
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_path = inValue;
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}
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float MeshAttachment::getRegionU() {
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return _regionU;
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}
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void MeshAttachment::setRegionU(float inValue) {
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_regionU = inValue;
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}
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float MeshAttachment::getRegionV() {
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return _regionV;
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}
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void MeshAttachment::setRegionV(float inValue) {
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_regionV = inValue;
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}
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float MeshAttachment::getRegionU2() {
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return _regionU2;
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}
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void MeshAttachment::setRegionU2(float inValue) {
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_regionU2 = inValue;
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}
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float MeshAttachment::getRegionV2() {
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return _regionV2;
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}
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void MeshAttachment::setRegionV2(float inValue) {
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_regionV2 = inValue;
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}
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bool MeshAttachment::getRegionRotate() {
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return _regionRotate;
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}
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void MeshAttachment::setRegionRotate(bool inValue) {
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_regionRotate = inValue;
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}
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int MeshAttachment::getRegionDegrees() {
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return _regionDegrees;
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}
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void MeshAttachment::setRegionDegrees(int inValue) {
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_regionDegrees = inValue;
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}
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float MeshAttachment::getRegionOffsetX() {
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return _regionOffsetX;
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}
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void MeshAttachment::setRegionOffsetX(float inValue) {
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_regionOffsetX = inValue;
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}
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float MeshAttachment::getRegionOffsetY() {
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return _regionOffsetY;
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}
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void MeshAttachment::setRegionOffsetY(float inValue) {
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_regionOffsetY = inValue;
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}
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float MeshAttachment::getRegionX() {
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return _regionX;
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}
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void MeshAttachment::setRegionX(float inValue) {
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_regionX = inValue;
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}
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float MeshAttachment::getRegionY() {
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return _regionY;
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}
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void MeshAttachment::setRegionY(float inValue) {
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_regionY = inValue;
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}
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float MeshAttachment::getRegionWidth() {
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return _regionWidth;
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}
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void MeshAttachment::setRegionWidth(float inValue) {
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_regionWidth = inValue;
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}
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float MeshAttachment::getRegionHeight() {
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return _regionHeight;
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}
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void MeshAttachment::setRegionHeight(float inValue) {
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_regionHeight = inValue;
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}
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float MeshAttachment::getRegionOriginalWidth() {
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return _regionOriginalWidth;
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}
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void MeshAttachment::setRegionOriginalWidth(float inValue) {
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_regionOriginalWidth = inValue;
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}
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float MeshAttachment::getRegionOriginalHeight() {
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return _regionOriginalHeight;
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}
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void MeshAttachment::setRegionOriginalHeight(float inValue) {
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_regionOriginalHeight = inValue;
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}
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MeshAttachment *MeshAttachment::getParentMesh() {
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return _parentMesh;
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}
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void MeshAttachment::setParentMesh(MeshAttachment *inValue) {
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_parentMesh = inValue;
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if (inValue != NULL) {
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_bones.clearAndAddAll(inValue->_bones);
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_vertices.clearAndAddAll(inValue->_vertices);
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_worldVerticesLength = inValue->_worldVerticesLength;
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_regionUVs.clearAndAddAll(inValue->_regionUVs);
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_triangles.clearAndAddAll(inValue->_triangles);
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_hullLength = inValue->_hullLength;
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_edges.clearAndAddAll(inValue->_edges);
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_width = inValue->_width;
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_height = inValue->_height;
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}
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}
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Vector<unsigned short> &MeshAttachment::getEdges() {
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return _edges;
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}
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float MeshAttachment::getWidth() {
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return _width;
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}
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void MeshAttachment::setWidth(float inValue) {
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_width = inValue;
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}
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float MeshAttachment::getHeight() {
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return _height;
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}
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void MeshAttachment::setHeight(float inValue) {
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_height = inValue;
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}
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spine::Color &MeshAttachment::getColor() {
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return _color;
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}
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Attachment* MeshAttachment::copy() {
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if (_parentMesh) return newLinkedMesh();
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MeshAttachment* copy = new (__FILE__, __LINE__) MeshAttachment(getName());
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copy->setRendererObject(getRendererObject());
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copy->_regionU = _regionU;
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copy->_regionV = _regionV;
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copy->_regionU2 = _regionU2;
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copy->_regionV2 = _regionV2;
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copy->_regionRotate = _regionRotate;
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copy->_regionDegrees = _regionDegrees;
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copy->_regionOffsetX = _regionOffsetX;
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copy->_regionOffsetY = _regionOffsetY;
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copy->_regionWidth = _regionWidth;
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copy->_regionHeight = _regionHeight;
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copy->_regionOriginalWidth = _regionOriginalWidth;
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copy->_regionOriginalHeight = _regionOriginalHeight;
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copy->_path = _path;
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copy->_color.set(_color);
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copyTo(copy);
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copy->_regionUVs.clearAndAddAll(_regionUVs);
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copy->_uvs.clearAndAddAll(_uvs);
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copy->_triangles.clearAndAddAll(_triangles);
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copy->_hullLength = _hullLength;
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// Nonessential.
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copy->_edges.clearAndAddAll(copy->_edges);
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copy->_width = _width;
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copy->_height = _height;
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return copy;
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}
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MeshAttachment* MeshAttachment::newLinkedMesh() {
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MeshAttachment* copy = new (__FILE__, __LINE__) MeshAttachment(getName());
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copy->setRendererObject(getRendererObject());
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copy->_regionU = _regionU;
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copy->_regionV = _regionV;
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copy->_regionU2 = _regionU2;
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copy->_regionV2 = _regionV2;
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copy->_regionRotate = _regionRotate;
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copy->_regionDegrees = _regionDegrees;
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copy->_regionOffsetX = _regionOffsetX;
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copy->_regionOffsetY = _regionOffsetY;
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copy->_regionWidth = _regionWidth;
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copy->_regionHeight = _regionHeight;
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copy->_regionOriginalWidth = _regionOriginalWidth;
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copy->_regionOriginalHeight = _regionOriginalHeight;
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copy->_path = _path;
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copy->_color.set(_color);
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copy->_deformAttachment = this->_deformAttachment;
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copy->setParentMesh(_parentMesh ? _parentMesh : this);
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copy->updateUVs();
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return copy;
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}
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