341 lines
9.0 KiB
C++

/******************************************************************************
* 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 <spine/RegionAttachment.h>
#include <spine/Bone.h>
#include <assert.h>
using namespace spine;
RTTI_IMPL(RegionAttachment, Attachment)
const int RegionAttachment::BLX = 0;
const int RegionAttachment::BLY = 1;
const int RegionAttachment::ULX = 2;
const int RegionAttachment::ULY = 3;
const int RegionAttachment::URX = 4;
const int RegionAttachment::URY = 5;
const int RegionAttachment::BRX = 6;
const int RegionAttachment::BRY = 7;
RegionAttachment::RegionAttachment(const String &name) : Attachment(name), HasRendererObject(),
_x(0),
_y(0),
_rotation(0),
_scaleX(1),
_scaleY(1),
_width(0),
_height(0),
_regionOffsetX(0),
_regionOffsetY(0),
_regionWidth(0),
_regionHeight(0),
_regionOriginalWidth(0),
_regionOriginalHeight(0),
_path(),
_regionU(0),
_regionV(0),
_regionU2(0),
_regionV2(0),
_color(1, 1, 1, 1)
{
_vertexOffset.setSize(NUM_UVS, 0);
_uvs.setSize(NUM_UVS, 0);
}
void RegionAttachment::updateOffset() {
float regionScaleX = _width / _regionOriginalWidth * _scaleX;
float regionScaleY = _height / _regionOriginalHeight * _scaleY;
float localX = -_width / 2 * _scaleX + _regionOffsetX * regionScaleX;
float localY = -_height / 2 * _scaleY + _regionOffsetY * regionScaleY;
float localX2 = localX + _regionWidth * regionScaleX;
float localY2 = localY + _regionHeight * regionScaleY;
float cos = MathUtil::cosDeg(_rotation);
float sin = MathUtil::sinDeg(_rotation);
float localXCos = localX * cos + _x;
float localXSin = localX * sin;
float localYCos = localY * cos + _y;
float localYSin = localY * sin;
float localX2Cos = localX2 * cos + _x;
float localX2Sin = localX2 * sin;
float localY2Cos = localY2 * cos + _y;
float localY2Sin = localY2 * sin;
_vertexOffset[BLX] = localXCos - localYSin;
_vertexOffset[BLY] = localYCos + localXSin;
_vertexOffset[ULX] = localXCos - localY2Sin;
_vertexOffset[ULY] = localY2Cos + localXSin;
_vertexOffset[URX] = localX2Cos - localY2Sin;
_vertexOffset[URY] = localY2Cos + localX2Sin;
_vertexOffset[BRX] = localX2Cos - localYSin;
_vertexOffset[BRY] = localYCos + localX2Sin;
}
void RegionAttachment::setUVs(float u, float v, float u2, float v2, float degrees) {
if (degrees == 90) {
_uvs[URX] = u;
_uvs[URY] = v2;
_uvs[BRX] = u;
_uvs[BRY] = v;
_uvs[BLX] = u2;
_uvs[BLY] = v;
_uvs[ULX] = u2;
_uvs[ULY] = v2;
} else if (degrees == 270) {
_uvs[BLX] = u;
_uvs[BLY] = v2;
_uvs[ULX] = u;
_uvs[ULY] = v;
_uvs[URX] = u2;
_uvs[URY] = v;
_uvs[BRX] = u2;
_uvs[BRY] = v2;
} else {
_uvs[ULX] = u;
_uvs[ULY] = v2;
_uvs[URX] = u;
_uvs[URY] = v;
_uvs[BRX] = u2;
_uvs[BRY] = v;
_uvs[BLX] = u2;
_uvs[BLY] = v2;
}
}
void RegionAttachment::computeWorldVertices(Bone &bone, Vector<float> &worldVertices, size_t offset, size_t stride) {
assert(worldVertices.size() >= (offset + 8));
computeWorldVertices(bone, worldVertices.buffer(), offset, stride);
}
void RegionAttachment::computeWorldVertices(Bone &bone, float* worldVertices, size_t offset, size_t stride) {
float x = bone.getWorldX(), y = bone.getWorldY();
float a = bone.getA(), b = bone.getB(), c = bone.getC(), d = bone.getD();
float offsetX, offsetY;
offsetX = _vertexOffset[BRX];
offsetY = _vertexOffset[BRY];
worldVertices[offset] = offsetX * a + offsetY * b + x; // br
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = _vertexOffset[BLX];
offsetY = _vertexOffset[BLY];
worldVertices[offset] = offsetX * a + offsetY * b + x; // bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = _vertexOffset[ULX];
offsetY = _vertexOffset[ULY];
worldVertices[offset] = offsetX * a + offsetY * b + x; // ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = _vertexOffset[URX];
offsetY = _vertexOffset[URY];
worldVertices[offset] = offsetX * a + offsetY * b + x; // ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
}
float RegionAttachment::getX() {
return _x;
}
void RegionAttachment::setX(float inValue) {
_x = inValue;
}
float RegionAttachment::getY() {
return _y;
}
void RegionAttachment::setY(float inValue) {
_y = inValue;
}
float RegionAttachment::getRotation() {
return _rotation;
}
void RegionAttachment::setRotation(float inValue) {
_rotation = inValue;
}
float RegionAttachment::getScaleX() {
return _scaleX;
}
void RegionAttachment::setScaleX(float inValue) {
_scaleX = inValue;
}
float RegionAttachment::getScaleY() {
return _scaleY;
}
void RegionAttachment::setScaleY(float inValue) {
_scaleY = inValue;
}
float RegionAttachment::getWidth() {
return _width;
}
void RegionAttachment::setWidth(float inValue) {
_width = inValue;
}
float RegionAttachment::getHeight() {
return _height;
}
void RegionAttachment::setHeight(float inValue) {
_height = inValue;
}
const String &RegionAttachment::getPath() {
return _path;
}
void RegionAttachment::setPath(const String &inValue) {
_path = inValue;
}
float RegionAttachment::getRegionDegrees() {
return _regionDegrees;
}
void RegionAttachment::setRegionDegrees(float inValue) {
_regionDegrees = inValue;
}
float RegionAttachment::getRegionOffsetX() {
return _regionOffsetX;
}
void RegionAttachment::setRegionOffsetX(float inValue) {
_regionOffsetX = inValue;
}
float RegionAttachment::getRegionOffsetY() {
return _regionOffsetY;
}
void RegionAttachment::setRegionOffsetY(float inValue) {
_regionOffsetY = inValue;
}
float RegionAttachment::getRegionX() {
return _regionX;
}
void RegionAttachment::setRegionX(float inValue) {
_regionX = inValue;
}
float RegionAttachment::getRegionY() {
return _regionY;
}
void RegionAttachment::setRegionY(float inValue) {
_regionY = inValue;
}
float RegionAttachment::getRegionWidth() {
return _regionWidth;
}
void RegionAttachment::setRegionWidth(float inValue) {
_regionWidth = inValue;
}
float RegionAttachment::getRegionHeight() {
return _regionHeight;
}
void RegionAttachment::setRegionHeight(float inValue) {
_regionHeight = inValue;
}
float RegionAttachment::getRegionOriginalWidth() {
return _regionOriginalWidth;
}
void RegionAttachment::setRegionOriginalWidth(float inValue) {
_regionOriginalWidth = inValue;
}
float RegionAttachment::getRegionOriginalHeight() {
return _regionOriginalHeight;
}
void RegionAttachment::setRegionOriginalHeight(float inValue) {
_regionOriginalHeight = inValue;
}
Vector<float> &RegionAttachment::getOffset() {
return _vertexOffset;
}
Vector<float> &RegionAttachment::getUVs() {
return _uvs;
}
spine::Color &RegionAttachment::getColor() {
return _color;
}
Attachment* RegionAttachment::copy() {
RegionAttachment* copy = new (__FILE__, __LINE__) RegionAttachment(getName());
copy->_regionWidth = _regionWidth;
copy->_regionHeight = _regionHeight;
copy->_regionOffsetX = _regionOffsetX;
copy->_regionOffsetY = _regionOffsetY;
copy->_regionOriginalWidth = _regionOriginalWidth;
copy->_regionOriginalHeight = _regionOriginalHeight;
copy->setRendererObject(getRendererObject());
copy->_path = _path;
copy->_x = _x;
copy->_y = _y;
copy->_scaleX = _scaleX;
copy->_scaleY = _scaleY;
copy->_rotation = _rotation;
copy->_width = _width;
copy->_height = _height;
copy->_uvs.clearAndAddAll(_uvs);
copy->_vertexOffset.clearAndAddAll(_vertexOffset);
copy->_color.set(_color);
return copy;
}