mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 15:01:07 +00:00
170 lines
5.6 KiB
C++
170 lines
5.6 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/VertexAttachment.h>
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#include <spine/Slot.h>
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#include <spine/Bone.h>
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#include <spine/Skeleton.h>
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using namespace spine;
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RTTI_IMPL(VertexAttachment, Attachment)
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VertexAttachment::VertexAttachment(const String &name) : Attachment(name), _worldVerticesLength(0), _deformAttachment(this), _id(getNextID()) {
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}
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VertexAttachment::~VertexAttachment() {
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}
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void VertexAttachment::computeWorldVertices(Slot &slot, Vector<float> &worldVertices) {
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computeWorldVertices(slot, 0, _worldVerticesLength, worldVertices, 0);
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}
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void VertexAttachment::computeWorldVertices(Slot &slot, float *worldVertices) {
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computeWorldVertices(slot, 0, _worldVerticesLength, worldVertices, 0);
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}
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void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, Vector<float> &worldVertices, size_t offset, size_t stride) {
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computeWorldVertices(slot, start, count, worldVertices.buffer(), offset, stride);
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}
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void VertexAttachment::computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset, size_t stride) {
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count = offset + (count >> 1) * stride;
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Skeleton &skeleton = slot._bone._skeleton;
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Vector<float> *deformArray = &slot.getDeform();
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Vector<float> *vertices = &_vertices;
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Vector<size_t> &bones = _bones;
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if (bones.size() == 0) {
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if (deformArray->size() > 0) vertices = deformArray;
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Bone &bone = slot._bone;
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float x = bone._worldX;
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float y = bone._worldY;
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float a = bone._a, b = bone._b, c = bone._c, d = bone._d;
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for (size_t vv = start, w = offset; w < count; vv += 2, w += stride) {
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float vx = (*vertices)[vv];
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float vy = (*vertices)[vv + 1];
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worldVertices[w] = vx * a + vy * b + x;
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worldVertices[w + 1] = vx * c + vy * d + y;
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}
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return;
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}
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int v = 0, skip = 0;
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for (size_t i = 0; i < start; i += 2) {
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int n = bones[v];
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v += n + 1;
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skip += n;
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}
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Vector<Bone *> &skeletonBones = skeleton.getBones();
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if (deformArray->size() == 0) {
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for (size_t w = offset, b = skip * 3; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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Bone *boneP = skeletonBones[bones[v]];
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Bone &bone = *boneP;
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float vx = (*vertices)[b];
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float vy = (*vertices)[b + 1];
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float weight = (*vertices)[b + 2];
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wx += (vx * bone._a + vy * bone._b + bone._worldX) * weight;
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wy += (vx * bone._c + vy * bone._d + bone._worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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} else {
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for (size_t w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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Bone *boneP = skeletonBones[bones[v]];
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Bone &bone = *boneP;
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float vx = (*vertices)[b] + (*deformArray)[f];
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float vy = (*vertices)[b + 1] + (*deformArray)[f + 1];
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float weight = (*vertices)[b + 2];
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wx += (vx * bone._a + vy * bone._b + bone._worldX) * weight;
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wy += (vx * bone._c + vy * bone._d + bone._worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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}
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}
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int VertexAttachment::getId() {
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return _id;
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}
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Vector<size_t> &VertexAttachment::getBones() {
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return _bones;
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}
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Vector<float> &VertexAttachment::getVertices() {
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return _vertices;
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}
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size_t VertexAttachment::getWorldVerticesLength() {
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return _worldVerticesLength;
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}
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void VertexAttachment::setWorldVerticesLength(size_t inValue) {
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_worldVerticesLength = inValue;
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}
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VertexAttachment* VertexAttachment::getDeformAttachment() {
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return _deformAttachment;
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}
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void VertexAttachment::setDeformAttachment(VertexAttachment* attachment) {
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_deformAttachment = attachment;
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}
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int VertexAttachment::getNextID() {
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static int nextID = 0;
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return (nextID++ & 65535) << 11;
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}
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void VertexAttachment::copyTo(VertexAttachment* other) {
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other->_bones.clearAndAddAll(this->_bones);
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other->_vertices.clearAndAddAll(this->_vertices);
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other->_worldVerticesLength = this->_worldVerticesLength;
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other->_deformAttachment = this->_deformAttachment;
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}
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