2022-06-25 00:23:03 +08:00

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