Blame view

ios/cocos2d/cocos/editor-support/spine/SkeletonClipping.h 3.16 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
1
  /******************************************************************************
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
2
3
   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
4
   *
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
5
   * Copyright (c) 2013-2019, Esoteric Software LLC
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
6
   *
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
7
8
9
10
   * 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
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
11
   *
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
   * 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
28
29
   *****************************************************************************/
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
30
31
  #ifndef Spine_SkeletonClipping_h
  #define Spine_SkeletonClipping_h
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
32
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
33
  #include <spine/Vector.h>
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
34
35
  #include <spine/Triangulator.h>
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
  namespace spine {
  	class Slot;
  	class ClippingAttachment;
  
  	class SP_API SkeletonClipping : public SpineObject {
  	public:
  		SkeletonClipping();
  
  		size_t clipStart(Slot& slot, ClippingAttachment* clip);
  
  		void clipEnd(Slot& slot);
  
  		void clipEnd();
  
  		void clipTriangles(float* vertices, unsigned short* triangles, size_t trianglesLength, float* uvs, size_t stride);
  
  		void clipTriangles(Vector<float>& vertices, Vector<unsigned short>& triangles, Vector<float>& uvs, size_t stride);
  
  		bool isClipping();
  
  		Vector<float>& getClippedVertices();
  		Vector<unsigned short>& getClippedTriangles();
  		Vector<float>& getClippedUVs();
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
59
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
60
61
62
63
64
65
66
67
68
69
  	private:
  		Triangulator _triangulator;
  		Vector<float> _clippingPolygon;
  		Vector<float> _clipOutput;
  		Vector<float> _clippedVertices;
  		Vector<unsigned short> _clippedTriangles;
  		Vector<float> _clippedUVs;
  		Vector<float> _scratch;
  		ClippingAttachment* _clipAttachment;
  		Vector< Vector<float>* > *_clippingPolygons;
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
70
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
71
72
73
  		/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
  		  * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
  		bool clip(float x1, float y1, float x2, float y2, float x3, float y3, Vector<float>* clippingArea, Vector<float>* output);
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
74
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
75
76
  		static void makeClockwise(Vector<float>& polygon);
  	};
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
77
  }
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
78
  
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
79
  #endif /* Spine_SkeletonClipping_h */