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ios/cocos2d/cocos/editor-support/spine/VertexEffect.h 3.17 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * 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
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   *
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   * 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.
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   *****************************************************************************/
  
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  #ifndef Spine_VertexEffect_h
  #define Spine_VertexEffect_h
  
  #include <spine/SpineObject.h>
  #include <spine/MathUtil.h>
  
  namespace spine {
  
  class Skeleton;
  class Color;
  
  class SP_API VertexEffect: public SpineObject {
  public:
  	virtual void begin(Skeleton& skeleton) = 0;
  	virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0;
  	virtual void end() = 0;
  };
  
  class SP_API JitterVertexEffect: public VertexEffect {
  public:
  	JitterVertexEffect(float jitterX, float jitterY);
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  	void begin(Skeleton& skeleton);
  	void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
  	void end();
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  	void setJitterX(float jitterX);
  	float getJitterX();
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  	void setJitterY(float jitterY);
  	float getJitterY();
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  protected:
  	float _jitterX;
  	float _jitterY;
  };
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  class SP_API SwirlVertexEffect: public VertexEffect {
  public:
  	SwirlVertexEffect(float radius, Interpolation &interpolation);
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  	void begin(Skeleton& skeleton);
  	void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
  	void end();
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  	void setCenterX(float centerX);
  	float getCenterX();
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  	void setCenterY(float centerY);
  	float getCenterY();
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  	void setRadius(float radius);
  	float getRadius();
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  	void setAngle(float angle);
  	float getAngle();
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  	void setWorldX(float worldX);
  	float getWorldX();
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  	void setWorldY(float worldY);
  	float getWorldY();
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  protected:
  	float _centerX;
  	float _centerY;
  	float _radius;
  	float _angle;
  	float _worldX;
  	float _worldY;
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  	Interpolation& _interpolation;
  };
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  }
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  #endif /* Spine_VertexEffect_h */