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ios/cocos2d/cocos/editor-support/spine/VertexAttachment.c 4.23 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /******************************************************************************
   * Spine Runtimes Software License v2.5
   *
   * Copyright (c) 2013-2016, Esoteric Software
   * All rights reserved.
   *
   * You are granted a perpetual, non-exclusive, non-sublicensable, and
   * non-transferable license to use, install, execute, and perform the Spine
   * Runtimes software and derivative works solely for personal or internal
   * use. Without the written permission of Esoteric Software (see Section 2 of
   * the Spine Software License Agreement), you may not (a) modify, translate,
   * adapt, or develop new applications using the Spine Runtimes or otherwise
   * create derivative works or improvements of the Spine Runtimes or (b) remove,
   * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
   * or other intellectual property or proprietary rights notices on or in the
   * Software, including any copy thereof. Redistributions in binary or source
   * form must include this license and terms.
   *
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
   *****************************************************************************/
  
  #include <spine/VertexAttachment.h>
  #include <spine/extension.h>
  
  /* FIXME this is not thread-safe */
  static int nextID = 0;
  
  void _spVertexAttachment_init (spVertexAttachment* attachment) {
  	attachment->id = (nextID++ & 65535) << 11;
  }
  
  void _spVertexAttachment_deinit (spVertexAttachment* attachment) {
  	_spAttachment_deinit(SUPER(attachment));
  	FREE(attachment->bones);
  	FREE(attachment->vertices);
  }
  
  void spVertexAttachment_computeWorldVertices (spVertexAttachment* self, spSlot* slot, int start, int count, float* worldVertices, int offset, int stride) {
  	spSkeleton* skeleton;
  	int deformLength;
  	float* deform;
  	float* vertices;
  	int* bones;
  
  	count += offset;
  	skeleton = slot->bone->skeleton;
  	deformLength = slot->attachmentVerticesCount;
  	deform = slot->attachmentVertices;
  	vertices = self->vertices;
  	bones = self->bones;
  	if (!bones) {
  		spBone* bone;
  		int v, w;
  		float x, y;
  		if (deformLength > 0) vertices = deform;
  		bone = slot->bone;
  		x = bone->worldX;
  		y = bone->worldY;
  		for (v = start, w = offset; w < count; v += 2, w += stride) {
  			float vx = vertices[v], vy = vertices[v + 1];
  			worldVertices[w] = vx * bone->a + vy * bone->b + x;
  			worldVertices[w + 1] = vx * bone->c + vy * bone->d + y;
  		}
  	} else {
  		int v = 0, skip = 0, i;
  		spBone** skeletonBones;
  		for (i = 0; i < start; i += 2) {
  			int n = bones[v];
  			v += n + 1;
  			skip += n;
  		}
  		skeletonBones = skeleton->bones;
  		if (deformLength == 0) {
  			int w, b;
  			for (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) {
  					spBone* bone = skeletonBones[bones[v]];
  					float vx = vertices[b], vy = vertices[b + 1], 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 {
  			int w, b, f;
  			for (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) {
  					spBone* bone = skeletonBones[bones[v]];
  					float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], 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;
  			}
  		}
  	}
  }