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ios/cocos2d/cocos/editor-support/spine/MeshAttachment.c 3.99 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/MeshAttachment.h>
  #include <spine/extension.h>
  
  void _spMeshAttachment_dispose (spAttachment* attachment) {
  	spMeshAttachment* self = SUB_CAST(spMeshAttachment, attachment);
  	FREE(self->path);
  	FREE(self->uvs);
  	if (!self->parentMesh) {
  		_spVertexAttachment_deinit(SUPER(self));
  		FREE(self->regionUVs);
  		FREE(self->triangles);
  		FREE(self->edges);
  	} else
  		_spAttachment_deinit(attachment);
  	FREE(self);
  }
  
  spMeshAttachment* spMeshAttachment_create (const char* name) {
  	spMeshAttachment* self = NEW(spMeshAttachment);
  	_spVertexAttachment_init(SUPER(self));
  	spColor_setFromFloats(&self->color, 1, 1, 1, 1);
  	_spAttachment_init(SUPER(SUPER(self)), name, SP_ATTACHMENT_MESH, _spMeshAttachment_dispose);
  	return self;
  }
  
  void spMeshAttachment_updateUVs (spMeshAttachment* self) {
  	int i;
  	float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
  	int verticesLength = SUPER(self)->worldVerticesLength;
  	FREE(self->uvs);
  	self->uvs = MALLOC(float, verticesLength);
  	if (self->regionRotate) {
  		for (i = 0; i < verticesLength; i += 2) {
  			self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
  			self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
  		}
  	} else {
  		for (i = 0; i < verticesLength; i += 2) {
  			self->uvs[i] = self->regionU + self->regionUVs[i] * width;
  			self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
  		}
  	}
  }
  
  void spMeshAttachment_setParentMesh (spMeshAttachment* self, spMeshAttachment* parentMesh) {
  	CONST_CAST(spMeshAttachment*, self->parentMesh) = parentMesh;
  	if (parentMesh) {
  
  		self->super.bones = parentMesh->super.bones;
  		self->super.bonesCount = parentMesh->super.bonesCount;
  
  		self->super.vertices = parentMesh->super.vertices;
  		self->super.verticesCount = parentMesh->super.verticesCount;
  
  		self->regionUVs = parentMesh->regionUVs;
  
  		self->triangles = parentMesh->triangles;
  		self->trianglesCount = parentMesh->trianglesCount;
  
  		self->hullLength = parentMesh->hullLength;
  		
  		self->super.worldVerticesLength = parentMesh->super.worldVerticesLength;
  
  		self->edges = parentMesh->edges;
  		self->edgesCount = parentMesh->edgesCount;
  
  		self->width = parentMesh->width;
  		self->height = parentMesh->height;
  	}
  }