Blame view

ios/cocos2d/cocos/editor-support/spine/VertexEffect.c 4.2 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
  /******************************************************************************
   * 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/VertexEffect.h>
  #include <spine/extension.h>
  
  void _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
  }
  
  void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) {
  	spJitterVertexEffect* internal = (spJitterVertexEffect*)self;
  	float jitterX = internal->jitterX;
  	float jitterY = internal->jitterY;
  	(*x) += _spMath_randomTriangular(-jitterX, jitterY);
  	(*y) += _spMath_randomTriangular(-jitterX, jitterY);
  }
  
  void _spJitterVertexEffect_end(spVertexEffect* self) {
  }
  
  spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) {
  	spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1);
  	effect->super.begin = _spJitterVertexEffect_begin;
  	effect->super.transform = _spJitterVertexEffect_transform;
  	effect->super.end = _spJitterVertexEffect_end;
  	effect->jitterX = jitterX;
  	effect->jitterY = jitterY;
  	return effect;
  }
  
  void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) {
  	FREE(effect);
  }
  
  void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
  	spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
  	internal->worldX = skeleton->x + internal->centerX;
  	internal->worldY = skeleton->y + internal->centerY;
  }
  
  void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) {
  	spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
  	float radAngle = internal->angle * DEG_RAD;
  	float x = *positionX - internal->worldX;
  	float y = *positionY - internal->worldY;
  	float dist = SQRT(x * x + y * y);
  	if (dist < internal->radius) {
  		float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius);
  		float cosine = COS(theta);
  		float sine = SIN(theta);
  		(*positionX) = cosine * x - sine * y + internal->worldX;
  		(*positionY) = sine * x + cosine * y + internal->worldY;
  	}
  }
  
  void _spSwirlVertexEffect_end(spVertexEffect* self) {
  }
  
  spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) {
  	spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1);
  	effect->super.begin = _spSwirlVertexEffect_begin;
  	effect->super.transform = _spSwirlVertexEffect_transform;
  	effect->super.end = _spSwirlVertexEffect_end;
  	effect->radius = radius;
  	return effect;
  }
  
  void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) {
  	FREE(effect);
  }