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