RegionAttachment.c 5.1 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License
  3. * Version 2
  4. *
  5. * Copyright (c) 2013, Esoteric Software
  6. * All rights reserved.
  7. *
  8. * You are granted a perpetual, non-exclusive, non-sublicensable and
  9. * non-transferable license to install, execute and perform the Spine Runtimes
  10. * Software (the "Software") solely for internal use. Without the written
  11. * permission of Esoteric Software, you may not (a) modify, translate, adapt or
  12. * otherwise create derivative works, improvements of the Software or develop
  13. * new applications using the Software or (b) remove, delete, alter or obscure
  14. * any trademarks or any copyright, trademark, patent or other intellectual
  15. * property or proprietary rights notices on or in the Software, including
  16. * any copy thereof. Redistributions in binary or source form must include
  17. * this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
  18. * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
  19. * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  20. * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
  21. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  22. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  23. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  24. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  25. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  26. * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  27. *****************************************************************************/
  28. #include <spine/RegionAttachment.h>
  29. #include <spine/extension.h>
  30. void _spRegionAttachment_dispose (spAttachment* attachment) {
  31. spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
  32. _spAttachment_deinit(attachment);
  33. FREE(self);
  34. }
  35. spRegionAttachment* spRegionAttachment_create (const char* name) {
  36. spRegionAttachment* self = NEW(spRegionAttachment);
  37. self->scaleX = 1;
  38. self->scaleY = 1;
  39. _spAttachment_init(SUPER(self), name, ATTACHMENT_REGION, _spRegionAttachment_dispose);
  40. return self;
  41. }
  42. void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, int/*bool*/rotate) {
  43. if (rotate) {
  44. self->uvs[VERTEX_X2] = u;
  45. self->uvs[VERTEX_Y2] = v2;
  46. self->uvs[VERTEX_X3] = u;
  47. self->uvs[VERTEX_Y3] = v;
  48. self->uvs[VERTEX_X4] = u2;
  49. self->uvs[VERTEX_Y4] = v;
  50. self->uvs[VERTEX_X1] = u2;
  51. self->uvs[VERTEX_Y1] = v2;
  52. } else {
  53. self->uvs[VERTEX_X1] = u;
  54. self->uvs[VERTEX_Y1] = v2;
  55. self->uvs[VERTEX_X2] = u;
  56. self->uvs[VERTEX_Y2] = v;
  57. self->uvs[VERTEX_X3] = u2;
  58. self->uvs[VERTEX_Y3] = v;
  59. self->uvs[VERTEX_X4] = u2;
  60. self->uvs[VERTEX_Y4] = v2;
  61. }
  62. }
  63. void spRegionAttachment_updateOffset (spRegionAttachment* self) {
  64. float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
  65. float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
  66. float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
  67. float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
  68. float localX2 = localX + self->regionWidth * regionScaleX;
  69. float localY2 = localY + self->regionHeight * regionScaleY;
  70. float radians = (float)(self->rotation * 3.1415926535897932385 / 180);
  71. #ifdef __STDC_VERSION__
  72. float cosine = cosf(radians);
  73. float sine = sinf(radians);
  74. #else
  75. float cosine = (float)cos(radians);
  76. float sine = (float)sin(radians);
  77. #endif
  78. float localXCos = localX * cosine + self->x;
  79. float localXSin = localX * sine;
  80. float localYCos = localY * cosine + self->y;
  81. float localYSin = localY * sine;
  82. float localX2Cos = localX2 * cosine + self->x;
  83. float localX2Sin = localX2 * sine;
  84. float localY2Cos = localY2 * cosine + self->y;
  85. float localY2Sin = localY2 * sine;
  86. self->offset[VERTEX_X1] = localXCos - localYSin;
  87. self->offset[VERTEX_Y1] = localYCos + localXSin;
  88. self->offset[VERTEX_X2] = localXCos - localY2Sin;
  89. self->offset[VERTEX_Y2] = localY2Cos + localXSin;
  90. self->offset[VERTEX_X3] = localX2Cos - localY2Sin;
  91. self->offset[VERTEX_Y3] = localY2Cos + localX2Sin;
  92. self->offset[VERTEX_X4] = localX2Cos - localYSin;
  93. self->offset[VERTEX_Y4] = localYCos + localX2Sin;
  94. }
  95. void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, float x, float y, spBone* bone, float* vertices) {
  96. float* offset = self->offset;
  97. x += bone->worldX;
  98. y += bone->worldY;
  99. vertices[VERTEX_X1] = offset[VERTEX_X1] * bone->m00 + offset[VERTEX_Y1] * bone->m01 + x;
  100. vertices[VERTEX_Y1] = offset[VERTEX_X1] * bone->m10 + offset[VERTEX_Y1] * bone->m11 + y;
  101. vertices[VERTEX_X2] = offset[VERTEX_X2] * bone->m00 + offset[VERTEX_Y2] * bone->m01 + x;
  102. vertices[VERTEX_Y2] = offset[VERTEX_X2] * bone->m10 + offset[VERTEX_Y2] * bone->m11 + y;
  103. vertices[VERTEX_X3] = offset[VERTEX_X3] * bone->m00 + offset[VERTEX_Y3] * bone->m01 + x;
  104. vertices[VERTEX_Y3] = offset[VERTEX_X3] * bone->m10 + offset[VERTEX_Y3] * bone->m11 + y;
  105. vertices[VERTEX_X4] = offset[VERTEX_X4] * bone->m00 + offset[VERTEX_Y4] * bone->m01 + x;
  106. vertices[VERTEX_Y4] = offset[VERTEX_X4] * bone->m10 + offset[VERTEX_Y4] * bone->m11 + y;
  107. }