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-/******************************************************************************
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- * Spine Runtimes License Agreement
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- * Last updated September 24, 2021. Replaces all prior versions.
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- *
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- * Copyright (c) 2013-2021, Esoteric Software LLC
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- *
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- * Integration of the Spine Runtimes into software or otherwise creating
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- * derivative works of the Spine Runtimes is permitted under the terms and
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- * conditions of Section 2 of the Spine Editor License Agreement:
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- * http://esotericsoftware.com/spine-editor-license
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- *
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- * Otherwise, it is permitted to integrate the Spine Runtimes into software
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- * or otherwise create derivative works of the Spine Runtimes (collectively,
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- * "Products"), provided that each user of the Products must obtain their own
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- * Spine Editor license and redistribution of the Products in any form must
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- * include this license and copyright notice.
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- *
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- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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- *****************************************************************************/
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-
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-#include <spine/VertexEffect.h>
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-#include <spine/MathUtil.h>
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-#include <spine/Skeleton.h>
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-
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-using namespace spine;
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-
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-JitterVertexEffect::JitterVertexEffect(float jitterX, float jitterY) : _jitterX(jitterX), _jitterY(jitterY) {
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-}
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-
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-void JitterVertexEffect::begin(Skeleton &skeleton) {
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- SP_UNUSED(skeleton);
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-}
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-
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-void JitterVertexEffect::transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) {
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- SP_UNUSED(u);
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- SP_UNUSED(v);
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- SP_UNUSED(light);
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- SP_UNUSED(dark);
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- float jitterX = _jitterX;
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- float jitterY = _jitterY;
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- x += MathUtil::randomTriangular(-jitterX, jitterX);
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- y += MathUtil::randomTriangular(-jitterX, jitterY);
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-}
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-
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-void JitterVertexEffect::end() {
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-}
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-
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-void JitterVertexEffect::setJitterX(float jitterX) {
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- _jitterX = jitterX;
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-}
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-
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-float JitterVertexEffect::getJitterX() {
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- return _jitterX;
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-}
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-
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-void JitterVertexEffect::setJitterY(float jitterY) {
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- _jitterY = jitterY;
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-}
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-
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-float JitterVertexEffect::getJitterY() {
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- return _jitterY;
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-}
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-
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-SwirlVertexEffect::SwirlVertexEffect(float radius, Interpolation &interpolation) : _centerX(0),
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- _centerY(0),
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- _radius(radius),
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- _angle(0),
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- _worldX(0),
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- _worldY(0),
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- _interpolation(interpolation) {
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-}
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-
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-void SwirlVertexEffect::begin(Skeleton &skeleton) {
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- _worldX = skeleton.getX() + _centerX;
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- _worldY = skeleton.getY() + _centerY;
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-}
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-
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-void SwirlVertexEffect::transform(float &positionX, float &positionY, float &u, float &v, Color &light, Color &dark) {
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- SP_UNUSED(u);
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- SP_UNUSED(v);
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- SP_UNUSED(light);
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- SP_UNUSED(dark);
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-
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- float x = positionX - _worldX;
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- float y = positionY - _worldY;
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- float dist = (float) MathUtil::sqrt(x * x + y * y);
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- if (dist < _radius) {
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- float theta = _interpolation.interpolate(0, _angle, (_radius - dist) / _radius);
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- float cos = MathUtil::cos(theta), sin = MathUtil::sin(theta);
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- positionX = cos * x - sin * y + _worldX;
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- positionY = sin * x + cos * y + _worldY;
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- }
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-}
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-
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-void SwirlVertexEffect::end() {
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-}
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-
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-void SwirlVertexEffect::setCenterX(float centerX) {
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- _centerX = centerX;
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-}
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-
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-float SwirlVertexEffect::getCenterX() {
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- return _centerX;
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-}
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-
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-void SwirlVertexEffect::setCenterY(float centerY) {
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- _centerY = centerY;
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-}
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-
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-float SwirlVertexEffect::getCenterY() {
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- return _centerY;
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-}
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-
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-void SwirlVertexEffect::setRadius(float radius) {
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- _radius = radius;
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-}
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-
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-float SwirlVertexEffect::getRadius() {
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- return _radius;
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-}
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-
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-void SwirlVertexEffect::setAngle(float angle) {
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- _angle = angle * MathUtil::Deg_Rad;
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-}
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-
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-float SwirlVertexEffect::getAngle() {
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- return _angle;
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-}
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-
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-void SwirlVertexEffect::setWorldX(float worldX) {
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- _worldX = worldX;
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-}
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-
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-float SwirlVertexEffect::getWorldX() {
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- return _worldX;
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-}
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-
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-void SwirlVertexEffect::setWorldY(float worldY) {
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- _worldY = worldY;
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-}
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-
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-float SwirlVertexEffect::getWorldY() {
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- return _worldY;
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-}
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