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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * 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/extension.h>
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+
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+void _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
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+}
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+
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+void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) {
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+ spJitterVertexEffect* internal = (spJitterVertexEffect*)self;
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+ float jitterX = internal->jitterX;
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+ float jitterY = internal->jitterY;
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+ (*x) += _spMath_randomTriangular(-jitterX, jitterY);
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+ (*y) += _spMath_randomTriangular(-jitterX, jitterY);
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+}
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+
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+void _spJitterVertexEffect_end(spVertexEffect* self) {
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+}
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+
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+spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) {
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+ spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1);
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+ effect->super.begin = _spJitterVertexEffect_begin;
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+ effect->super.transform = _spJitterVertexEffect_transform;
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+ effect->super.end = _spJitterVertexEffect_end;
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+ effect->jitterX = jitterX;
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+ effect->jitterY = jitterY;
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+ return effect;
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+}
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+
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+void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) {
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+ FREE(effect);
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+}
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+
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+void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
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+ spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
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+ internal->worldX = skeleton->x + internal->centerX;
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+ internal->worldY = skeleton->y + internal->centerY;
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+}
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+
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+void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) {
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+ spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
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+ float radAngle = internal->angle * DEG_RAD;
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+ float x = *positionX - internal->worldX;
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+ float y = *positionY - internal->worldY;
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+ float dist = SQRT(x * x + y * y);
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+ if (dist < internal->radius) {
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+ float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius);
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+ float cosine = COS(theta);
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+ float sine = SIN(theta);
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+ (*positionX) = cosine * x - sine * y + internal->worldX;
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+ (*positionY) = sine * x + cosine * y + internal->worldY;
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+ }
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+}
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+
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+void _spSwirlVertexEffect_end(spVertexEffect* self) {
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+}
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+
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+spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) {
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+ spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1);
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+ effect->super.begin = _spSwirlVertexEffect_begin;
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+ effect->super.transform = _spSwirlVertexEffect_transform;
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+ effect->super.end = _spSwirlVertexEffect_end;
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+ effect->radius = radius;
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+ return effect;
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+}
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+
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+void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) {
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+ FREE(effect);
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+}
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+
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