#include <spine/RegionAttachment.h>
#include <spine/extension.h>
typedef enum {
BLX = 0, BLY, ULX, ULY, URX, URY, BRX, BRY
} spVertexIndex;
void _spRegionAttachment_dispose (spAttachment* attachment) {
spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
_spAttachment_deinit(attachment);
FREE(self->path);
FREE(self);
}
spAttachment* _spRegionAttachment_copy (spAttachment* attachment) {
spRegionAttachment* self = SUB_CAST(spRegionAttachment, attachment);
spRegionAttachment* copy = spRegionAttachment_create(attachment->name);
copy->regionWidth = self->regionWidth;
copy->regionHeight = self->regionHeight;
copy->regionOffsetX = self->regionOffsetX;
copy->regionOffsetY = self->regionOffsetY;
copy->regionOriginalWidth = self->regionOriginalWidth;
copy->regionOriginalHeight = self->regionOriginalHeight;
copy->rendererObject = self->rendererObject;
MALLOC_STR(copy->path, self->path);
copy->x = self->x;
copy->y = self->y;
copy->scaleX = self->scaleX;
copy->scaleY = self->scaleY;
copy->rotation = self->rotation;
copy->width = self->width;
copy->height = self->height;
memcpy(copy->uvs, self->uvs, sizeof(float) * 8);
memcpy(copy->offset, self->offset, sizeof(float) * 8);
spColor_setFromColor(©->color, &self->color);
return SUPER(copy);
}
spRegionAttachment* spRegionAttachment_create (const char* name) {
spRegionAttachment* self = NEW(spRegionAttachment);
self->scaleX = 1;
self->scaleY = 1;
spColor_setFromFloats(&self->color, 1, 1, 1, 1);
_spAttachment_init(SUPER(self), name, SP_ATTACHMENT_REGION, _spRegionAttachment_dispose, _spRegionAttachment_copy);
return self;
}
void spRegionAttachment_setUVs (spRegionAttachment* self, float u, float v, float u2, float v2, introtate) {
if (rotate) {
self->uvs[URX] = u;
self->uvs[URY] = v2;
self->uvs[BRX] = u;
self->uvs[BRY] = v;
self->uvs[BLX] = u2;
self->uvs[BLY] = v;
self->uvs[ULX] = u2;
self->uvs[ULY] = v2;
} else {
self->uvs[ULX] = u;
self->uvs[ULY] = v2;
self->uvs[URX] = u;
self->uvs[URY] = v;
self->uvs[BRX] = u2;
self->uvs[BRY] = v;
self->uvs[BLX] = u2;
self->uvs[BLY] = v2;
}
}
void spRegionAttachment_updateOffset (spRegionAttachment* self) {
float regionScaleX = self->width / self->regionOriginalWidth * self->scaleX;
float regionScaleY = self->height / self->regionOriginalHeight * self->scaleY;
float localX = -self->width / 2 * self->scaleX + self->regionOffsetX * regionScaleX;
float localY = -self->height / 2 * self->scaleY + self->regionOffsetY * regionScaleY;
float localX2 = localX + self->regionWidth * regionScaleX;
float localY2 = localY + self->regionHeight * regionScaleY;
float radians = self->rotation * DEG_RAD;
float cosine = COS(radians), sine = SIN(radians);
float localXCos = localX * cosine + self->x;
float localXSin = localX * sine;
float localYCos = localY * cosine + self->y;
float localYSin = localY * sine;
float localX2Cos = localX2 * cosine + self->x;
float localX2Sin = localX2 * sine;
float localY2Cos = localY2 * cosine + self->y;
float localY2Sin = localY2 * sine;
self->offset[BLX] = localXCos - localYSin;
self->offset[BLY] = localYCos + localXSin;
self->offset[ULX] = localXCos - localY2Sin;
self->offset[ULY] = localY2Cos + localXSin;
self->offset[URX] = localX2Cos - localY2Sin;
self->offset[URY] = localY2Cos + localX2Sin;
self->offset[BRX] = localX2Cos - localYSin;
self->offset[BRY] = localYCos + localX2Sin;
}
void spRegionAttachment_computeWorldVertices (spRegionAttachment* self, spBone* bone, float* vertices, int offset, int stride) {
const float* offsets = self->offset;
float x = bone->worldX, y = bone->worldY;
float offsetX, offsetY;
offsetX = offsets[BRX];
offsetY = offsets[BRY];
vertices[offset] = offsetX * bone->a + offsetY * bone->b + x;
vertices[offset + 1] = offsetX * bone->c + offsetY * bone->d + y;
offset += stride;
offsetX = offsets[BLX];
offsetY = offsets[BLY];
vertices[offset] = offsetX * bone->a + offsetY * bone->b + x;
vertices[offset + 1] = offsetX * bone->c + offsetY * bone->d + y;
offset += stride;
offsetX = offsets[ULX];
offsetY = offsets[ULY];
vertices[offset] = offsetX * bone->a + offsetY * bone->b + x;
vertices[offset + 1] = offsetX * bone->c + offsetY * bone->d + y;
offset += stride;
offsetX = offsets[URX];
offsetY = offsets[URY];
vertices[offset] = offsetX * bone->a + offsetY * bone->b + x;
vertices[offset + 1] = offsetX * bone->c + offsetY * bone->d + y;
}