#include <spine/VertexEffect.h>
#include <spine/extension.h>
void _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
UNUSED(self);
UNUSED(skeleton);
}
void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) {
spJitterVertexEffect* internal = (spJitterVertexEffect*)self;
float jitterX = internal->jitterX;
float jitterY = internal->jitterY;
(*x) += _spMath_randomTriangular(-jitterX, jitterY);
(*y) += _spMath_randomTriangular(-jitterX, jitterY);
UNUSED(u);
UNUSED(v);
UNUSED(light);
UNUSED(dark);
}
void _spJitterVertexEffect_end(spVertexEffect* self) {
UNUSED(self);
}
spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) {
spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1);
effect->super.begin = _spJitterVertexEffect_begin;
effect->super.transform = _spJitterVertexEffect_transform;
effect->super.end = _spJitterVertexEffect_end;
effect->jitterX = jitterX;
effect->jitterY = jitterY;
return effect;
}
void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) {
FREE(effect);
}
void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
internal->worldX = skeleton->x + internal->centerX;
internal->worldY = skeleton->y + internal->centerY;
}
void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) {
spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
float radAngle = internal->angle * DEG_RAD;
float x = *positionX - internal->worldX;
float y = *positionY - internal->worldY;
float dist = SQRT(x * x + y * y);
if (dist < internal->radius) {
float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius);
float cosine = COS(theta);
float sine = SIN(theta);
(*positionX) = cosine * x - sine * y + internal->worldX;
(*positionY) = sine * x + cosine * y + internal->worldY;
}
UNUSED(self);
UNUSED(u);
UNUSED(v);
UNUSED(light);
UNUSED(dark);
}
void _spSwirlVertexEffect_end(spVertexEffect* self) {
UNUSED(self);
}
spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) {
spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1);
effect->super.begin = _spSwirlVertexEffect_begin;
effect->super.transform = _spSwirlVertexEffect_transform;
effect->super.end = _spSwirlVertexEffect_end;
effect->radius = radius;
return effect;
}
void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) {
FREE(effect);
}