/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#include <spine/SkinnedMeshAttachment.h>
#include <spine/extension.h>

void _spSkinnedMeshAttachment_dispose (spAttachment* attachment) {
	spSkinnedMeshAttachment* self = SUB_CAST(spSkinnedMeshAttachment, attachment);
	_spAttachment_deinit(attachment);
	FREE(self->path);
	FREE(self->bones);
	FREE(self->weights);
	FREE(self->regionUVs);
	FREE(self->uvs);
	FREE(self->triangles);
	FREE(self->edges);
	FREE(self);
}

spSkinnedMeshAttachment* spSkinnedMeshAttachment_create (const char* name) {
	spSkinnedMeshAttachment* self = NEW(spSkinnedMeshAttachment);
	self->r = 1;
	self->g = 1;
	self->b = 1;
	self->a = 1;
	_spAttachment_init(SUPER(self), name, SP_ATTACHMENT_SKINNED_MESH, _spSkinnedMeshAttachment_dispose);
	return self;
}

void spSkinnedMeshAttachment_updateUVs (spSkinnedMeshAttachment* self) {
	int i;
	float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
	FREE(self->uvs);
	self->uvs = MALLOC(float, self->uvsCount);
	if (self->regionRotate) {
		for (i = 0; i < self->uvsCount; i += 2) {
			self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
			self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
		}
	} else {
		for (i = 0; i < self->uvsCount; i += 2) {
			self->uvs[i] = self->regionU + self->regionUVs[i] * width;
			self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
		}
	}
}

void spSkinnedMeshAttachment_computeWorldVertices (spSkinnedMeshAttachment* self, spSlot* slot, float* worldVertices) {
	int w = 0, v = 0, b = 0, f = 0;
	float x = slot->bone->skeleton->x, y = slot->bone->skeleton->y;
	spBone** skeletonBones = slot->bone->skeleton->bones;
	if (slot->attachmentVerticesCount == 0) {
		for (; v < self->bonesCount; w += 2) {
			float wx = 0, wy = 0;
			const int nn = self->bones[v] + v;
			v++;
			for (; v <= nn; v++, b += 3) {
				const spBone* bone = skeletonBones[self->bones[v]];
				const float vx = self->weights[b], vy = self->weights[b + 1], weight = self->weights[b + 2];
				wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight;
				wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight;
			}
			worldVertices[w] = wx + x;
			worldVertices[w + 1] = wy + y;
		}
	} else {
		const float* ffd = slot->attachmentVertices;
		for (; v < self->bonesCount; w += 2) {
			float wx = 0, wy = 0;
			const int nn = self->bones[v] + v;
			v++;
			for (; v <= nn; v++, b += 3, f += 2) {
				const spBone* bone = skeletonBones[self->bones[v]];
				const float vx = self->weights[b] + ffd[f], vy = self->weights[b + 1] + ffd[f + 1], weight = self->weights[b + 2];
				wx += (vx * bone->m00 + vy * bone->m01 + bone->worldX) * weight;
				wy += (vx * bone->m10 + vy * bone->m11 + bone->worldY) * weight;
			}
			worldVertices[w] = wx + x;
			worldVertices[w + 1] = wy + y;
		}
	}
}
