/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifdef SPINE_UE4 #include "SpinePluginPrivatePCH.h" #endif #include #include #include #include #include using namespace spine; Slot::Slot(SlotData &data, Bone &bone) : _data(data), _bone(bone), _skeleton(bone.getSkeleton()), _color(1, 1, 1, 1), _darkColor(0, 0, 0, 0), _hasDarkColor(data.hasDarkColor()), _attachment(NULL), _attachmentTime(0) { setToSetupPose(); } void Slot::setToSetupPose() { _color.set(_data.getColor()); const String &attachmentName = _data.getAttachmentName(); if (attachmentName.length() > 0) { _attachment = NULL; setAttachment(_skeleton.getAttachment(_data.getIndex(), attachmentName)); } else { setAttachment(NULL); } } SlotData &Slot::getData() { return _data; } Bone &Slot::getBone() { return _bone; } Skeleton &Slot::getSkeleton() { return _skeleton; } Color &Slot::getColor() { return _color; } Color &Slot::getDarkColor() { return _darkColor; } bool Slot::hasDarkColor() { return _hasDarkColor; } Attachment *Slot::getAttachment() { return _attachment; } void Slot::setAttachment(Attachment *inValue) { if (_attachment == inValue) { return; } _attachment = inValue; _attachmentTime = _skeleton.getTime(); _deform.clear(); } float Slot::getAttachmentTime() { return _skeleton.getTime() - _attachmentTime; } void Slot::setAttachmentTime(float inValue) { _attachmentTime = _skeleton.getTime() - inValue; } Vector &Slot::getDeform() { return _deform; }