/****************************************************************************** * 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 #include #include #include #include using namespace spine; RTTI_IMPL(IkConstraintTimeline, CurveTimeline) const int IkConstraintTimeline::ENTRIES = 6; const int IkConstraintTimeline::PREV_TIME = -6; const int IkConstraintTimeline::PREV_MIX = -5; const int IkConstraintTimeline::PREV_SOFTNESS = -4; const int IkConstraintTimeline::PREV_BEND_DIRECTION = -3; const int IkConstraintTimeline::PREV_COMPRESS = -2; const int IkConstraintTimeline::PREV_STRETCH = -1; const int IkConstraintTimeline::MIX = 1; const int IkConstraintTimeline::SOFTNESS = 2; const int IkConstraintTimeline::BEND_DIRECTION = 3; const int IkConstraintTimeline::COMPRESS = 4; const int IkConstraintTimeline::STRETCH = 5; IkConstraintTimeline::IkConstraintTimeline(int frameCount) : CurveTimeline(frameCount), _ikConstraintIndex(0) { _frames.setSize(frameCount * ENTRIES, 0); } void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector *pEvents, float alpha, MixBlend blend, MixDirection direction) { SP_UNUSED(lastTime); SP_UNUSED(pEvents); IkConstraint *constraintP = skeleton._ikConstraints[_ikConstraintIndex]; IkConstraint &constraint = *constraintP; if (!constraint.isActive()) return; if (time < _frames[0]) { switch (blend) { case MixBlend_Setup: constraint._mix = constraint._data._mix; constraint._softness = constraint._data._softness; constraint._bendDirection = constraint._data._bendDirection; constraint._compress = constraint._data._compress; constraint._stretch = constraint._data._stretch; return; case MixBlend_First: constraint._mix += (constraint._data._mix - constraint._mix) * alpha; constraint._softness += (constraint._data._softness - constraint._softness) * alpha; constraint._bendDirection = constraint._data._bendDirection; constraint._compress = constraint._data._compress; constraint._stretch = constraint._data._stretch; return; default: return; } } if (time >= _frames[_frames.size() - ENTRIES]) { // Time is after last frame. if (blend == MixBlend_Setup) { constraint._mix = constraint._data._mix + (_frames[_frames.size() + PREV_MIX] - constraint._data._mix) * alpha; constraint._softness = constraint._data._softness + (_frames[_frames.size() + PREV_SOFTNESS] - constraint._data._softness) * alpha; if (direction == MixDirection_Out) { constraint._bendDirection = constraint._data._bendDirection; constraint._compress = constraint._data._compress; constraint._stretch = constraint._data._stretch; } else { constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION]; constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0; constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0; } } else { constraint._mix += (_frames[_frames.size() + PREV_MIX] - constraint._mix) * alpha; constraint._softness += (_frames[_frames.size() + PREV_SOFTNESS] - constraint._softness) * alpha; if (direction == MixDirection_In) { constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION]; constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0; constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0; } } return; } // Interpolate between the previous frame and the current frame. int frame = Animation::binarySearch(_frames, time, ENTRIES); float mix = _frames[frame + PREV_MIX]; float softness = _frames[frame + PREV_SOFTNESS]; float frameTime = _frames[frame]; float percent = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime)); if (blend == MixBlend_Setup) { constraint._mix = constraint._data._mix + (mix + (_frames[frame + MIX] - mix) * percent - constraint._data._mix) * alpha; constraint._softness = constraint._data._softness + (softness + (_frames[frame + SOFTNESS] - softness) * percent - constraint._data._softness) * alpha; if (direction == MixDirection_Out) { constraint._bendDirection = constraint._data._bendDirection; constraint._compress = constraint._data._compress; constraint._stretch = constraint._data._stretch; } else { constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION]; constraint._compress = _frames[frame + PREV_COMPRESS] != 0; constraint._stretch = _frames[frame + PREV_STRETCH] != 0; } } else { constraint._mix += (mix + (_frames[frame + MIX] - mix) * percent - constraint._mix) * alpha; constraint._softness += (softness + (_frames[frame + SOFTNESS] - softness) * percent - constraint._softness) * alpha; if (direction == MixDirection_In) { constraint._bendDirection = (int) _frames[frame + PREV_BEND_DIRECTION]; constraint._compress = _frames[frame + PREV_COMPRESS] != 0; constraint._stretch = _frames[frame + PREV_STRETCH] != 0; } } } int IkConstraintTimeline::getPropertyId() { return ((int) TimelineType_IkConstraint << 24) + _ikConstraintIndex; } void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, float softness, int bendDirection, bool compress, bool stretch) { frameIndex *= ENTRIES; _frames[frameIndex] = time; _frames[frameIndex + MIX] = mix; _frames[frameIndex + SOFTNESS] = softness; _frames[frameIndex + BEND_DIRECTION] = (float)bendDirection; _frames[frameIndex + COMPRESS] = compress ? 1 : 0; _frames[frameIndex + STRETCH] = stretch ? 1 : 0; }