/****************************************************************************** * 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 using namespace spine; AnimationStateData::AnimationStateData(SkeletonData *skeletonData) : _skeletonData(skeletonData), _defaultMix(0) { } void AnimationStateData::setMix(const String &fromName, const String &toName, float duration) { Animation *from = _skeletonData->findAnimation(fromName); Animation *to = _skeletonData->findAnimation(toName); setMix(from, to, duration); } void AnimationStateData::setMix(Animation *from, Animation *to, float duration) { assert(from != NULL); assert(to != NULL); AnimationPair key(from, to); _animationToMixTime.put(key, duration); } float AnimationStateData::getMix(Animation *from, Animation *to) { assert(from != NULL); assert(to != NULL); AnimationPair key(from, to); if (_animationToMixTime.containsKey(key)) return _animationToMixTime[key]; return _defaultMix; } SkeletonData *AnimationStateData::getSkeletonData() { return _skeletonData; } float AnimationStateData::getDefaultMix() { return _defaultMix; } void AnimationStateData::setDefaultMix(float inValue) { _defaultMix = inValue; } AnimationStateData::AnimationPair::AnimationPair(Animation *a1, Animation *a2) : _a1(a1), _a2(a2) { } bool AnimationStateData::AnimationPair::operator==(const AnimationPair &other) const { return _a1->_name == other._a1->_name && _a2->_name == other._a2->_name; }