/****************************************************************************** * 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 using namespace spine; RTTI_IMPL(TranslateTimeline, CurveTimeline) const int TranslateTimeline::ENTRIES = 3; const int TranslateTimeline::PREV_TIME = -3; const int TranslateTimeline::PREV_X = -2; const int TranslateTimeline::PREV_Y = -1; const int TranslateTimeline::X = 1; const int TranslateTimeline::Y = 2; TranslateTimeline::TranslateTimeline(int frameCount) : CurveTimeline(frameCount), _boneIndex(0) { _frames.ensureCapacity(frameCount * ENTRIES); _frames.setSize(frameCount * ENTRIES, 0); } TranslateTimeline::~TranslateTimeline() { } void TranslateTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector *pEvents, float alpha, MixBlend blend, MixDirection direction ) { SP_UNUSED(lastTime); SP_UNUSED(pEvents); SP_UNUSED(direction); Bone *boneP = skeleton._bones[_boneIndex]; Bone &bone = *boneP; if (!bone._active) return; if (time < _frames[0]) { switch (blend) { case MixBlend_Setup: bone._x = bone._data._x; bone._y = bone._data._y; return; case MixBlend_First: bone._x += (bone._data._x - bone._x) * alpha; bone._y += (bone._data._y - bone._y) * alpha; default: {} } return; } float x, y; if (time >= _frames[_frames.size() - ENTRIES]) { // Time is after last frame. x = _frames[_frames.size() + PREV_X]; y = _frames[_frames.size() + PREV_Y]; } else { // Interpolate between the previous frame and the current frame. int frame = Animation::binarySearch(_frames, time, ENTRIES); x = _frames[frame + PREV_X]; y = _frames[frame + PREV_Y]; float frameTime = _frames[frame]; float percent = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime)); x += (_frames[frame + X] - x) * percent; y += (_frames[frame + Y] - y) * percent; } switch (blend) { case MixBlend_Setup: bone._x = bone._data._x + x * alpha; bone._y = bone._data._y + y * alpha; break; case MixBlend_First: case MixBlend_Replace: bone._x += (bone._data._x + x - bone._x) * alpha; bone._y += (bone._data._y + y - bone._y) * alpha; break; case MixBlend_Add: bone._x += x * alpha; bone._y += y * alpha; } } int TranslateTimeline::getPropertyId() { return ((int) TimelineType_Translate << 24) + _boneIndex; } void TranslateTimeline::setFrame(int frameIndex, float time, float x, float y) { frameIndex *= ENTRIES; _frames[frameIndex] = time; _frames[frameIndex + X] = x; _frames[frameIndex + Y] = y; }