/****************************************************************************** * 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 using namespace spine; Animation::Animation(const String &name, Vector &timelines, float duration) : _timelines(timelines), _timelineIds(), _duration(duration), _name(name) { assert(_name.length() > 0); for (int i = 0; i < (int)timelines.size(); i++) _timelineIds.put(timelines[i]->getPropertyId(), true); } bool Animation::hasTimeline(int id) { return _timelineIds.containsKey(id); } Animation::~Animation() { ContainerUtil::cleanUpVectorOfPointers(_timelines); } void Animation::apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector *pEvents, float alpha, MixBlend blend, MixDirection direction ) { if (loop && _duration != 0) { time = MathUtil::fmod(time, _duration); if (lastTime > 0) { lastTime = MathUtil::fmod(lastTime, _duration); } } for (size_t i = 0, n = _timelines.size(); i < n; ++i) { _timelines[i]->apply(skeleton, lastTime, time, pEvents, alpha, blend, direction); } } const String &Animation::getName() { return _name; } Vector &Animation::getTimelines() { return _timelines; } float Animation::getDuration() { return _duration; } void Animation::setDuration(float inValue) { _duration = inValue; } int Animation::binarySearch(Vector &values, float target, int step) { int low = 0; int size = (int)values.size(); int high = size / step - 2; if (high == 0) { return step; } int current = (int) (static_cast(high) >> 1); while (true) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (int) (static_cast(low + high) >> 1); } } int Animation::binarySearch(Vector &values, float target) { int low = 0; int size = (int)values.size(); int high = size - 2; if (high == 0) return 1; int current = (int) (static_cast(high) >> 1); while (true) { if (values[(current + 1)] <= target) low = current + 1; else high = current; if (low == high) return (low + 1); current = (int) (static_cast(low + high) >> 1); } } int Animation::linearSearch(Vector &values, float target, int step) { for (int i = 0, last = (int)values.size() - step; i <= last; i += step) { if (values[i] > target) { return i; } } return -1; }