mirror of
https://github.com/smallmain/cocos-enhance-kit.git
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171 lines
7.3 KiB
C++
171 lines
7.3 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/IkConstraintTimeline.h>
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#include <spine/Skeleton.h>
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#include <spine/Event.h>
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#include <spine/Animation.h>
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#include <spine/TimelineType.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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#include <spine/IkConstraint.h>
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#include <spine/IkConstraintData.h>
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using namespace spine;
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RTTI_IMPL(IkConstraintTimeline, CurveTimeline)
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const int IkConstraintTimeline::ENTRIES = 6;
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const int IkConstraintTimeline::PREV_TIME = -6;
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const int IkConstraintTimeline::PREV_MIX = -5;
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const int IkConstraintTimeline::PREV_SOFTNESS = -4;
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const int IkConstraintTimeline::PREV_BEND_DIRECTION = -3;
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const int IkConstraintTimeline::PREV_COMPRESS = -2;
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const int IkConstraintTimeline::PREV_STRETCH = -1;
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const int IkConstraintTimeline::MIX = 1;
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const int IkConstraintTimeline::SOFTNESS = 2;
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const int IkConstraintTimeline::BEND_DIRECTION = 3;
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const int IkConstraintTimeline::COMPRESS = 4;
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const int IkConstraintTimeline::STRETCH = 5;
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IkConstraintTimeline::IkConstraintTimeline(int frameCount) : CurveTimeline(frameCount), _ikConstraintIndex(0) {
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_frames.setSize(frameCount * ENTRIES, 0);
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}
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void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
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MixBlend blend, MixDirection direction) {
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SP_UNUSED(lastTime);
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SP_UNUSED(pEvents);
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IkConstraint *constraintP = skeleton._ikConstraints[_ikConstraintIndex];
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IkConstraint &constraint = *constraintP;
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if (!constraint.isActive()) return;
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if (time < _frames[0]) {
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switch (blend) {
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case MixBlend_Setup:
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constraint._mix = constraint._data._mix;
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constraint._softness = constraint._data._softness;
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constraint._bendDirection = constraint._data._bendDirection;
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constraint._compress = constraint._data._compress;
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constraint._stretch = constraint._data._stretch;
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return;
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case MixBlend_First:
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constraint._mix += (constraint._data._mix - constraint._mix) * alpha;
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constraint._softness += (constraint._data._softness - constraint._softness) * alpha;
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constraint._bendDirection = constraint._data._bendDirection;
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constraint._compress = constraint._data._compress;
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constraint._stretch = constraint._data._stretch;
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return;
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default:
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return;
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}
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}
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if (time >= _frames[_frames.size() - ENTRIES]) {
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// Time is after last frame.
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if (blend == MixBlend_Setup) {
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constraint._mix =
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constraint._data._mix + (_frames[_frames.size() + PREV_MIX] - constraint._data._mix) * alpha;
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constraint._softness = constraint._data._softness
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+ (_frames[_frames.size() + PREV_SOFTNESS] - constraint._data._softness) * alpha;
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if (direction == MixDirection_Out) {
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constraint._bendDirection = constraint._data._bendDirection;
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constraint._compress = constraint._data._compress;
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constraint._stretch = constraint._data._stretch;
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} else {
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constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
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constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
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constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
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}
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} else {
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constraint._mix += (_frames[_frames.size() + PREV_MIX] - constraint._mix) * alpha;
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constraint._softness += (_frames[_frames.size() + PREV_SOFTNESS] - constraint._softness) * alpha;
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if (direction == MixDirection_In) {
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constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
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constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
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constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
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}
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}
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return;
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}
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// Interpolate between the previous frame and the current frame.
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int frame = Animation::binarySearch(_frames, time, ENTRIES);
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float mix = _frames[frame + PREV_MIX];
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float softness = _frames[frame + PREV_SOFTNESS];
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float frameTime = _frames[frame];
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float percent = getCurvePercent(frame / ENTRIES - 1,
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1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
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if (blend == MixBlend_Setup) {
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constraint._mix =
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constraint._data._mix + (mix + (_frames[frame + MIX] - mix) * percent - constraint._data._mix) * alpha;
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constraint._softness = constraint._data._softness
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+ (softness + (_frames[frame + SOFTNESS] - softness) * percent - constraint._data._softness) * alpha;
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if (direction == MixDirection_Out) {
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constraint._bendDirection = constraint._data._bendDirection;
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constraint._compress = constraint._data._compress;
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constraint._stretch = constraint._data._stretch;
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} else {
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constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
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constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
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constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
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}
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} else {
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constraint._mix += (mix + (_frames[frame + MIX] - mix) * percent - constraint._mix) * alpha;
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constraint._softness += (softness + (_frames[frame + SOFTNESS] - softness) * percent - constraint._softness) * alpha;
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if (direction == MixDirection_In) {
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constraint._bendDirection = (int) _frames[frame + PREV_BEND_DIRECTION];
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constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
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constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
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}
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}
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}
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int IkConstraintTimeline::getPropertyId() {
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return ((int) TimelineType_IkConstraint << 24) + _ikConstraintIndex;
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}
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void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, float softness, int bendDirection, bool compress, bool stretch) {
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frameIndex *= ENTRIES;
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_frames[frameIndex] = time;
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_frames[frameIndex + MIX] = mix;
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_frames[frameIndex + SOFTNESS] = softness;
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_frames[frameIndex + BEND_DIRECTION] = (float)bendDirection;
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_frames[frameIndex + COMPRESS] = compress ? 1 : 0;
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_frames[frameIndex + STRETCH] = stretch ? 1 : 0;
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}
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