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https://github.com/smallmain/cocos-enhance-kit.git
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117 lines
4.3 KiB
C++
117 lines
4.3 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/PathConstraintPositionTimeline.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/PathConstraint.h>
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#include <spine/PathConstraintData.h>
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using namespace spine;
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RTTI_IMPL(PathConstraintPositionTimeline, CurveTimeline)
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const int PathConstraintPositionTimeline::ENTRIES = 2;
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const int PathConstraintPositionTimeline::PREV_TIME = -2;
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const int PathConstraintPositionTimeline::PREV_VALUE = -1;
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const int PathConstraintPositionTimeline::VALUE = 1;
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PathConstraintPositionTimeline::PathConstraintPositionTimeline(int frameCount) : CurveTimeline(frameCount),
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_pathConstraintIndex(0)
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{
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_frames.setSize(frameCount * ENTRIES, 0);
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}
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PathConstraintPositionTimeline::~PathConstraintPositionTimeline() {
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}
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void PathConstraintPositionTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents,
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float alpha, MixBlend blend, MixDirection direction
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) {
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SP_UNUSED(lastTime);
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SP_UNUSED(pEvents);
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SP_UNUSED(direction);
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PathConstraint *constraintP = skeleton._pathConstraints[_pathConstraintIndex];
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PathConstraint &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._position = constraint._data._position;
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return;
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case MixBlend_First:
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constraint._position += (constraint._data._position - constraint._position) * alpha;
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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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float position;
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if (time >= _frames[_frames.size() - ENTRIES]) {
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// Time is after last frame.
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position = _frames[_frames.size() + PREV_VALUE];
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} else {
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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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position = _frames[frame + PREV_VALUE];
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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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position += (_frames[frame + VALUE] - position) * percent;
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}
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if (blend == MixBlend_Setup)
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constraint._position = constraint._data._position + (position - constraint._data._position) * alpha;
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else
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constraint._position += (position - constraint._position) * alpha;
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}
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int PathConstraintPositionTimeline::getPropertyId() {
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return ((int) TimelineType_PathConstraintPosition << 24) + _pathConstraintIndex;
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}
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void PathConstraintPositionTimeline::setFrame(int frameIndex, float time, float value) {
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frameIndex *= ENTRIES;
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_frames[frameIndex] = time;
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_frames[frameIndex + VALUE] = value;
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}
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