mirror of
https://github.com/smallmain/cocos-enhance-kit.git
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140 lines
4.5 KiB
C++
140 lines
4.5 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/RotateTimeline.h>
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#include <spine/Skeleton.h>
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#include <spine/Event.h>
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#include <spine/Bone.h>
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#include <spine/BoneData.h>
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#include <spine/Animation.h>
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#include <spine/TimelineType.h>
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using namespace spine;
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RTTI_IMPL(RotateTimeline, CurveTimeline)
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RotateTimeline::RotateTimeline(int frameCount) : CurveTimeline(frameCount), _boneIndex(0) {
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_frames.setSize(frameCount << 1, 0);
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}
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void RotateTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
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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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Bone *bone = skeleton.getBones()[_boneIndex];
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if (!bone->_active) 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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bone->_rotation = bone->_data._rotation;
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break;
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}
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case MixBlend_First: {
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float r = bone->_data._rotation - bone->_rotation;
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bone->_rotation += (r - (16384 - (int) (16384.499999999996 - r / 360)) * 360) * alpha;
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break;
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}
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default: {
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// TODO?
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break;
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}
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}
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return;
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}
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if (time >= _frames[_frames.size() - ENTRIES]) {
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float r = _frames[_frames.size() + PREV_ROTATION];
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switch (blend) {
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case MixBlend_Setup:
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bone->_rotation = bone->_data._rotation + r * alpha;
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break;
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case MixBlend_First:
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case MixBlend_Replace:
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r += bone->_data._rotation - bone->_rotation;
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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// Fall through.
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case MixBlend_Add:
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bone->_rotation += r * alpha;
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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 prevRotation = _frames[frame + PREV_ROTATION];
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float frameTime = _frames[frame];
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float percent = getCurvePercent((frame >> 1) - 1,
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1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
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float r = _frames[frame + ROTATION] - prevRotation;
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r = prevRotation + (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * percent;
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switch (blend) {
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case MixBlend_Setup:
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bone->_rotation = bone->_data._rotation + (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
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break;
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case MixBlend_First:
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case MixBlend_Replace:
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r += bone->_data._rotation - bone->_rotation;
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// Fall through.
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case MixBlend_Add:
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bone->_rotation += (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
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}
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}
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int RotateTimeline::getPropertyId() {
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return ((int) TimelineType_Rotate << 24) + _boneIndex;
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}
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void RotateTimeline::setFrame(int frameIndex, float time, float degrees) {
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frameIndex <<= 1;
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_frames[frameIndex] = time;
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_frames[frameIndex + ROTATION] = degrees;
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}
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int RotateTimeline::getBoneIndex() {
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return _boneIndex;
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}
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void RotateTimeline::setBoneIndex(int inValue) {
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_boneIndex = inValue;
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}
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Vector<float> &RotateTimeline::getFrames() {
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return _frames;
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}
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