2022-06-25 00:23:03 +08:00

140 lines
4.5 KiB
C++

/******************************************************************************
* 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 <spine/RotateTimeline.h>
#include <spine/Skeleton.h>
#include <spine/Event.h>
#include <spine/Bone.h>
#include <spine/BoneData.h>
#include <spine/Animation.h>
#include <spine/TimelineType.h>
using namespace spine;
RTTI_IMPL(RotateTimeline, CurveTimeline)
RotateTimeline::RotateTimeline(int frameCount) : CurveTimeline(frameCount), _boneIndex(0) {
_frames.setSize(frameCount << 1, 0);
}
void RotateTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
MixBlend blend, MixDirection direction
) {
SP_UNUSED(lastTime);
SP_UNUSED(pEvents);
SP_UNUSED(direction);
Bone *bone = skeleton.getBones()[_boneIndex];
if (!bone->_active) return;
if (time < _frames[0]) {
switch (blend) {
case MixBlend_Setup: {
bone->_rotation = bone->_data._rotation;
break;
}
case MixBlend_First: {
float r = bone->_data._rotation - bone->_rotation;
bone->_rotation += (r - (16384 - (int) (16384.499999999996 - r / 360)) * 360) * alpha;
break;
}
default: {
// TODO?
break;
}
}
return;
}
if (time >= _frames[_frames.size() - ENTRIES]) {
float r = _frames[_frames.size() + PREV_ROTATION];
switch (blend) {
case MixBlend_Setup:
bone->_rotation = bone->_data._rotation + r * alpha;
break;
case MixBlend_First:
case MixBlend_Replace:
r += bone->_data._rotation - bone->_rotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
// Fall through.
case MixBlend_Add:
bone->_rotation += r * alpha;
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation::binarySearch(_frames, time, ENTRIES);
float prevRotation = _frames[frame + PREV_ROTATION];
float frameTime = _frames[frame];
float percent = getCurvePercent((frame >> 1) - 1,
1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
float r = _frames[frame + ROTATION] - prevRotation;
r = prevRotation + (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * percent;
switch (blend) {
case MixBlend_Setup:
bone->_rotation = bone->_data._rotation + (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
break;
case MixBlend_First:
case MixBlend_Replace:
r += bone->_data._rotation - bone->_rotation;
// Fall through.
case MixBlend_Add:
bone->_rotation += (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
}
}
int RotateTimeline::getPropertyId() {
return ((int) TimelineType_Rotate << 24) + _boneIndex;
}
void RotateTimeline::setFrame(int frameIndex, float time, float degrees) {
frameIndex <<= 1;
_frames[frameIndex] = time;
_frames[frameIndex + ROTATION] = degrees;
}
int RotateTimeline::getBoneIndex() {
return _boneIndex;
}
void RotateTimeline::setBoneIndex(int inValue) {
_boneIndex = inValue;
}
Vector<float> &RotateTimeline::getFrames() {
return _frames;
}