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

132 lines
4.3 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/TranslateTimeline.h>
#include <spine/Skeleton.h>
#include <spine/Event.h>
#include <spine/Slot.h>
#include <spine/SlotData.h>
#include <spine/Bone.h>
#include <spine/BoneData.h>
using namespace spine;
RTTI_IMPL(TranslateTimeline, CurveTimeline)
const int TranslateTimeline::ENTRIES = 3;
const int TranslateTimeline::PREV_TIME = -3;
const int TranslateTimeline::PREV_X = -2;
const int TranslateTimeline::PREV_Y = -1;
const int TranslateTimeline::X = 1;
const int TranslateTimeline::Y = 2;
TranslateTimeline::TranslateTimeline(int frameCount) : CurveTimeline(frameCount), _boneIndex(0) {
_frames.ensureCapacity(frameCount * ENTRIES);
_frames.setSize(frameCount * ENTRIES, 0);
}
TranslateTimeline::~TranslateTimeline() {
}
void TranslateTimeline::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 *boneP = skeleton._bones[_boneIndex];
Bone &bone = *boneP;
if (!bone._active) return;
if (time < _frames[0]) {
switch (blend) {
case MixBlend_Setup:
bone._x = bone._data._x;
bone._y = bone._data._y;
return;
case MixBlend_First:
bone._x += (bone._data._x - bone._x) * alpha;
bone._y += (bone._data._y - bone._y) * alpha;
default: {}
}
return;
}
float x, y;
if (time >= _frames[_frames.size() - ENTRIES]) {
// Time is after last frame.
x = _frames[_frames.size() + PREV_X];
y = _frames[_frames.size() + PREV_Y];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation::binarySearch(_frames, time, ENTRIES);
x = _frames[frame + PREV_X];
y = _frames[frame + PREV_Y];
float frameTime = _frames[frame];
float percent = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
x += (_frames[frame + X] - x) * percent;
y += (_frames[frame + Y] - y) * percent;
}
switch (blend) {
case MixBlend_Setup:
bone._x = bone._data._x + x * alpha;
bone._y = bone._data._y + y * alpha;
break;
case MixBlend_First:
case MixBlend_Replace:
bone._x += (bone._data._x + x - bone._x) * alpha;
bone._y += (bone._data._y + y - bone._y) * alpha;
break;
case MixBlend_Add:
bone._x += x * alpha;
bone._y += y * alpha;
}
}
int TranslateTimeline::getPropertyId() {
return ((int) TimelineType_Translate << 24) + _boneIndex;
}
void TranslateTimeline::setFrame(int frameIndex, float time, float x, float y) {
frameIndex *= ENTRIES;
_frames[frameIndex] = time;
_frames[frameIndex + X] = x;
_frames[frameIndex + Y] = y;
}