DrawOrderTimeline.cpp 4.0 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #ifdef SPINE_UE4
  30. #include "SpinePluginPrivatePCH.h"
  31. #endif
  32. #include <spine/DrawOrderTimeline.h>
  33. #include <spine/Skeleton.h>
  34. #include <spine/Event.h>
  35. #include <spine/Animation.h>
  36. #include <spine/TimelineType.h>
  37. #include <spine/Slot.h>
  38. #include <spine/SlotData.h>
  39. using namespace spine;
  40. RTTI_IMPL(DrawOrderTimeline, Timeline)
  41. DrawOrderTimeline::DrawOrderTimeline(int frameCount) : Timeline() {
  42. _frames.ensureCapacity(frameCount);
  43. _drawOrders.ensureCapacity(frameCount);
  44. _frames.setSize(frameCount, 0);
  45. for (int i = 0; i < frameCount; ++i) {
  46. Vector<int> vec;
  47. _drawOrders.add(vec);
  48. }
  49. }
  50. void DrawOrderTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
  51. MixBlend blend, MixDirection direction
  52. ) {
  53. SP_UNUSED(lastTime);
  54. SP_UNUSED(pEvents);
  55. SP_UNUSED(alpha);
  56. Vector<Slot *> &drawOrder = skeleton._drawOrder;
  57. Vector<Slot *> &slots = skeleton._slots;
  58. if (direction == MixDirection_Out && blend == MixBlend_Setup) {
  59. drawOrder.clear();
  60. drawOrder.ensureCapacity(slots.size());
  61. for (size_t i = 0, n = slots.size(); i < n; ++i)
  62. drawOrder.add(slots[i]);
  63. return;
  64. }
  65. if (time < _frames[0]) {
  66. if (blend == MixBlend_Setup || blend == MixBlend_First) {
  67. drawOrder.clear();
  68. drawOrder.ensureCapacity(slots.size());
  69. for (size_t i = 0, n = slots.size(); i < n; ++i)
  70. drawOrder.add(slots[i]);
  71. }
  72. return;
  73. }
  74. size_t frame;
  75. if (time >= _frames[_frames.size() - 1]) {
  76. // Time is after last frame.
  77. frame = _frames.size() - 1;
  78. } else
  79. frame = (size_t)Animation::binarySearch(_frames, time) - 1;
  80. Vector<int> &drawOrderToSetupIndex = _drawOrders[frame];
  81. if (drawOrderToSetupIndex.size() == 0) {
  82. drawOrder.clear();
  83. for (size_t i = 0, n = slots.size(); i < n; ++i)
  84. drawOrder.add(slots[i]);
  85. } else {
  86. for (size_t i = 0, n = drawOrderToSetupIndex.size(); i < n; ++i)
  87. drawOrder[i] = slots[drawOrderToSetupIndex[i]];
  88. }
  89. }
  90. int DrawOrderTimeline::getPropertyId() {
  91. return ((int) TimelineType_DrawOrder << 24);
  92. }
  93. void DrawOrderTimeline::setFrame(size_t frameIndex, float time, Vector<int> &drawOrder) {
  94. _frames[frameIndex] = time;
  95. _drawOrders[frameIndex].clear();
  96. _drawOrders[frameIndex].addAll(drawOrder);
  97. }
  98. Vector<float> &DrawOrderTimeline::getFrames() {
  99. return _frames;
  100. }
  101. Vector<Vector<int> > &DrawOrderTimeline::getDrawOrders() {
  102. return _drawOrders;
  103. }
  104. size_t DrawOrderTimeline::getFrameCount() {
  105. return _frames.size();
  106. }