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- /******************************************************************************
- * 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;
- }
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