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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated September 24, 2021. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2021, 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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+
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+#ifdef SPINE_UE4
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+#include "SpinePluginPrivatePCH.h"
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+#endif
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+
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+#include <spine/Bone.h>
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+#include <spine/SequenceTimeline.h>
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+#include <spine/RegionAttachment.h>
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+#include <spine/MeshAttachment.h>
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+#include <spine/Event.h>
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+#include <spine/Skeleton.h>
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+#include <spine/Attachment.h>
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+#include <spine/PathConstraint.h>
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+#include <spine/PathConstraintData.h>
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+#include <spine/Slot.h>
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+#include <spine/SlotData.h>
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+#include <spine/Animation.h>
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+
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+using namespace spine;
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+
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+RTTI_IMPL(SequenceTimeline, Timeline)
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+
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+SequenceTimeline::SequenceTimeline(size_t frameCount, int slotIndex, Attachment *attachment) : Timeline(frameCount, ENTRIES), _slotIndex(slotIndex), _attachment(attachment) {
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+ int sequenceId = 0;
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+ if (attachment->getRTTI().instanceOf(RegionAttachment::rtti)) sequenceId = ((RegionAttachment *) attachment)->getSequence()->getId();
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+ if (attachment->getRTTI().instanceOf(MeshAttachment::rtti)) sequenceId = ((MeshAttachment *) attachment)->getSequence()->getId();
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+ PropertyId ids[] = {((PropertyId) Property_Sequence << 32) | ((slotIndex << 16 | sequenceId) & 0xffffffff)};
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+ setPropertyIds(ids, 1);
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+}
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+
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+SequenceTimeline::~SequenceTimeline() {
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+}
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+
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+void SequenceTimeline::setFrame(int frame, float time, SequenceMode mode, int index, float delay) {
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+ Vector<float> &frames = this->_frames;
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+ frame *= ENTRIES;
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+ frames[frame] = time;
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+ frames[frame + MODE] = mode | (index << 4);
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+ frames[frame + DELAY] = delay;
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+}
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+
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+void SequenceTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents,
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+ float alpha, MixBlend blend, MixDirection direction) {
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+ SP_UNUSED(alpha);
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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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+
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+ Slot *slot = skeleton.getSlots()[_slotIndex];
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+ if (!slot->getBone().isActive()) return;
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+ Attachment *slotAttachment = slot->getAttachment();
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+ if (slotAttachment != _attachment) {
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+ if (!slotAttachment->getRTTI().instanceOf(VertexAttachment::rtti) || ((VertexAttachment *) slotAttachment)->getTimelineAttachment() != _attachment) return;
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+ }
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+
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+ Vector<float> &frames = this->_frames;
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+ if (time < frames[0]) {// Time is before first frame.
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+ if (blend == MixBlend_Setup || blend == MixBlend_First) slot->setSequenceIndex(-1);
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+ return;
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+ }
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+
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+ int i = Animation::search(frames, time, ENTRIES);
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+ float before = frames[i];
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+ int modeAndIndex = (int) frames[i + MODE];
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+ float delay = frames[i + DELAY];
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+
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+ Sequence *sequence = NULL;
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+ if (_attachment->getRTTI().instanceOf(RegionAttachment::rtti)) sequence = ((RegionAttachment *) _attachment)->getSequence();
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+ if (_attachment->getRTTI().instanceOf(MeshAttachment::rtti)) sequence = ((MeshAttachment *) _attachment)->getSequence();
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+ int index = modeAndIndex >> 4, count = sequence->getRegions().size();
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+ int mode = modeAndIndex & 0xf;
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+ if (mode != SequenceMode::hold) {
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+ index += (int) (((time - before) / delay + 0.00001));
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+ switch (mode) {
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+ case SequenceMode::once:
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+ index = MathUtil::min(count - 1, index);
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+ break;
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+ case SequenceMode::loop:
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+ index %= count;
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+ break;
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+ case SequenceMode::pingpong: {
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+ int n = (count << 1) - 2;
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+ index %= n;
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+ if (index >= count) index = n - index;
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+ break;
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+ }
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+ case SequenceMode::onceReverse:
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+ index = MathUtil::max(count - 1 - index, 0);
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+ break;
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+ case SequenceMode::loopReverse:
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+ index = count - 1 - (index % count);
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+ break;
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+ case SequenceMode::pingpongReverse: {
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+ int n = (count << 1) - 2;
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+ index = (index + count - 1) % n;
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+ if (index >= count) index = n - index;
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+ }
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+ }
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+ }
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+ slot->setSequenceIndex(index);
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+}
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