SpineAnimation.cpp 3.9 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. #include "SpineAnimation.h"
  30. #include "SpineSkeleton.h"
  31. #include "SpineEvent.h"
  32. #include "SpineTimeline.h"
  33. // enable more than 5 arguments of a method bind function
  34. #include "core/method_bind_ext.gen.inc"
  35. void SpineAnimation::_bind_methods() {
  36. ClassDB::bind_method(D_METHOD("get_anim_name"), &SpineAnimation::get_anim_name);
  37. ClassDB::bind_method(D_METHOD("get_duration"), &SpineAnimation::get_duration);
  38. ClassDB::bind_method(D_METHOD("set_duration", "v"), &SpineAnimation::set_duration);
  39. ClassDB::bind_method(D_METHOD("apply", "skeleton", "last_time", "time", "loop", "events", "alpha", "blend", "direction"), &SpineAnimation::apply);
  40. ClassDB::bind_method(D_METHOD("get_timelines"), &SpineAnimation::get_timelines);
  41. ClassDB::bind_method(D_METHOD("has_timeline", "ids"), &SpineAnimation::has_timeline);
  42. }
  43. SpineAnimation::SpineAnimation():animation(NULL) {}
  44. SpineAnimation::~SpineAnimation(){}
  45. String SpineAnimation::get_anim_name() {
  46. return animation->getName().buffer();
  47. }
  48. float SpineAnimation::get_duration() {
  49. return animation->getDuration();
  50. }
  51. void SpineAnimation::set_duration(float v) {
  52. animation->setDuration(v);
  53. }
  54. void SpineAnimation::apply(Ref<SpineSkeleton> skeleton, float lastTime, float time, bool loop,
  55. Array pEvents, float alpha, SpineConstant::MixBlend blend,
  56. SpineConstant::MixDirection direction) {
  57. spine::Vector<spine::Event*> events;
  58. events.setSize(pEvents.size(), nullptr);
  59. for (size_t i=0; i<events.size(); ++i) {
  60. events[i] = ((Ref<SpineEvent>)(pEvents[i]))->get_spine_object();
  61. }
  62. animation->apply(*(skeleton->get_spine_object()), lastTime, time, loop, &events, alpha, (spine::MixBlend) blend, (spine::MixDirection) direction);
  63. }
  64. Array SpineAnimation::get_timelines() {
  65. auto &timelines = animation->getTimelines();
  66. Array res;
  67. res.resize(timelines.size());
  68. for (size_t i=0; i<res.size(); ++i) {
  69. auto a = Ref<SpineTimeline>(memnew(SpineTimeline));
  70. a->set_spine_object(timelines[i]);
  71. res.set(i, a);
  72. }
  73. return res;
  74. }
  75. bool SpineAnimation::has_timeline(Array ids) {
  76. spine::Vector<spine::PropertyId> list;
  77. list.setSize(ids.size(), 0);
  78. for (size_t i=0; i<list.size(); ++i) {
  79. list[i] = ids[i];
  80. }
  81. return animation->hasTimeline(list);
  82. }