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https://github.com/EsotericSoftware/spine-runtimes.git
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[cpp] Sequence timeline.
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bb81f31171
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@ -116,16 +116,15 @@ namespace spine {
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void setDuration(float inValue);
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/// @param target After the first and before the last entry.
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static int search(Vector<float> &values, float target);
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static int search(Vector<float> &values, float target, int step);
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private:
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Vector<Timeline *> _timelines;
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HashMap<PropertyId, bool> _timelineIds;
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float _duration;
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String _name;
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/// @param target After the first and before the last entry.
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static int search(Vector<float> &values, float target);
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static int search(Vector<float> &values, float target, int step);
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};
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}
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@ -51,7 +51,8 @@ namespace spine {
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Property_TransformConstraint = 1 << 15,
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Property_PathConstraintPosition = 1 << 16,
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Property_PathConstraintSpacing = 1 << 17,
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Property_PathConstraintMix = 1 << 18
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Property_PathConstraintMix = 1 << 18,
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Property_Sequence = 1 << 19
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};
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}
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77
spine-cpp/spine-cpp/include/spine/SequenceTimeline.h
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77
spine-cpp/spine-cpp/include/spine/SequenceTimeline.h
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@ -0,0 +1,77 @@
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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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#ifndef Spine_SequenceTimeline_h
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#define Spine_SequenceTimeline_h
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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/Timeline.h>
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#include <spine/Sequence.h>
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namespace spine {
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class Attachment;
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class SP_API SequenceTimeline : public Timeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit SequenceTimeline(size_t frameCount, int slotIndex, spine::Attachment *attachment);
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virtual ~SequenceTimeline();
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virtual void
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apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
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MixDirection direction);
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void setFrame(int frame, float time, SequenceMode mode, int index, float delay);
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int getSlotIndex() { return _slotIndex; };
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void setSlotIndex(int inValue) { _slotIndex = inValue; }
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Attachment *getAttachment() { return _attachment; }
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protected:
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int _slotIndex;
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Attachment *_attachment;
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static const int ENTRIES = 3;
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static const int MODE = 1;
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static const int DELAY = 2;
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};
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}
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#endif /* Spine_SequenceTimeline_h */
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129
spine-cpp/spine-cpp/src/spine/SequenceTimeline.cpp
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129
spine-cpp/spine-cpp/src/spine/SequenceTimeline.cpp
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@ -0,0 +1,129 @@
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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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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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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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using namespace spine;
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RTTI_IMPL(SequenceTimeline, Timeline)
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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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SequenceTimeline::~SequenceTimeline() {
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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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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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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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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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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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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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