spine-runtimes/spine-cpp/src/spine/SequenceTimeline.cpp
2025-07-30 09:41:42 +02:00

144 lines
5.5 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#include <spine/SequenceTimeline.h>
#include <spine/Bone.h>
#include <spine/RegionAttachment.h>
#include <spine/MeshAttachment.h>
#include <spine/VertexAttachment.h>
#include <spine/Event.h>
#include <spine/Skeleton.h>
#include <spine/Attachment.h>
#include <spine/Slot.h>
#include <spine/Animation.h>
#include <spine/MathUtil.h>
using namespace spine;
RTTI_IMPL_MULTI(SequenceTimeline, Timeline, SlotTimeline)
SequenceTimeline::SequenceTimeline(size_t frameCount, int slotIndex, Attachment &attachment)
: Timeline(frameCount, ENTRIES), SlotTimeline(), _slotIndex(slotIndex), _attachment((HasTextureRegion *) &attachment) {
int sequenceId = 0;
if (attachment.getRTTI().instanceOf(RegionAttachment::rtti)) sequenceId = ((RegionAttachment *) &attachment)->getSequence()->getId();
if (attachment.getRTTI().instanceOf(MeshAttachment::rtti)) sequenceId = ((MeshAttachment *) &attachment)->getSequence()->getId();
PropertyId ids[] = {((PropertyId) Property_Sequence << 32) | ((slotIndex << 16 | sequenceId) & 0xffffffff)};
setPropertyIds(ids, 1);
}
SequenceTimeline::~SequenceTimeline() {
}
void SequenceTimeline::setFrame(int frame, float time, SequenceMode mode, int index, float delay) {
Array<float> &frames = this->_frames;
frame *= ENTRIES;
frames[frame] = time;
frames[frame + MODE] = mode | (index << 4);
frames[frame + DELAY] = delay;
}
int SequenceTimeline::getSlotIndex() {
return _slotIndex;
}
void SequenceTimeline::setSlotIndex(int inValue) {
_slotIndex = inValue;
}
void SequenceTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) {
SP_UNUSED(alpha);
SP_UNUSED(lastTime);
SP_UNUSED(events);
Slot *slot = skeleton.getSlots()[getSlotIndex()];
if (!slot->getBone().isActive()) return;
SlotPose &pose = appliedPose ? slot->getAppliedPose() : slot->getPose();
Attachment *slotAttachment = pose.getAttachment();
if (slotAttachment != (Attachment *) _attachment) {
if (slotAttachment == NULL || !slotAttachment->getRTTI().instanceOf(VertexAttachment::rtti) ||
((VertexAttachment *) slotAttachment)->getTimelineAttachment() != (Attachment *) _attachment)
return;
}
Sequence *sequence = NULL;
if (((Attachment *) _attachment)->getRTTI().instanceOf(RegionAttachment::rtti)) sequence = ((RegionAttachment *) _attachment)->getSequence();
if (((Attachment *) _attachment)->getRTTI().instanceOf(MeshAttachment::rtti)) sequence = ((MeshAttachment *) _attachment)->getSequence();
if (!sequence) return;
if (direction == MixDirection_Out) {
if (blend == MixBlend_Setup) pose.setSequenceIndex(-1);
return;
}
Array<float> &frames = this->_frames;
if (time < frames[0]) {
if (blend == MixBlend_Setup || blend == MixBlend_First) pose.setSequenceIndex(-1);
return;
}
int i = Animation::search(frames, time, ENTRIES);
float before = frames[i];
int modeAndIndex = (int) frames[i + MODE];
float delay = frames[i + DELAY];
int index = modeAndIndex >> 4, count = (int) sequence->getRegions().size();
int mode = modeAndIndex & 0xf;
if (mode != SequenceMode_hold) {
index += (int) (((time - before) / delay + 0.0001));
switch (mode) {
case SequenceMode_once:
index = MathUtil::min(count - 1, index);
break;
case SequenceMode_loop:
index %= count;
break;
case SequenceMode_pingpong: {
int n = (count << 1) - 2;
index = n == 0 ? 0 : index % n;
if (index >= count) index = n - index;
break;
}
case SequenceMode_onceReverse:
index = MathUtil::max(count - 1 - index, 0);
break;
case SequenceMode_loopReverse:
index = count - 1 - (index % count);
break;
case SequenceMode_pingpongReverse: {
int n = (count << 1) - 2;
index = n == 0 ? 0 : (index + count - 1) % n;
if (index >= count) index = n - index;
break;
}
}
}
pose.setSequenceIndex(index);
}