mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 14:54:53 +08:00
144 lines
5.5 KiB
C++
144 lines
5.5 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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#include <spine/SequenceTimeline.h>
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#include <spine/Bone.h>
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#include <spine/RegionAttachment.h>
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#include <spine/MeshAttachment.h>
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#include <spine/VertexAttachment.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/Slot.h>
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#include <spine/Animation.h>
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#include <spine/MathUtil.h>
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using namespace spine;
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RTTI_IMPL_MULTI(SequenceTimeline, Timeline, SlotTimeline)
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SequenceTimeline::SequenceTimeline(size_t frameCount, int slotIndex, Attachment &attachment)
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: Timeline(frameCount, ENTRIES), SlotTimeline(), _slotIndex(slotIndex), _attachment((HasTextureRegion *) &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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Array<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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int SequenceTimeline::getSlotIndex() {
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return _slotIndex;
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}
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void SequenceTimeline::setSlotIndex(int inValue) {
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_slotIndex = inValue;
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}
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void SequenceTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixBlend blend,
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MixDirection direction, bool appliedPose) {
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SP_UNUSED(alpha);
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SP_UNUSED(lastTime);
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SP_UNUSED(events);
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Slot *slot = skeleton.getSlots()[getSlotIndex()];
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if (!slot->getBone().isActive()) return;
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SlotPose &pose = appliedPose ? slot->getAppliedPose() : slot->getPose();
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Attachment *slotAttachment = pose.getAttachment();
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if (slotAttachment != (Attachment *) _attachment) {
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if (slotAttachment == NULL || !slotAttachment->getRTTI().instanceOf(VertexAttachment::rtti) ||
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((VertexAttachment *) slotAttachment)->getTimelineAttachment() != (Attachment *) _attachment)
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return;
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}
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Sequence *sequence = NULL;
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if (((Attachment *) _attachment)->getRTTI().instanceOf(RegionAttachment::rtti)) sequence = ((RegionAttachment *) _attachment)->getSequence();
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if (((Attachment *) _attachment)->getRTTI().instanceOf(MeshAttachment::rtti)) sequence = ((MeshAttachment *) _attachment)->getSequence();
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if (!sequence) return;
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if (direction == MixDirection_Out) {
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if (blend == MixBlend_Setup) pose.setSequenceIndex(-1);
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return;
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}
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Array<float> &frames = this->_frames;
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if (time < frames[0]) {
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if (blend == MixBlend_Setup || blend == MixBlend_First) pose.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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int index = modeAndIndex >> 4, count = (int) 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 + 0.0001));
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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 == 0 ? 0 : 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 = n == 0 ? 0 : (index + count - 1) % n;
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if (index >= count) index = n - index;
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break;
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}
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}
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}
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pose.setSequenceIndex(index);
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}
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