Stephen Gowen d80a00ead6 wip
2017-11-12 17:27:09 -05:00

187 lines
8.8 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_DeformTimeline_h
#define Spine_DeformTimeline_h
#include <spine/CurveTimeline.h>
namespace Spine
{
class DeformTimeline : CurveTimeline
{
RTTI_DECL;
internal int slotIndex;
internal float[] frames;
internal float[][] frameVertices;
internal VertexAttachment attachment;
public int SlotIndex { return slotIndex; } set { slotIndex = inValue; }
public float[] Frames { return frames; } set { frames = inValue; } // time, ...
public float[][] Vertices { return frameVertices; } set { frameVertices = inValue; }
public VertexAttachment Attachment { return attachment; } set { attachment = inValue; }
override public int PropertyId {
get { return ((int)TimelineType.Deform << 24) + attachment.id + slotIndex; }
}
public DeformTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount];
frameVertices = new float[frameCount][];
}
/// Sets the time and value of the specified keyframe.
public void SetFrame (int frameIndex, float time, float[] vertices) {
frames[frameIndex] = time;
frameVertices[frameIndex] = vertices;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
Slot slot = skeleton.slots.Items[slotIndex];
VertexAttachment vertexAttachment = slot.attachment as VertexAttachment;
if (vertexAttachment == NULL || !vertexAttachment.ApplyDeform(attachment)) return;
var verticesArray = slot.attachmentVertices;
if (verticesArray.Count == 0) alpha = 1;
float[][] frameVertices = _frameVertices;
int vertexCount = frameVertices[0].Length;
float[] frames = _frames;
float[] vertices;
if (time < frames[0]) {
switch (pose) {
case MixPose_Setup:
verticesArray.Clear();
return;
case MixPose_Current:
if (alpha == 1) {
verticesArray.Clear();
return;
}
// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
verticesArray.Count = vertexCount;
vertices = verticesArray.Items;
if (vertexAttachment.bones == NULL) {
// Unweighted vertex positions.
float[] setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++)
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
} else {
// Weighted deform offsets.
alpha = 1 - alpha;
for (int i = 0; i < vertexCount; i++)
vertices[i] *= alpha;
}
return;
default:
return;
}
}
// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
verticesArray.Count = vertexCount;
vertices = verticesArray.Items;
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.Length - 1];
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
} else if (pose == MixPose_Setup) {
if (vertexAttachment.bones == NULL) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++) {
float setup = setupVertices[i];
vertices[i] = setup + (lastVertices[i] - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
vertices[i] = lastVertices[i] * alpha;
}
} else {
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time);
float[] prevVertices = frameVertices[frame - 1];
float[] nextVertices = frameVertices[frame];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
} else if (pose == MixPose_Setup) {
if (vertexAttachment.bones == NULL) {
// Unweighted vertex positions, with alpha.
var setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i], setup = setupVertices[i];
vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
} else {
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
}
}
}
}
#endif /* Spine_DeformTimeline_h */