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ios/cocos2d/cocos/editor-support/spine/PathConstraintPositionTimeline.cpp 4.28 KB
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  /******************************************************************************
   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
   *
   * Copyright (c) 2013-2019, 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  
  #ifdef SPINE_UE4
  #include "SpinePluginPrivatePCH.h"
  #endif
  
  #include <spine/PathConstraintPositionTimeline.h>
  
  #include <spine/Skeleton.h>
  #include <spine/Event.h>
  
  #include <spine/Animation.h>
  #include <spine/TimelineType.h>
  #include <spine/Slot.h>
  #include <spine/SlotData.h>
  #include <spine/PathConstraint.h>
  #include <spine/PathConstraintData.h>
  
  using namespace spine;
  
  RTTI_IMPL(PathConstraintPositionTimeline, CurveTimeline)
  
  const int PathConstraintPositionTimeline::ENTRIES = 2;
  const int PathConstraintPositionTimeline::PREV_TIME = -2;
  const int PathConstraintPositionTimeline::PREV_VALUE = -1;
  const int PathConstraintPositionTimeline::VALUE = 1;
  
  PathConstraintPositionTimeline::PathConstraintPositionTimeline(int frameCount) : CurveTimeline(frameCount),
  	_pathConstraintIndex(0)
  {
  	_frames.setSize(frameCount * ENTRIES, 0);
  }
  
  PathConstraintPositionTimeline::~PathConstraintPositionTimeline() {
  }
  
  void PathConstraintPositionTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents,
  	float alpha, MixBlend blend, MixDirection direction
  ) {
  	SP_UNUSED(lastTime);
  	SP_UNUSED(pEvents);
  	SP_UNUSED(direction);
  
  	PathConstraint *constraintP = skeleton._pathConstraints[_pathConstraintIndex];
  	PathConstraint &constraint = *constraintP;
  	if (!constraint.isActive()) return;
  
  	if (time < _frames[0]) {
  		switch (blend) {
  		case MixBlend_Setup:
  			constraint._position = constraint._data._position;
  			return;
  		case MixBlend_First:
  			constraint._position += (constraint._data._position - constraint._position) * alpha;
  			return;
  		default:
  			return;
  		}
  	}
  
  	float position;
  	if (time >= _frames[_frames.size() - ENTRIES]) {
  		// Time is after last frame.
  		position = _frames[_frames.size() + PREV_VALUE];
  	} else {
  		// Interpolate between the previous frame and the current frame.
  		int frame = Animation::binarySearch(_frames, time, ENTRIES);
  		position = _frames[frame + PREV_VALUE];
  		float frameTime = _frames[frame];
  		float percent = getCurvePercent(frame / ENTRIES - 1,
  			1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
  
  		position += (_frames[frame + VALUE] - position) * percent;
  	}
  	if (blend == MixBlend_Setup)
  		constraint._position = constraint._data._position + (position - constraint._data._position) * alpha;
  	else
  		constraint._position += (position - constraint._position) * alpha;
  }
  
  int PathConstraintPositionTimeline::getPropertyId() {
  	return ((int) TimelineType_PathConstraintPosition << 24) + _pathConstraintIndex;
  }
  
  void PathConstraintPositionTimeline::setFrame(int frameIndex, float time, float value) {
  	frameIndex *= ENTRIES;
  	_frames[frameIndex] = time;
  	_frames[frameIndex + VALUE] = value;
  }