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游戏源码添加编译(现存问题:游戏内...
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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/IkConstraintTimeline.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/IkConstraint.h>
#include <spine/IkConstraintData.h>
using namespace spine;
RTTI_IMPL(IkConstraintTimeline, CurveTimeline)
const int IkConstraintTimeline::ENTRIES = 6;
const int IkConstraintTimeline::PREV_TIME = -6;
const int IkConstraintTimeline::PREV_MIX = -5;
const int IkConstraintTimeline::PREV_SOFTNESS = -4;
const int IkConstraintTimeline::PREV_BEND_DIRECTION = -3;
const int IkConstraintTimeline::PREV_COMPRESS = -2;
const int IkConstraintTimeline::PREV_STRETCH = -1;
const int IkConstraintTimeline::MIX = 1;
const int IkConstraintTimeline::SOFTNESS = 2;
const int IkConstraintTimeline::BEND_DIRECTION = 3;
const int IkConstraintTimeline::COMPRESS = 4;
const int IkConstraintTimeline::STRETCH = 5;
IkConstraintTimeline::IkConstraintTimeline(int frameCount) : CurveTimeline(frameCount), _ikConstraintIndex(0) {
_frames.setSize(frameCount * ENTRIES, 0);
}
void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
MixBlend blend, MixDirection direction) {
SP_UNUSED(lastTime);
SP_UNUSED(pEvents);
IkConstraint *constraintP = skeleton._ikConstraints[_ikConstraintIndex];
IkConstraint &constraint = *constraintP;
if (!constraint.isActive()) return;
if (time < _frames[0]) {
switch (blend) {
case MixBlend_Setup:
constraint._mix = constraint._data._mix;
constraint._softness = constraint._data._softness;
constraint._bendDirection = constraint._data._bendDirection;
constraint._compress = constraint._data._compress;
constraint._stretch = constraint._data._stretch;
return;
case MixBlend_First:
constraint._mix += (constraint._data._mix - constraint._mix) * alpha;
constraint._softness += (constraint._data._softness - constraint._softness) * alpha;
constraint._bendDirection = constraint._data._bendDirection;
constraint._compress = constraint._data._compress;
constraint._stretch = constraint._data._stretch;
return;
default:
return;
}
}
if (time >= _frames[_frames.size() - ENTRIES]) {
// Time is after last frame.
if (blend == MixBlend_Setup) {
constraint._mix =
constraint._data._mix + (_frames[_frames.size() + PREV_MIX] - constraint._data._mix) * alpha;
constraint._softness = constraint._data._softness
+ (_frames[_frames.size() + PREV_SOFTNESS] - constraint._data._softness) * alpha;
if (direction == MixDirection_Out) {
constraint._bendDirection = constraint._data._bendDirection;
constraint._compress = constraint._data._compress;
constraint._stretch = constraint._data._stretch;
} else {
constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
}
} else {
constraint._mix += (_frames[_frames.size() + PREV_MIX] - constraint._mix) * alpha;
constraint._softness += (_frames[_frames.size() + PREV_SOFTNESS] - constraint._softness) * alpha;
if (direction == MixDirection_In) {
constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
}
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation::binarySearch(_frames, time, ENTRIES);
float mix = _frames[frame + PREV_MIX];
float softness = _frames[frame + PREV_SOFTNESS];
float frameTime = _frames[frame];
float percent = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
if (blend == MixBlend_Setup) {
constraint._mix =
constraint._data._mix + (mix + (_frames[frame + MIX] - mix) * percent - constraint._data._mix) * alpha;
constraint._softness = constraint._data._softness
+ (softness + (_frames[frame + SOFTNESS] - softness) * percent - constraint._data._softness) * alpha;
if (direction == MixDirection_Out) {
constraint._bendDirection = constraint._data._bendDirection;
constraint._compress = constraint._data._compress;
constraint._stretch = constraint._data._stretch;
} else {
constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
}
} else {
constraint._mix += (mix + (_frames[frame + MIX] - mix) * percent - constraint._mix) * alpha;
constraint._softness += (softness + (_frames[frame + SOFTNESS] - softness) * percent - constraint._softness) * alpha;
if (direction == MixDirection_In) {
constraint._bendDirection = (int) _frames[frame + PREV_BEND_DIRECTION];
constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
}
}
}
int IkConstraintTimeline::getPropertyId() {
return ((int) TimelineType_IkConstraint << 24) + _ikConstraintIndex;
}
void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, float softness, int bendDirection, bool compress, bool stretch) {
frameIndex *= ENTRIES;
_frames[frameIndex] = time;
_frames[frameIndex + MIX] = mix;
_frames[frameIndex + SOFTNESS] = softness;
_frames[frameIndex + BEND_DIRECTION] = (float)bendDirection;
_frames[frameIndex + COMPRESS] = compress ? 1 : 0;
_frames[frameIndex + STRETCH] = stretch ? 1 : 0;
}
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