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ios/cocos2d/cocos/editor-support/spine/ShearTimeline.cpp 3.82 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/ShearTimeline.h>
  
  #include <spine/Skeleton.h>
  #include <spine/Event.h>
  
  #include <spine/Slot.h>
  #include <spine/SlotData.h>
  #include <spine/Bone.h>
  #include <spine/BoneData.h>
  
  using namespace spine;
  
  RTTI_IMPL(ShearTimeline, TranslateTimeline)
  
  ShearTimeline::ShearTimeline(int frameCount) : TranslateTimeline(frameCount) {
  }
  
  void ShearTimeline::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);
  
  	Bone *boneP = skeleton._bones[_boneIndex];
  	Bone &bone = *boneP;
  	if (!bone._active) return;
  
  	if (time < _frames[0]) {
  		switch (blend) {
  		case MixBlend_Setup:
  			bone._shearX = bone._data._shearX;
  			bone._shearY = bone._data._shearY;
  			return;
  		case MixBlend_First:
  			bone._shearX += (bone._data._shearX - bone._shearX) * alpha;
  			bone._shearY += (bone._data._shearY - bone._shearY) * alpha;
  		default: {}
  		}
  		return;
  	}
  
  	float x, y;
  	if (time >= _frames[_frames.size() - ENTRIES]) {
  		// Time is after last frame.
  		x = _frames[_frames.size() + PREV_X];
  		y = _frames[_frames.size() + PREV_Y];
  	} else {
  		// Interpolate between the previous frame and the current frame.
  		int frame = Animation::binarySearch(_frames, time, ENTRIES);
  		x = _frames[frame + PREV_X];
  		y = _frames[frame + PREV_Y];
  		float frameTime = _frames[frame];
  		float percent = getCurvePercent(frame / ENTRIES - 1,
  			1 - (time - frameTime) / (_frames[frame + PREV_TIME] - frameTime));
  
  		x = x + (_frames[frame + X] - x) * percent;
  		y = y + (_frames[frame + Y] - y) * percent;
  	}
  
  	switch (blend) {
  		case MixBlend_Setup:
  			bone._shearX = bone._data._shearX + x * alpha;
  			bone._shearY = bone._data._shearY + y * alpha;
  			break;
  		case MixBlend_First:
  		case MixBlend_Replace:
  			bone._shearX += (bone._data._shearX + x - bone._shearX) * alpha;
  			bone._shearY += (bone._data._shearY + y - bone._shearY) * alpha;
  			break;
  		case MixBlend_Add:
  			bone._shearX += x * alpha;
  			bone._shearY += y * alpha;
  	}
  }
  
  int ShearTimeline::getPropertyId() {
  	return ((int) TimelineType_Shear << 24) + _boneIndex;
  }