AnimationStateData.cpp
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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/AnimationStateData.h>
#include <spine/SkeletonData.h>
#include <spine/Animation.h>
using namespace spine;
AnimationStateData::AnimationStateData(SkeletonData *skeletonData) : _skeletonData(skeletonData), _defaultMix(0) {
}
void AnimationStateData::setMix(const String &fromName, const String &toName, float duration) {
Animation *from = _skeletonData->findAnimation(fromName);
Animation *to = _skeletonData->findAnimation(toName);
setMix(from, to, duration);
}
void AnimationStateData::setMix(Animation *from, Animation *to, float duration) {
assert(from != NULL);
assert(to != NULL);
AnimationPair key(from, to);
_animationToMixTime.put(key, duration);
}
float AnimationStateData::getMix(Animation *from, Animation *to) {
assert(from != NULL);
assert(to != NULL);
AnimationPair key(from, to);
if (_animationToMixTime.containsKey(key)) return _animationToMixTime[key];
return _defaultMix;
}
SkeletonData *AnimationStateData::getSkeletonData() {
return _skeletonData;
}
float AnimationStateData::getDefaultMix() {
return _defaultMix;
}
void AnimationStateData::setDefaultMix(float inValue) {
_defaultMix = inValue;
}
AnimationStateData::AnimationPair::AnimationPair(Animation *a1, Animation *a2) : _a1(a1), _a2(a2) {
}
bool AnimationStateData::AnimationPair::operator==(const AnimationPair &other) const {
return _a1->_name == other._a1->_name && _a2->_name == other._a2->_name;
}