/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { isConstraintTimeline, isSlotTimeline, MixBlend, MixDirection, PhysicsConstraintTimeline } from "./Animation.js"; import type { Bone } from "./Bone.js"; import { Constraint } from "./Constraint.js"; import type { Physics } from "./Physics.js"; import type { Skeleton } from "./Skeleton.js"; import type { SliderData } from "./SliderData.js"; import { SliderPose } from "./SliderPose.js"; /** Stores the setup pose for a {@link PhysicsConstraint}. * * See Physics constraints in the Spine User Guide. */ export class Slider extends Constraint { private static readonly offsets = [0, 0, 0, 0, 0, 0]; bone: Bone | null = null; constructor (data: SliderData, skeleton: Skeleton) { super(data, new SliderPose(), new SliderPose()); if (!skeleton) throw new Error("skeleton cannot be null."); if (data.bone != null) this.bone = skeleton.bones[data.bone.index]; } public copy (skeleton: Skeleton) { var copy = new Slider(this.data, skeleton); copy.pose.set(this.pose); return copy; } public update (skeleton: Skeleton, physics: Physics) { const p = this.applied; if (p.mix === 0) return; const data = this.data, animation = data.animation, bone = this.bone; if (bone !== null) { if (!bone.active) return; if (data.local) bone.applied.validateLocalTransform(skeleton); p.time = data.offset + (data.property.value(skeleton, bone.applied, data.local, Slider.offsets) - data.property.offset) * data.scale; if (data.loop) p.time = animation.duration + (p.time % animation.duration); else p.time = Math.max(0, p.time); } const bones = skeleton.bones; const indices = animation.bones; for (let i = 0, n = animation.bones.length; i < n; i++) bones[indices[i]].applied.modifyLocal(skeleton); animation.apply(skeleton, p.time, p.time, data.loop, null, p.mix, data.additive ? MixBlend.add : MixBlend.replace, MixDirection.in, true); } sort (skeleton: Skeleton) { const bone = this.bone; const data = this.data; if (bone && data.local) skeleton.sortBone(bone); skeleton._updateCache.push(this); const bones = skeleton.bones; const indices = data.animation.bones; for (let i = 0, n = data.animation.bones.length; i < n; i++) { const bone = bones[indices[i]]; bone.sorted = false; skeleton.sortReset(bone.children); skeleton.constrained(bone); } const timelines = data.animation.timelines; const slots = skeleton.slots; const constraints = skeleton.constraints; const physics = skeleton.physics; const physicsCount = skeleton.physics.length; for (let i = 0, n = data.animation.timelines.length; i < n; i++) { const t = timelines[i]; if (isSlotTimeline(t)) skeleton.constrained(slots[t.slotIndex]); else if (t instanceof PhysicsConstraintTimeline) { if (t.constraintIndex === -1) { for (let ii = 0; ii < physicsCount; ii++) skeleton.constrained(physics[ii]); } else skeleton.constrained(constraints[t.constraintIndex]); } else if (isConstraintTimeline(t)) { const constraintIndex = t.constraintIndex; if (constraintIndex !== -1) skeleton.constrained(constraints[constraintIndex]); } } } }