/****************************************************************************** * 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. *****************************************************************************/ #include #include #include #include #include #include #include #include using namespace spine; RTTI_IMPL(TranslateTimeline, BoneTimeline2) TranslateTimeline::TranslateTimeline(size_t frameCount, size_t bezierCount, int boneIndex) : BoneTimeline2(frameCount, bezierCount, boneIndex, Property_X, Property_Y) { } void TranslateTimeline::apply(BoneLocal &pose, BoneLocal &setup, float time, float alpha, MixBlend blend, MixDirection direction) { if (time < _frames[0]) { switch (blend) { case MixBlend_Setup: pose._x = setup._x; pose._y = setup._y; return; case MixBlend_First: pose._x += (setup._x - pose._x) * alpha; pose._y += (setup._y - pose._y) * alpha; default: { } } return; } float x, y; int i = Animation::search(_frames, time, CurveTimeline2::ENTRIES); int curveType = (int) _curves[i / CurveTimeline2::ENTRIES]; switch (curveType) { case CurveTimeline::LINEAR: { float before = _frames[i]; x = _frames[i + CurveTimeline2::VALUE1]; y = _frames[i + CurveTimeline2::VALUE2]; float t = (time - before) / (_frames[i + CurveTimeline2::ENTRIES] - before); x += (_frames[i + CurveTimeline2::ENTRIES + CurveTimeline2::VALUE1] - x) * t; y += (_frames[i + CurveTimeline2::ENTRIES + CurveTimeline2::VALUE2] - y) * t; break; } case CurveTimeline::STEPPED: { x = _frames[i + CurveTimeline2::VALUE1]; y = _frames[i + CurveTimeline2::VALUE2]; break; } default: { x = getBezierValue(time, i, CurveTimeline2::VALUE1, curveType - CurveTimeline2::BEZIER); y = getBezierValue(time, i, CurveTimeline2::VALUE2, curveType + CurveTimeline2::BEZIER_SIZE - CurveTimeline2::BEZIER); } } switch (blend) { case MixBlend_Setup: pose._x = setup._x + x * alpha; pose._y = setup._y + y * alpha; break; case MixBlend_First: case MixBlend_Replace: pose._x += (setup._x + x - pose._x) * alpha; pose._y += (setup._y + y - pose._y) * alpha; break; case MixBlend_Add: pose._x += x * alpha; pose._y += y * alpha; } } RTTI_IMPL(TranslateXTimeline, BoneTimeline1) TranslateXTimeline::TranslateXTimeline(size_t frameCount, size_t bezierCount, int boneIndex) : BoneTimeline1(frameCount, bezierCount, boneIndex, Property_X) { } void TranslateXTimeline::apply(BoneLocal &pose, BoneLocal &setup, float time, float alpha, MixBlend blend, MixDirection direction) { pose._x = getRelativeValue(time, alpha, blend, pose._x, setup._x); } RTTI_IMPL(TranslateYTimeline, BoneTimeline1) TranslateYTimeline::TranslateYTimeline(size_t frameCount, size_t bezierCount, int boneIndex) : BoneTimeline1(frameCount, bezierCount, boneIndex, Property_Y) { } void TranslateYTimeline::apply(BoneLocal &pose, BoneLocal &setup, float time, float alpha, MixBlend blend, MixDirection direction) { pose._y = getRelativeValue(time, alpha, blend, pose._y, setup._y); }