/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ package spine.animation; import openfl.Vector; import spine.Bone; import spine.Event; import spine.Skeleton; class ShearYTimeline extends CurveTimeline1 implements BoneTimeline { private var boneIndex:Int = 0; public function new(frameCount:Int, bezierCount:Int, boneIndex:Int) { super(frameCount, bezierCount, Vector.ofArray([Property.shearY + "|" + boneIndex])); this.boneIndex = boneIndex; } public function getBoneIndex():Int { return boneIndex; } override public function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Vector, alpha:Float, blend:MixBlend, direction:MixDirection):Void { var bone:Bone = skeleton.bones[boneIndex]; if (!bone.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.shearY = bone.data.shearY; case MixBlend.first: bone.shearY += (bone.data.shearY - bone.shearY) * alpha; } return; } var y:Float = getCurveValue(time); switch (blend) { case MixBlend.setup: bone.shearY = bone.data.shearY + y * alpha; case MixBlend.first, MixBlend.replace: bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; case MixBlend.add: bone.shearY += y * alpha; } } }