/****************************************************************************** * 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. *****************************************************************************/ using System; namespace Spine { /// /// Stores the current pose for a slider. /// public class Slider : Constraint { static private readonly float[] offsets = new float[6]; internal Bone bone; public Slider (SliderData data, Skeleton skeleton) : base(data, new SliderPose(), new SliderPose()) { if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); if (data.bone != null) bone = skeleton.bones.Items[data.bone.index]; } override public IConstraint Copy (Skeleton skeleton) { var copy = new Slider(data, skeleton); copy.pose.Set(pose); return copy; } override public void Update (Skeleton skeleton, Physics physics) { SliderPose p = applied; if (p.mix == 0) return; Animation animation = data.animation; 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, 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); } Bone[] bones = skeleton.bones.Items; int[] indices = animation.bones.Items; for (int i = 0, n = animation.bones.Count; 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); } override public void Sort (Skeleton skeleton) { if (bone != null && !data.local) skeleton.SortBone(bone); skeleton.updateCache.Add(this); Timeline[] timelines = data.animation.timelines.Items; Bone[] bones = skeleton.bones.Items; Slot[] slots = skeleton.slots.Items; IConstraint[] constraints = skeleton.constraints.Items; PhysicsConstraint[] physics = skeleton.physics.Items; int physicsCount = skeleton.physics.Count; for (int i = 0, n = data.animation.timelines.Count; i < n; i++) { Timeline t = timelines[i]; IBoneTimeline boneTimeline = t as IBoneTimeline; if (boneTimeline != null) { Bone bone = bones[boneTimeline.BoneIndex]; bone.sorted = false; skeleton.SortReset(bone.children); skeleton.Constrained(bone); } else if (t as ISlotTimeline != null) { ISlotTimeline timeline = (ISlotTimeline)t; skeleton.Constrained(slots[timeline.SlotIndex]); } else if (t as PhysicsConstraintTimeline != null) { PhysicsConstraintTimeline timeline = (PhysicsConstraintTimeline)t; if (timeline.constraintIndex == -1) { for (int ii = 0; ii < physicsCount; ii++) skeleton.Constrained(physics[ii]); } else skeleton.Constrained((IPosedInternal)constraints[timeline.constraintIndex]); } else if (t as IConstraintTimeline != null) { IConstraintTimeline timeline = (IConstraintTimeline)t; skeleton.Constrained((IPosedInternal)constraints[timeline.ConstraintIndex]); } } } public Bone Bone { get { return bone; } set { bone = value; } } } }