/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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. *****************************************************************************/ #ifndef Spine_IkConstraintTimeline_h #define Spine_IkConstraintTimeline_h #include namespace Spine { class IkConstraintTimeline : public CurveTimeline { RTTI_DECL; // public const int ENTRIES = 3; // private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1; // private const int MIX = 1, BEND_DIRECTION = 2; // // internal int ikConstraintIndex; // internal float[] frames; // // public int IkConstraintIndex { return ikConstraintIndex; } set { ikConstraintIndex = inValue; } // public float[] Frames { return frames; } set { frames = inValue; } // time, mix, bendDirection, ... // // override public int PropertyId { // get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; } // } // // public IkConstraintTimeline (int frameCount) // : base(frameCount) { // frames = new float[frameCount * ENTRIES]; // } // // /// Sets the time, mix and bend direction of the specified keyframe. // public void SetFrame (int frameIndex, float time, float mix, int bendDirection) { // frameIndex *= ENTRIES; // frames[frameIndex] = time; // frames[frameIndex + MIX] = mix; // frames[frameIndex + BEND_DIRECTION] = bendDirection; // } // // override public void Apply (Skeleton skeleton, float lastTime, float time, Vector firedEvents, float alpha, MixPose pose, MixDirection direction) { // IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex]; // float[] frames = _frames; // if (time < frames[0]) { // switch (pose) { // case MixPose_Setup: // constraint.mix = constraint.data.mix; // constraint.bendDirection = constraint.data.bendDirection; // return; // case MixPose_Current: // constraint.mix += (constraint.data.mix - constraint.mix) * alpha; // constraint.bendDirection = constraint.data.bendDirection; // return; // } // return; // } // // if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. // if (pose == MixPose_Setup) { // constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha; // constraint.bendDirection = direction == MixDirection_Out ? constraint.data.bendDirection // : (int)frames[frames.Length + PREV_BEND_DIRECTION]; // } else { // constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha; // if (direction == MixDirection_In) constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION]; // } // return; // } // // // Interpolate between the previous frame and the current frame. // int frame = Animation.BinarySearch(frames, time, ENTRIES); // float mix = frames[frame + PREV_MIX]; // float frameTime = frames[frame]; // float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); // // if (pose == MixPose_Setup) { // constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha; // constraint.bendDirection = direction == MixDirection_Out ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION]; // } else { // constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha; // if (direction == MixDirection_In) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION]; // } // } }; } #endif /* Spine_IkConstraintTimeline_h */