mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
150 lines
5.5 KiB
C++
150 lines
5.5 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/IkConstraintTimeline.h>
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#include <spine/Event.h>
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#include <spine/Skeleton.h>
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#include <spine/Animation.h>
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#include <spine/IkConstraint.h>
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#include <spine/IkConstraintData.h>
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#include <spine/IkConstraintPose.h>
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#include <spine/Property.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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using namespace spine;
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RTTI_IMPL_MULTI(IkConstraintTimeline, CurveTimeline, ConstraintTimeline)
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IkConstraintTimeline::IkConstraintTimeline(size_t frameCount, size_t bezierCount, int constraintIndex)
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: CurveTimeline(frameCount, IkConstraintTimeline::ENTRIES, bezierCount), ConstraintTimeline(), _constraintIndex(constraintIndex) {
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PropertyId ids[] = {((PropertyId) Property_IkConstraint << 32) | constraintIndex};
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setPropertyIds(ids, 1);
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}
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IkConstraintTimeline::~IkConstraintTimeline() {
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}
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void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixBlend blend,
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MixDirection direction, bool appliedPose) {
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SP_UNUSED(lastTime);
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SP_UNUSED(events);
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IkConstraint *constraint = (IkConstraint *) skeleton._constraints[_constraintIndex];
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if (!constraint->isActive()) return;
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IkConstraintPose &pose = appliedPose ? *constraint->_applied : constraint->_pose;
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if (time < _frames[0]) {
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IkConstraintPose &setup = constraint->_data._setup;
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switch (blend) {
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case MixBlend_Setup:
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pose._mix = setup._mix;
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pose._softness = setup._softness;
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pose._bendDirection = setup._bendDirection;
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pose._compress = setup._compress;
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pose._stretch = setup._stretch;
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return;
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case MixBlend_First:
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pose._mix += (setup._mix - pose._mix) * alpha;
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pose._softness += (setup._softness - pose._softness) * alpha;
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pose._bendDirection = setup._bendDirection;
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pose._compress = setup._compress;
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pose._stretch = setup._stretch;
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return;
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default:
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return;
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}
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}
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float mix = 0, softness = 0;
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int i = Animation::search(_frames, time, ENTRIES);
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int curveType = (int) _curves[i / ENTRIES];
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switch (curveType) {
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case LINEAR: {
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float before = _frames[i];
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mix = _frames[i + MIX];
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softness = _frames[i + SOFTNESS];
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float t = (time - before) / (_frames[i + ENTRIES] - before);
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mix += (_frames[i + ENTRIES + MIX] - mix) * t;
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softness += (_frames[i + ENTRIES + SOFTNESS] - softness) * t;
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break;
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}
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case STEPPED: {
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mix = _frames[i + MIX];
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softness = _frames[i + SOFTNESS];
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break;
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}
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default: {
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mix = getBezierValue(time, i, MIX, curveType - BEZIER);
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softness = getBezierValue(time, i, SOFTNESS, curveType + BEZIER_SIZE - BEZIER);
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}
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}
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switch (blend) {
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case MixBlend_Setup: {
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IkConstraintPose &setup = constraint->_data._setup;
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pose._mix = setup._mix + (mix - setup._mix) * alpha;
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pose._softness = setup._softness + (softness - setup._softness) * alpha;
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if (direction == MixDirection_Out) {
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pose._bendDirection = setup._bendDirection;
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pose._compress = setup._compress;
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pose._stretch = setup._stretch;
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return;
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}
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break;
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}
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case MixBlend_First:
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case MixBlend_Replace:
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pose._mix += (mix - pose._mix) * alpha;
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pose._softness += (softness - pose._softness) * alpha;
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if (direction == MixDirection_Out) return;
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break;
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case MixBlend_Add:
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pose._mix += mix * alpha;
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pose._softness += softness * alpha;
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if (direction == MixDirection_Out) return;
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break;
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}
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pose._bendDirection = (int) _frames[i + BEND_DIRECTION];
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pose._compress = _frames[i + COMPRESS] != 0;
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pose._stretch = _frames[i + STRETCH] != 0;
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}
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void IkConstraintTimeline::setFrame(int frame, float time, float mix, float softness, int bendDirection, bool compress, bool stretch) {
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frame *= ENTRIES;
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_frames[frame] = time;
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_frames[frame + MIX] = mix;
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_frames[frame + SOFTNESS] = softness;
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_frames[frame + BEND_DIRECTION] = (float) bendDirection;
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_frames[frame + COMPRESS] = compress ? 1 : 0;
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_frames[frame + STRETCH] = stretch ? 1 : 0;
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}
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