2025-07-07 21:58:42 +02:00

138 lines
5.2 KiB
C++

/******************************************************************************
* 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 <spine/Slider.h>
#include <spine/Skeleton.h>
#include <spine/Bone.h>
#include <spine/BoneData.h>
#include <spine/BonePose.h>
#include <spine/Animation.h>
#include <spine/Timeline.h>
#include <spine/SlotTimeline.h>
#include <spine/ConstraintTimeline.h>
#include <spine/PhysicsConstraintTimeline.h>
#include <spine/SliderData.h>
#include <spine/SliderPose.h>
#include <spine/Slot.h>
#include <spine/PhysicsConstraint.h>
#include <spine/TransformConstraintData.h>
#include <spine/MathUtil.h>
using namespace spine;
RTTI_IMPL(Slider, Constraint)
float Slider::_offsets[6];
Slider::Slider(SliderData &data, Skeleton &skeleton) : ConstraintGeneric<Slider, SliderData, SliderPose>(data), _bone(NULL) {
if (data._bone != NULL) {
_bone = skeleton._bones[data._bone->getIndex()];
}
}
Slider *Slider::copy(Skeleton &skeleton) {
Slider *copy = new (__FILE__, __LINE__) Slider(_data, skeleton);
copy->_pose.set(_pose);
return copy;
}
void Slider::update(Skeleton &skeleton, Physics physics) {
SliderPose &p = *_applied;
if (p._mix == 0) return;
Animation *animation = _data._animation;
if (_bone != NULL) {
if (!_bone->isActive()) 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->getDuration() + MathUtil::fmod(p._time, animation->getDuration());
else
p._time = MathUtil::max(0.0f, p._time);
}
Vector<Bone *> &bones = skeleton._bones;
const Vector<int> &indices = animation->getBones();
for (size_t i = 0, n = indices.size(); 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);
}
void Slider::sort(Skeleton &skeleton) {
if (_bone != NULL && !_data._local) skeleton.sortBone(_bone);
skeleton._updateCache.add(this);
Vector<Bone *> &bones = skeleton._bones;
const Vector<int> &indices = _data._animation->getBones();
for (size_t i = 0, n = indices.size(); i < n; i++) {
Bone *bone = bones[indices[i]];
bone->_sorted = false;
skeleton.sortReset(bone->getChildren());
skeleton.constrained(*bone);
}
Vector<Timeline *> &timelines = _data._animation->getTimelines();
Vector<Slot *> &slots = skeleton._slots;
Vector<Constraint *> &constraints = skeleton._constraints;
Vector<PhysicsConstraint *> &physics = skeleton._physics;
size_t physicsCount = physics.size();
for (size_t i = 0, n = timelines.size(); i < n; i++) {
Timeline *t = timelines[i];
if (t->getRTTI().instanceOf(SlotTimeline::rtti)) {
SlotTimeline *timeline = (SlotTimeline *)t;
skeleton.constrained(*slots[timeline->getSlotIndex()]);
} else if (t->getRTTI().instanceOf(PhysicsConstraintTimeline::rtti)) {
PhysicsConstraintTimeline *timeline = (PhysicsConstraintTimeline *)t;
if (timeline->getConstraintIndex() == -1) {
for (size_t ii = 0; ii < physicsCount; ii++)
skeleton.constrained(*physics[ii]);
} else
skeleton.constrained((Posed &)*constraints[timeline->getConstraintIndex()]);
} else if (t->getRTTI().instanceOf(ConstraintTimeline::rtti)) {
ConstraintTimeline *timeline = (ConstraintTimeline *)t;
skeleton.constrained((Posed &)*constraints[timeline->getConstraintIndex()]);
}
}
}
bool Slider::isSourceActive() {
return _bone == NULL || _bone->isActive();
}
Bone *Slider::getBone() {
return _bone;
}
void Slider::setBone(Bone *bone) {
_bone = bone;
}