mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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116 lines
4.7 KiB
C#
116 lines
4.7 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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using System;
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namespace Spine {
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/// <summary>
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/// Stores the current pose for a slider.
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/// </summary>
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public class Slider : Constraint<Slider, SliderData, SliderPose> {
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static private readonly float[] offsets = new float[6];
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internal Bone bone;
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public Slider (SliderData data, Skeleton skeleton)
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: base(data, new SliderPose(), new SliderPose()) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (data.bone != null) bone = skeleton.bones.Items[data.bone.index];
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}
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override public IConstraint Copy (Skeleton skeleton) {
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var copy = new Slider(data, skeleton);
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copy.pose.Set(pose);
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return copy;
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}
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override public void Update (Skeleton skeleton, Physics physics) {
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SliderPose p = applied;
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if (p.mix == 0) return;
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Animation animation = data.animation;
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if (bone != null) {
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if (!bone.active) return;
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if (data.local) bone.applied.ValidateLocalTransform(skeleton);
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p.time = data.offset
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+ (data.property.Value(skeleton, bone.applied, data.local, offsets) - data.property.offset) * data.scale;
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if (data.loop)
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p.time = animation.duration + (p.time % animation.duration);
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else
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p.time = Math.Max(0, p.time);
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}
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Bone[] bones = skeleton.bones.Items;
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int[] indices = animation.bones.Items;
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for (int i = 0, n = animation.bones.Count; i < n; i++)
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bones[indices[i]].applied.ModifyLocal(skeleton);
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animation.Apply(skeleton, p.time, p.time, data.loop, null, p.mix, data.additive ? MixBlend.Add : MixBlend.Replace,
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MixDirection.In, true);
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}
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override public void Sort (Skeleton skeleton) {
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if (bone != null && !data.local) skeleton.SortBone(bone);
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skeleton.updateCache.Add(this);
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Timeline[] timelines = data.animation.timelines.Items;
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Bone[] bones = skeleton.bones.Items;
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Slot[] slots = skeleton.slots.Items;
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IConstraint[] constraints = skeleton.constraints.Items;
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PhysicsConstraint[] physics = skeleton.physics.Items;
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int physicsCount = skeleton.physics.Count;
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for (int i = 0, n = data.animation.timelines.Count; i < n; i++) {
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Timeline t = timelines[i];
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IBoneTimeline boneTimeline = t as IBoneTimeline;
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if (boneTimeline != null) {
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Bone bone = bones[boneTimeline.BoneIndex];
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bone.sorted = false;
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skeleton.SortReset(bone.children);
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skeleton.Constrained(bone);
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} else if (t as ISlotTimeline != null) {
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ISlotTimeline timeline = (ISlotTimeline)t;
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skeleton.Constrained(slots[timeline.SlotIndex]);
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} else if (t as PhysicsConstraintTimeline != null) {
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PhysicsConstraintTimeline timeline = (PhysicsConstraintTimeline)t;
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if (timeline.constraintIndex == -1) {
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for (int ii = 0; ii < physicsCount; ii++)
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skeleton.Constrained(physics[ii]);
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} else
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skeleton.Constrained((IPosedInternal)constraints[timeline.constraintIndex]);
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} else if (t as IConstraintTimeline != null) {
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IConstraintTimeline timeline = (IConstraintTimeline)t;
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skeleton.Constrained((IPosedInternal)constraints[timeline.ConstraintIndex]);
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}
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}
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}
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public Bone Bone { get { return bone; } set { bone = value; } }
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}
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}
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