116 lines
4.7 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>
/// Stores the current pose for a slider.
/// </summary>
public class Slider : Constraint<Slider, SliderData, SliderPose> {
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; } }
}
}