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https://github.com/EsotericSoftware/spine-runtimes.git
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110 lines
4.9 KiB
C++
110 lines
4.9 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_PathConstraintPositionTimeline_h
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#define Spine_PathConstraintPositionTimeline_h
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#include <spine/CurveTimeline.h>
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namespace Spine
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{
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class PathConstraintPositionTimeline : public CurveTimeline
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{
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RTTI_DECL;
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public:
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static const int ENTRIES;
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PathConstraintPositionTimeline(int frameCount);
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virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);
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virtual int getPropertyId();
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protected:
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static const int PREV_TIME, PREV_VALUE;
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static const int VALUE;
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Vector<float> _frames;
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int _pathConstraintIndex;
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//
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//
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//
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//
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// public int PathConstraintIndex { return pathConstraintIndex; } set { pathConstraintIndex = inValue; }
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// public float[] Frames { return frames; } set { frames = inValue; } // time, position, ...
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//
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// /// Sets the time and value of the specified keyframe.
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// public void setFrame (int frameIndex, float time, float value) {
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// frameIndex *= ENTRIES;
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// frames[frameIndex] = time;
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// frames[frameIndex + VALUE] = inValue;
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// }
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//
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// override public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
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// PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
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// float[] frames = _frames;
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// if (time < frames[0]) {
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// switch (pose) {
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// case MixPose_Setup:
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// constraint.position = constraint.data.position;
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// return;
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// case MixPose_Current:
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// constraint.position += (constraint.data.position - constraint.position) * alpha;
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// return;
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// }
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// return;
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// }
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//
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// float position;
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// if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
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// position = frames[frames.Length + PREV_VALUE];
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// else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// position = frames[frame + PREV_VALUE];
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// float frameTime = frames[frame];
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// float percent = GetCurvePercent(frame / ENTRIES - 1,
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// 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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//
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// position += (frames[frame + VALUE] - position) * percent;
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// }
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// if (pose == MixPose_Setup)
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// constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
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// else
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// constraint.position += (position - constraint.position) * alpha;
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// }
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};
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}
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#endif /* Spine_PathConstraintPositionTimeline_h */
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