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https://github.com/EsotericSoftware/spine-runtimes.git
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92 lines
3.6 KiB
Haxe
92 lines
3.6 KiB
Haxe
/******************************************************************************
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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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package spine.animation;
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import spine.animation.Timeline;
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import spine.Event;
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import spine.Skeleton;
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/** Resets a physics constraint when specific animation times are reached. */
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class PhysicsConstraintResetTimeline extends Timeline implements ConstraintTimeline {
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public var constraintIndex:Int;
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/** @param constraintIndex -1 for all physics constraints in the skeleton. */
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public function new(frameCount:Int, constraintIndex:Int) {
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super(frameCount, Property.physicsConstraintReset);
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this.constraintIndex = constraintIndex;
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}
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public function getConstraintIndex() {
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return constraintIndex;
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}
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public override function getFrameCount():Int {
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return frames.length;
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}
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/** Sets the time for the specified frame.
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* @param frame Between 0 and frameCount, inclusive. */
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public function setFrame(frame:Int, time:Float):Void {
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frames[frame] = time;
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}
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/** Resets the physics constraint when frames > lastTime and <= time. */
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public function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Array<Event>, alpha:Float, blend:MixBlend, direction:MixDirection,
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appliedPose:Bool) {
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var constraint:PhysicsConstraint = null;
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if (constraintIndex != -1) {
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constraint = cast(skeleton.constraints[constraintIndex], PhysicsConstraint);
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if (!constraint.active)
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return;
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}
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var frames:Array<Float> = this.frames;
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if (lastTime > time) { // Apply events after lastTime for looped animations.
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apply(skeleton, lastTime, 2147483647, [], alpha, blend, direction, appliedPose);
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lastTime = -1;
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} else if (lastTime >= frames[frames.length - 1]) // Last time is after last frame.
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return;
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if (time < frames[0])
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return;
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if (lastTime < frames[0] || time >= frames[Timeline.search1(frames, lastTime) + 1]) {
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if (constraint != null)
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constraint.reset(skeleton);
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else {
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for (constraint in skeleton.physics) {
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if (constraint.active)
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constraint.reset(skeleton);
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}
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}
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}
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}
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}
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