spine-runtimes/spine-haxe/spine-haxe/spine/animation/PhysicsConstraintResetTimeline.hx

90 lines
3.7 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
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*
* 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
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package spine.animation;
import spine.animation.Timeline;
import spine.Event;
import spine.Skeleton;
/** Resets a physics constraint when specific animation times are reached. */
class PhysicsConstraintResetTimeline extends Timeline {
/** The index of the physics constraint in {@link Skeleton#physicsConstraints} that will be reset when this timeline is
* applied, or -1 if all physics constraints in the skeleton will be reset. */
public var constraintIndex:Int = 0;
/** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */
public function new(frameCount:Int, physicsConstraintIndex:Int) {
propertyIds = [Std.string(Property.physicsConstraintReset)];
super(frameCount, propertyIds);
constraintIndex = physicsConstraintIndex;
}
public override function getFrameCount():Int {
return frames.length;
}
/** Sets the time for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive. */
public function setFrame(frame:Int, time:Float):Void {
frames[frame] = time;
}
/** Resets the physics constraint when frames > <code>lastTime</code> and <= <code>time</code>. */
public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, firedEvents:Array<Event>, alpha:Float, blend:MixBlend,
direction:MixDirection):Void {
var constraint:PhysicsConstraint = null;
if (this.constraintIndex != -1) {
constraint = skeleton.physicsConstraints[constraintIndex];
if (!constraint.active) return;
}
var frames:Array<Float> = this.frames;
if (lastTime > time) // Apply events after lastTime for looped animations.
{
apply(skeleton, lastTime, 2147483647, [], alpha, blend, direction);
lastTime = -1;
} else if (lastTime >= frames[frames.length - 1]) // Last time is after last frame.
{
return;
}
if (time < frames[0]) return;
if (lastTime < frames[0] || time >= frames[Timeline.search1(frames, lastTime) + 1]) {
if (constraint != null)
constraint.reset();
else {
for (constraint in skeleton.physicsConstraints) {
if (constraint.active) constraint.reset();
}
}
}
}
}