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https://github.com/EsotericSoftware/spine-runtimes.git
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133 lines
5.6 KiB
Haxe
133 lines
5.6 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* 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.Event;
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import spine.IkConstraint;
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import spine.Skeleton;
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class IkConstraintTimeline extends CurveTimeline {
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private static inline var ENTRIES:Int = 6;
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private static inline var MIX:Int = 1;
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private static inline var SOFTNESS:Int = 2;
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private static inline var BEND_DIRECTION:Int = 3;
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private static inline var COMPRESS:Int = 4;
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private static inline var STRETCH:Int = 5;
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/** The index of the IK constraint in {@link Skeleton#ikConstraints} when this timeline is applied. */
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public var constraintIndex:Int = 0;
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public function new(frameCount:Int, bezierCount:Int, ikConstraintIndex:Int) {
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super(frameCount, bezierCount, [Property.ikConstraint + "|" + ikConstraintIndex]);
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this.constraintIndex = ikConstraintIndex;
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}
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public override function getFrameEntries():Int {
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return ENTRIES;
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}
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/** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */
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public function setFrame(frame:Int, time:Float, mix:Float, softness:Float, bendDirection:Int, compress:Bool, stretch:Bool):Void {
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frame *= ENTRIES;
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frames[frame] = time;
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frames[frame + MIX] = mix;
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frames[frame + SOFTNESS] = softness;
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frames[frame + BEND_DIRECTION] = bendDirection;
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frames[frame + COMPRESS] = compress ? 1 : 0;
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frames[frame + STRETCH] = stretch ? 1 : 0;
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}
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public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Array<Event>, alpha:Float, blend:MixBlend,
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direction:MixDirection):Void {
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var constraint:IkConstraint = skeleton.ikConstraints[constraintIndex];
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if (!constraint.active)
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return;
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if (time < frames[0]) {
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switch (blend) {
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case MixBlend.setup:
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constraint.mix = constraint.data.mix;
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constraint.softness = constraint.data.softness;
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.compress = constraint.data.compress;
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constraint.stretch = constraint.data.stretch;
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case MixBlend.first:
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constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
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constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.compress = constraint.data.compress;
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constraint.stretch = constraint.data.stretch;
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}
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return;
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}
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var mix:Float = 0, softness:Float = 0;
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var i:Int = Timeline.search(frames, time, ENTRIES);
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var curveType:Int = Std.int(curves[Std.int(i / ENTRIES)]);
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switch (curveType) {
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case CurveTimeline.LINEAR:
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var before:Float = frames[i];
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mix = frames[i + MIX];
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softness = frames[i + SOFTNESS];
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var t:Float = (time - before) / (frames[i + ENTRIES] - before);
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mix += (frames[i + ENTRIES + MIX] - mix) * t;
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softness += (frames[i + ENTRIES + SOFTNESS] - softness) * t;
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case CurveTimeline.STEPPED:
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mix = frames[i + MIX];
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softness = frames[i + SOFTNESS];
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default:
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mix = getBezierValue(time, i, MIX, curveType - CurveTimeline.BEZIER);
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softness = getBezierValue(time, i, SOFTNESS, curveType + CurveTimeline.BEZIER_SIZE - CurveTimeline.BEZIER);
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}
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if (blend == MixBlend.setup) {
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constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha;
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constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha;
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if (direction == MixDirection.mixOut) {
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.compress = constraint.data.compress;
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constraint.stretch = constraint.data.stretch;
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} else {
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constraint.bendDirection = Std.int(frames[i + BEND_DIRECTION]);
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constraint.compress = frames[i + COMPRESS] != 0;
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constraint.stretch = frames[i + STRETCH] != 0;
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}
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} else {
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constraint.mix += (mix - constraint.mix) * alpha;
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constraint.softness += (softness - constraint.softness) * alpha;
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if (direction == MixDirection.mixIn) {
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constraint.bendDirection = Std.int(frames[i + BEND_DIRECTION]);
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constraint.compress = frames[i + COMPRESS] != 0;
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constraint.stretch = frames[i + STRETCH] != 0;
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}
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}
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}
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}
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