2017-11-16 14:02:39 -05:00

116 lines
5.9 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_IkConstraintTimeline_h
#define Spine_IkConstraintTimeline_h
#include <spine/CurveTimeline.h>
namespace Spine
{
class IkConstraintTimeline : public CurveTimeline
{
RTTI_DECL;
// public const int ENTRIES = 3;
// private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1;
// private const int MIX = 1, BEND_DIRECTION = 2;
//
// internal int ikConstraintIndex;
// internal float[] frames;
//
// public int IkConstraintIndex { return ikConstraintIndex; } set { ikConstraintIndex = inValue; }
// public float[] Frames { return frames; } set { frames = inValue; } // time, mix, bendDirection, ...
//
// override public int PropertyId {
// get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; }
// }
//
// public IkConstraintTimeline (int frameCount)
// : base(frameCount) {
// frames = new float[frameCount * ENTRIES];
// }
//
// /// Sets the time, mix and bend direction of the specified keyframe.
// public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
// frameIndex *= ENTRIES;
// frames[frameIndex] = time;
// frames[frameIndex + MIX] = mix;
// frames[frameIndex + BEND_DIRECTION] = bendDirection;
// }
//
// override public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
// IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex];
// float[] frames = _frames;
// if (time < frames[0]) {
// switch (pose) {
// case MixPose_Setup:
// constraint.mix = constraint.data.mix;
// constraint.bendDirection = constraint.data.bendDirection;
// return;
// case MixPose_Current:
// constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
// constraint.bendDirection = constraint.data.bendDirection;
// return;
// }
// return;
// }
//
// if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
// if (pose == MixPose_Setup) {
// constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha;
// constraint.bendDirection = direction == MixDirection_Out ? constraint.data.bendDirection
// : (int)frames[frames.Length + PREV_BEND_DIRECTION];
// } else {
// constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha;
// if (direction == MixDirection_In) constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
// }
// return;
// }
//
// // Interpolate between the previous frame and the current frame.
// int frame = Animation.BinarySearch(frames, time, ENTRIES);
// float mix = frames[frame + PREV_MIX];
// float frameTime = frames[frame];
// float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
//
// if (pose == MixPose_Setup) {
// constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
// constraint.bendDirection = direction == MixDirection_Out ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION];
// } else {
// constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
// if (direction == MixDirection_In) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
// }
// }
};
}
#endif /* Spine_IkConstraintTimeline_h */