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

130 lines
5.2 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_TranslateTimeline_h
#define Spine_TranslateTimeline_h
#include <spine/CurveTimeline.h>
#include <spine/Animation.h>
#include <spine/TimelineType.h>
namespace Spine
{
class TranslateTimeline : public CurveTimeline
{
RTTI_DECL;
// public const int ENTRIES = 3;
// protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
// protected const int X = 1, Y = 2;
//
// internal int boneIndex;
// internal float[] frames;
//
// public int getBoneIndex { return boneIndex; } set { boneIndex = inValue; }
// public Vector<float> getFrames { return frames; } set { frames = inValue; } // time, value, value, ...
//
// virtual int getPropertyId()
// {
// return ((int)TimelineType_Translate << 24) + boneIndex;
// }
//
// public TranslateTimeline(int frameCount) : CurveTimeline(frameCount)
// {
// frames = new float[frameCount * ENTRIES];
// }
//
// /// Sets the time and value of the specified keyframe.
// public void setFrame(int frameIndex, float time, float x, float y)
// {
// frameIndex *= ENTRIES;
// frames[frameIndex] = time;
// frames[frameIndex + X] = x;
// frames[frameIndex + Y] = y;
// }
//
// override public void apply(Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction)
// {
// Bone bone = skeleton.bones.Items[boneIndex];
//
// float[] frames = _frames;
// if (time < frames[0])
// {
// switch (pose)
// {
// case MixPose_Setup:
// bone.x = bone.data.x;
// bone.y = bone.data.y;
// return;
// case MixPose_Current:
// bone.x += (bone.data.x - bone.x) * alpha;
// bone.y += (bone.data.y - bone.y) * alpha;
// return;
// }
// return;
// }
//
// float x, y;
// if (time >= frames[frames.Length - ENTRIES])
// {
// // Time is after last frame.
// x = frames[frames.Length + PREV_X];
// y = frames[frames.Length + PREV_Y];
// }
// else
// {
// // Interpolate between the previous frame and the current frame.
// int frame = Animation::binarySearch(frames, time, ENTRIES);
// x = frames[frame + PREV_X];
// y = frames[frame + PREV_Y];
// float frameTime = frames[frame];
// float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
//
// x += (frames[frame + X] - x) * percent;
// y += (frames[frame + Y] - y) * percent;
// }
//
// if (pose == MixPose_Setup)
// {
// bone.x = bone.data.x + x * alpha;
// bone.y = bone.data.y + y * alpha;
// }
// else
// {
// bone.x += (bone.data.x + x - bone.x) * alpha;
// bone.y += (bone.data.y + y - bone.y) * alpha;
// }
// }
};
}
#endif /* Spine_TranslateTimeline_h */