spine-runtimes/spine-cpp/spine-cpp/include/spine/PathConstraintSpacingTimeline.h
2017-11-25 12:29:10 -05:00

92 lines
4.3 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
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* 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
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*
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#ifndef Spine_PathConstraintSpacingTimeline_h
#define Spine_PathConstraintSpacingTimeline_h
#include <spine/PathConstraintPositionTimeline.h>
namespace Spine
{
class PathConstraintSpacingTimeline : public PathConstraintPositionTimeline
{
SPINE_RTTI_DECL;
virtual void apply(Skeleton& skeleton, float lastTime, float time, Vector<Event*>& events, float alpha, MixPose pose, MixDirection direction);
virtual int getPropertyId();
// override public int PropertyId {
// get { return ((int)TimelineType.PathConstraintSpacing << 24) + pathConstraintIndex; }
// }
//
// public PathConstraintSpacingTimeline (int frameCount)
// : base(frameCount) {
// }
//
// override public void Apply (Skeleton skeleton, float lastTime, float time, Vector<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
// PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
// float[] frames = _frames;
// if (time < frames[0]) {
// switch (pose) {
// case MixPose_Setup:
// constraint.spacing = constraint.data.spacing;
// return;
// case MixPose_Current:
// constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
// return;
// }
// return;
// }
//
// float spacing;
// if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
// spacing = frames[frames.Length + PREV_VALUE];
// else {
// // Interpolate between the previous frame and the current frame.
// int frame = Animation.BinarySearch(frames, time, ENTRIES);
// spacing = frames[frame + PREV_VALUE];
// float frameTime = frames[frame];
// float percent = GetCurvePercent(frame / ENTRIES - 1,
// 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
//
// spacing += (frames[frame + VALUE] - spacing) * percent;
// }
//
// if (pose == MixPose_Setup)
// constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
// else
// constraint.spacing += (spacing - constraint.spacing) * alpha;
// }
};
}
#endif /* Spine_PathConstraintSpacingTimeline_h */