spine-runtimes/spine-cpp/src/spine/PhysicsConstraintTimeline.cpp

109 lines
5.1 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* 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
* Spine Editor license and redistribution of the Products in any form must
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*
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#include <spine/PhysicsConstraintTimeline.h>
#include <spine/Event.h>
#include <spine/Skeleton.h>
#include <spine/Animation.h>
#include <spine/Property.h>
#include <spine/Slot.h>
#include <spine/SlotData.h>
#include <spine/PhysicsConstraint.h>
#include <cfloat>
using namespace spine;
RTTI_IMPL_MULTI(PhysicsConstraintTimeline, CurveTimeline, ConstraintTimeline)
RTTI_IMPL(PhysicsConstraintInertiaTimeline, PhysicsConstraintTimeline)
RTTI_IMPL(PhysicsConstraintStrengthTimeline, PhysicsConstraintTimeline)
RTTI_IMPL(PhysicsConstraintDampingTimeline, PhysicsConstraintTimeline)
RTTI_IMPL(PhysicsConstraintMassTimeline, PhysicsConstraintTimeline)
RTTI_IMPL(PhysicsConstraintWindTimeline, PhysicsConstraintTimeline)
RTTI_IMPL(PhysicsConstraintGravityTimeline, PhysicsConstraintTimeline)
RTTI_IMPL(PhysicsConstraintMixTimeline, PhysicsConstraintTimeline)
RTTI_IMPL_MULTI(PhysicsConstraintResetTimeline, Timeline, ConstraintTimeline)
PhysicsConstraintTimeline::PhysicsConstraintTimeline(size_t frameCount, size_t bezierCount, int constraintIndex, Property property)
: CurveTimeline1(frameCount, bezierCount), ConstraintTimeline(), _constraintIndex(constraintIndex) {
PropertyId ids[] = {((PropertyId) property << 32) | constraintIndex};
setPropertyIds(ids, 1);
}
void PhysicsConstraintTimeline::apply(Skeleton &skeleton, float, float time, Array<Event *> *, float alpha, MixBlend blend, MixDirection direction,
bool appliedPose) {
if (_constraintIndex == -1) {
float value = time >= _frames[0] ? getCurveValue(time) : 0;
Array<PhysicsConstraint *> &physicsConstraints = skeleton.getPhysicsConstraints();
for (size_t i = 0; i < physicsConstraints.size(); i++) {
PhysicsConstraint *constraint = physicsConstraints[i];
if (constraint->isActive() && global(constraint->_data)) {
PhysicsConstraintPose &pose = appliedPose ? *constraint->_applied : constraint->_pose;
set(pose, getAbsoluteValue(time, alpha, blend, get(pose), get(constraint->_data._setup), value));
}
}
} else {
PhysicsConstraint *constraint = static_cast<PhysicsConstraint *>(skeleton.getConstraints()[_constraintIndex]);
if (constraint->isActive()) {
PhysicsConstraintPose &pose = appliedPose ? *constraint->_applied : constraint->_pose;
set(pose, getAbsoluteValue(time, alpha, blend, get(pose), get(constraint->_data._setup)));
}
}
}
void PhysicsConstraintResetTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *, float alpha, MixBlend blend,
MixDirection direction, bool appliedPose) {
PhysicsConstraint *constraint = nullptr;
if (_constraintIndex != -1) {
constraint = static_cast<PhysicsConstraint *>(skeleton.getConstraints()[_constraintIndex]);
if (!constraint->isActive()) return;
}
if (lastTime > time) {// Apply after lastTime for looped animations.
apply(skeleton, lastTime, FLT_MAX, nullptr, alpha, blend, direction, appliedPose);
lastTime = -1;
} else if (lastTime >= _frames[_frames.size() - 1])// Last time is after last frame.
return;
if (time < _frames[0]) return;
if (lastTime < _frames[0] || time >= _frames[Animation::search(_frames, lastTime) + 1]) {
if (constraint != nullptr)
constraint->reset(skeleton);
else {
Array<PhysicsConstraint *> &physicsConstraints = skeleton.getPhysicsConstraints();
for (size_t i = 0; i < physicsConstraints.size(); i++) {
constraint = physicsConstraints[i];
if (constraint->isActive()) constraint->reset(skeleton);
}
}
}
}