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https://github.com/EsotericSoftware/spine-runtimes.git
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109 lines
5.1 KiB
C++
109 lines
5.1 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/PhysicsConstraintTimeline.h>
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#include <spine/Event.h>
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#include <spine/Skeleton.h>
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#include <spine/Animation.h>
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#include <spine/Property.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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#include <spine/PhysicsConstraint.h>
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#include <cfloat>
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using namespace spine;
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RTTI_IMPL_MULTI(PhysicsConstraintTimeline, CurveTimeline, ConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintInertiaTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintStrengthTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintDampingTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintMassTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintWindTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintGravityTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL(PhysicsConstraintMixTimeline, PhysicsConstraintTimeline)
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RTTI_IMPL_MULTI(PhysicsConstraintResetTimeline, Timeline, ConstraintTimeline)
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PhysicsConstraintTimeline::PhysicsConstraintTimeline(size_t frameCount, size_t bezierCount, int constraintIndex, Property property)
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: CurveTimeline1(frameCount, bezierCount), ConstraintTimeline(), _constraintIndex(constraintIndex) {
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PropertyId ids[] = {((PropertyId) property << 32) | constraintIndex};
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setPropertyIds(ids, 1);
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}
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void PhysicsConstraintTimeline::apply(Skeleton &skeleton, float, float time, Array<Event *> *, float alpha, MixBlend blend, MixDirection direction,
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bool appliedPose) {
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if (_constraintIndex == -1) {
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float value = time >= _frames[0] ? getCurveValue(time) : 0;
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Array<PhysicsConstraint *> &physicsConstraints = skeleton.getPhysicsConstraints();
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for (size_t i = 0; i < physicsConstraints.size(); i++) {
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PhysicsConstraint *constraint = physicsConstraints[i];
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if (constraint->isActive() && global(constraint->_data)) {
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PhysicsConstraintPose &pose = appliedPose ? *constraint->_applied : constraint->_pose;
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set(pose, getAbsoluteValue(time, alpha, blend, get(pose), get(constraint->_data._setup), value));
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}
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}
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} else {
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PhysicsConstraint *constraint = static_cast<PhysicsConstraint *>(skeleton.getConstraints()[_constraintIndex]);
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if (constraint->isActive()) {
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PhysicsConstraintPose &pose = appliedPose ? *constraint->_applied : constraint->_pose;
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set(pose, getAbsoluteValue(time, alpha, blend, get(pose), get(constraint->_data._setup)));
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}
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}
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}
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void PhysicsConstraintResetTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *, float alpha, MixBlend blend,
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MixDirection direction, bool appliedPose) {
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PhysicsConstraint *constraint = nullptr;
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if (_constraintIndex != -1) {
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constraint = static_cast<PhysicsConstraint *>(skeleton.getConstraints()[_constraintIndex]);
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if (!constraint->isActive()) return;
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}
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if (lastTime > time) {// Apply after lastTime for looped animations.
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apply(skeleton, lastTime, FLT_MAX, nullptr, alpha, blend, direction, appliedPose);
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lastTime = -1;
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} else if (lastTime >= _frames[_frames.size() - 1])// Last time is after last frame.
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return;
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if (time < _frames[0]) return;
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if (lastTime < _frames[0] || time >= _frames[Animation::search(_frames, lastTime) + 1]) {
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if (constraint != nullptr)
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constraint->reset(skeleton);
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else {
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Array<PhysicsConstraint *> &physicsConstraints = skeleton.getPhysicsConstraints();
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for (size_t i = 0; i < physicsConstraints.size(); i++) {
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constraint = physicsConstraints[i];
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if (constraint->isActive()) constraint->reset(skeleton);
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}
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}
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}
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}
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