mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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119 lines
4.7 KiB
TypeScript
119 lines
4.7 KiB
TypeScript
/******************************************************************************
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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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import { isConstraintTimeline, isSlotTimeline, MixBlend, MixDirection, PhysicsConstraintTimeline } from "./Animation.js";
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import { Bone } from "./Bone.js";
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import { Constraint } from "./Constraint.js";
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import { Physics } from "./Physics.js";
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import { Skeleton } from "./Skeleton.js";
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import { SliderData } from "./SliderData.js";
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import { SliderPose } from "./SliderPose.js";
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/** Stores the setup pose for a {@link PhysicsConstraint}.
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*
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* See <a href="https://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
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export class Slider extends Constraint<Slider, SliderData, SliderPose> {
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private static readonly offsets = [0, 0, 0, 0, 0, 0];
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bone: Bone | null = null;
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constructor (data: SliderData, skeleton: Skeleton) {
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super(data, new SliderPose(), new SliderPose());
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if (!skeleton) throw new Error("skeleton cannot be null.");
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if (data.bone != null) this.bone = skeleton.bones[data.bone.index];
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}
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public copy (skeleton: Skeleton) {
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var copy = new Slider(this.data, skeleton);
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copy.pose.set(this.pose);
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return copy;
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}
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public update (skeleton: Skeleton, physics: Physics) {
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const p = this.applied;
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if (p.mix === 0) return;
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const data = this.data, animation = data.animation, bone = this.bone;
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if (bone !== null) {
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if (!bone.active) return;
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if (data.local) bone.applied.validateLocalTransform(skeleton);
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p.time = data.offset
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+ (data.property.value(skeleton, bone.applied, data.local, Slider.offsets) - data.property.offset) * data.scale;
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if (data.loop)
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p.time = animation.duration + (p.time % animation.duration);
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else
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p.time = Math.max(0, p.time);
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}
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const bones = skeleton.bones;
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const indices = animation.bones;
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for (let i = 0, n = animation.bones.length; i < n; i++)
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bones[indices[i]].applied.modifyLocal(skeleton);
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animation.apply(skeleton, p.time, p.time, data.loop, null, p.mix, data.additive ? MixBlend.add : MixBlend.replace,
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MixDirection.in, true);
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}
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sort (skeleton: Skeleton) {
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const bone = this.bone;
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const data = this.data;
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if (bone && data.local) skeleton.sortBone(bone);
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skeleton._updateCache.push(this);
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const bones = skeleton.bones;
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const indices = data.animation.bones;
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for (let i = 0, n = data.animation.bones.length; i < n; i++) {
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const bone = bones[indices[i]];
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bone.sorted = false;
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skeleton.sortReset(bone.children);
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skeleton.constrained(bone);
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}
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const timelines = data.animation.timelines;
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const slots = skeleton.slots;
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const constraints = skeleton.constraints;
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const physics = skeleton.physics;
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const physicsCount = skeleton.physics.length;
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for (let i = 0, n = data.animation.timelines.length; i < n; i++) {
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const t = timelines[i];
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if (isSlotTimeline(t))
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skeleton.constrained(slots[t.slotIndex]);
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else if (t instanceof PhysicsConstraintTimeline) {
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if (t.constraintIndex == -1) {
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for (let ii = 0; ii < physicsCount; ii++)
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skeleton.constrained(physics[ii]);
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} else
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skeleton.constrained(constraints[t.constraintIndex]);
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} else if (isConstraintTimeline(t)) //
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skeleton.constrained(constraints[t.constraintIndex]);
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}
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}
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}
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