289 lines
9.7 KiB
C++
289 lines
9.7 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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#ifndef Spine_PhysicsConstraintTimeline_h
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#define Spine_PhysicsConstraintTimeline_h
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#include <spine/CurveTimeline.h>
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#include <spine/PhysicsConstraint.h>
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#include <spine/PhysicsConstraintData.h>
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namespace spine {
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class SP_API PhysicsConstraintTimeline : public CurveTimeline1 {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex, Property property);
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virtual void
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apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
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MixDirection direction);
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int getPhysicsConstraintIndex() { return _constraintIndex; }
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void setPhysicsConstraintIndex(int inValue) { _constraintIndex = inValue; }
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protected:
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virtual float setup(PhysicsConstraint *constraint) = 0;
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virtual float get(PhysicsConstraint *constraint) = 0;
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virtual void set(PhysicsConstraint *constraint, float value) = 0;
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virtual bool global(PhysicsConstraintData &constraintData) = 0;
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private:
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int _constraintIndex;
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};
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class SP_API PhysicsConstraintInertiaTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintInertiaTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintInertia) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return constraint->_data.getInertia();
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}
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float get(PhysicsConstraint *constraint) {
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return constraint->_inertia;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_inertia = value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isInertiaGlobal();
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}
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};
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class SP_API PhysicsConstraintStrengthTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintStrengthTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintStrength) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return constraint->_data.getStrength();
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}
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float get(PhysicsConstraint *constraint) {
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return constraint->_strength;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_strength = value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isStrengthGlobal();
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}
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};
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class SP_API PhysicsConstraintDampingTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintDampingTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintDamping) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return constraint->_data.getDamping();
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}
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float get(PhysicsConstraint *constraint) {
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return constraint->_damping;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_damping = value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isDampingGlobal();
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}
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};
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class SP_API PhysicsConstraintMassTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintMassTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMass) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return 1 / constraint->_data.getMassInverse();
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}
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float get(PhysicsConstraint *constraint) {
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return 1 / constraint->_massInverse;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_massInverse = 1 / value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isMassGlobal();
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}
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};
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class SP_API PhysicsConstraintWindTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintWindTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintWind) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return constraint->_data.getWind();
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}
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float get(PhysicsConstraint *constraint) {
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return constraint->_wind;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_wind = value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isWindGlobal();
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}
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};
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class SP_API PhysicsConstraintGravityTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintGravityTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintGravity) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return constraint->_data.getGravity();
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}
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float get(PhysicsConstraint *constraint) {
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return constraint->_gravity;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_gravity = value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isGravityGlobal();
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}
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};
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class SP_API PhysicsConstraintMixTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintMixTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMix) {};
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protected:
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float setup(PhysicsConstraint *constraint) {
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return constraint->_data.getMix();
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}
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float get(PhysicsConstraint *constraint) {
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return constraint->_mix;
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}
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void set(PhysicsConstraint *constraint, float value) {
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constraint->_mix = value;
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}
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bool global(PhysicsConstraintData &constraintData) {
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return constraintData.isMixGlobal();
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}
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};
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class SP_API PhysicsConstraintResetTimeline : public Timeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintResetTimeline(size_t frameCount, int physicsConstraintIndex): Timeline(frameCount, 1), _constraintIndex(physicsConstraintIndex) {
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PropertyId ids[] = {((PropertyId)Property_PhysicsConstraintReset) << 32};
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setPropertyIds(ids, 1);
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}
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virtual void
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apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
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MixDirection direction);
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void setFrame(int frame, float time) {
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_frames[frame] = time;
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}
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private:
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int _constraintIndex;
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};
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}
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#endif /* Spine_PhysicsConstraintTimeline_h */
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