Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,117 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2026, 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
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
/// <summary>Applies an animation based on either the slider's <see cref="SliderPose.Time"/> or a bone's transform property.
|
||||
/// <para>
|
||||
/// See <a href="https://esotericsoftware.com/spine-sliders">Sliders</a> in the Spine User Guide.</para></summary>
|
||||
public class Slider : Constraint<Slider, SliderData, SliderPose> {
|
||||
static private readonly float[] offsets = new float[6];
|
||||
internal Bone bone;
|
||||
|
||||
public Slider (SliderData data, Skeleton skeleton)
|
||||
: base(data, new SliderPose(), new SliderPose()) {
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||||
|
||||
if (data.bone != null) bone = skeleton.bones.Items[data.bone.index];
|
||||
}
|
||||
|
||||
override public IConstraint Copy (Skeleton skeleton) {
|
||||
var copy = new Slider(data, skeleton);
|
||||
copy.pose.Set(pose);
|
||||
return copy;
|
||||
}
|
||||
|
||||
override public void Update (Skeleton skeleton, Physics physics) {
|
||||
SliderPose p = appliedPose;
|
||||
if (p.mix == 0) return;
|
||||
|
||||
Animation animation = data.animation;
|
||||
if (bone != null) {
|
||||
if (!bone.active) return;
|
||||
if (data.local) bone.appliedPose.ValidateLocalTransform(skeleton);
|
||||
p.time = data.offset
|
||||
+ (data.property.Value(skeleton, bone.appliedPose, data.local, offsets) - data.property.offset) * data.scale;
|
||||
if (data.loop)
|
||||
p.time = animation.duration + (p.time % animation.duration);
|
||||
else
|
||||
p.time = Math.Max(0, p.time);
|
||||
}
|
||||
|
||||
Bone[] bones = skeleton.bones.Items;
|
||||
int[] indices = animation.bones.Items;
|
||||
for (int i = 0, n = animation.bones.Count; i < n; i++)
|
||||
bones[indices[i]].appliedPose.ModifyLocal(skeleton);
|
||||
|
||||
animation.Apply(skeleton, p.time, p.time, data.loop, null, p.mix, false, data.additive, false, true);
|
||||
}
|
||||
|
||||
override public void Sort (Skeleton skeleton) {
|
||||
if (bone != null && !data.local) skeleton.SortBone(bone);
|
||||
skeleton.updateCache.Add(this);
|
||||
|
||||
Timeline[] timelines = data.animation.timelines.Items;
|
||||
Bone[] bones = skeleton.bones.Items;
|
||||
Slot[] slots = skeleton.slots.Items;
|
||||
IConstraint[] constraints = skeleton.constraints.Items;
|
||||
PhysicsConstraint[] physics = skeleton.physics.Items;
|
||||
int physicsCount = skeleton.physics.Count;
|
||||
for (int i = 0, n = data.animation.timelines.Count; i < n; i++) {
|
||||
Timeline t = timelines[i];
|
||||
IBoneTimeline boneTimeline = t as IBoneTimeline;
|
||||
if (boneTimeline != null) {
|
||||
Bone bone = bones[boneTimeline.BoneIndex];
|
||||
bone.sorted = false;
|
||||
skeleton.SortReset(bone.children);
|
||||
skeleton.Constrained(bone);
|
||||
} else if (t is ISlotTimeline) {
|
||||
ISlotTimeline timeline = (ISlotTimeline)t;
|
||||
skeleton.Constrained(slots[timeline.SlotIndex]);
|
||||
} else if (t is DrawOrderTimeline || t is DrawOrderFolderTimeline) {
|
||||
skeleton.drawOrder.Constrained();
|
||||
} else if (t is PhysicsConstraintTimeline) {
|
||||
PhysicsConstraintTimeline timeline = (PhysicsConstraintTimeline)t;
|
||||
if (timeline.constraintIndex == -1) {
|
||||
for (int ii = 0; ii < physicsCount; ii++)
|
||||
skeleton.Constrained(physics[ii]);
|
||||
} else
|
||||
skeleton.Constrained((IPosedInternal)constraints[timeline.constraintIndex]);
|
||||
} else if (t as IConstraintTimeline != null) {
|
||||
IConstraintTimeline timeline = (IConstraintTimeline)t;
|
||||
skeleton.Constrained((IPosedInternal)constraints[timeline.ConstraintIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>When set, the bone's transform property is used to set the slider's <see cref="SliderPose.Time"/>.</summary>
|
||||
public Bone Bone { get { return bone; } set { bone = value; } }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user