PathConstraint.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_PathConstraint_h
#define Spine_PathConstraint_h
#include <spine/ConstraintData.h>
#include <spine/Vector.h>
namespace spine {
class PathConstraintData;
class Skeleton;
class PathAttachment;
class Bone;
class Slot;
class SP_API PathConstraint : public Updatable {
friend class Skeleton;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
RTTI_DECL
public:
PathConstraint(PathConstraintData& data, Skeleton& skeleton);
/// Applies the constraint to the constrained bones.
void apply();
virtual void update();
virtual int getOrder();
float getPosition();
void setPosition(float inValue);
float getSpacing();
void setSpacing(float inValue);
float getRotateMix();
void setRotateMix(float inValue);
float getTranslateMix();
void setTranslateMix(float inValue);
Vector<Bone*>& getBones();
Slot* getTarget();
void setTarget(Slot* inValue);
PathConstraintData& getData();
bool isActive();
void setActive(bool inValue);
private:
static const float EPSILON;
static const int NONE;
static const int BEFORE;
static const int AFTER;
PathConstraintData& _data;
Vector<Bone*> _bones;
Slot* _target;
float _position, _spacing, _rotateMix, _translateMix;
Vector<float> _spaces;
Vector<float> _positions;
Vector<float> _world;
Vector<float> _curves;
Vector<float> _lengths;
Vector<float> _segments;
bool _active;
Vector<float>& computeWorldPositions(PathAttachment& path, int spacesCount, bool tangents, bool percentPosition, bool percentSpacing);
static void addBeforePosition(float p, Vector<float>& temp, int i, Vector<float>& output, int o);
static void addAfterPosition(float p, Vector<float>& temp, int i, Vector<float>& output, int o);
static void addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, Vector<float>& output, int o, bool tangents);
};
}
#endif /* Spine_PathConstraint_h */