Files
BusyRabbit/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/include/spine/PhysicsConstraintTimeline.h
2025-09-23 02:52:33 +08:00

289 lines
9.7 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#ifndef Spine_PhysicsConstraintTimeline_h
#define Spine_PhysicsConstraintTimeline_h
#include <spine/CurveTimeline.h>
#include <spine/PhysicsConstraint.h>
#include <spine/PhysicsConstraintData.h>
namespace spine {
class SP_API PhysicsConstraintTimeline : public CurveTimeline1 {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex, Property property);
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction);
int getPhysicsConstraintIndex() { return _constraintIndex; }
void setPhysicsConstraintIndex(int inValue) { _constraintIndex = inValue; }
protected:
virtual float setup(PhysicsConstraint *constraint) = 0;
virtual float get(PhysicsConstraint *constraint) = 0;
virtual void set(PhysicsConstraint *constraint, float value) = 0;
virtual bool global(PhysicsConstraintData &constraintData) = 0;
private:
int _constraintIndex;
};
class SP_API PhysicsConstraintInertiaTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintInertiaTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintInertia) {};
protected:
float setup(PhysicsConstraint *constraint) {
return constraint->_data.getInertia();
}
float get(PhysicsConstraint *constraint) {
return constraint->_inertia;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_inertia = value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isInertiaGlobal();
}
};
class SP_API PhysicsConstraintStrengthTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintStrengthTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintStrength) {};
protected:
float setup(PhysicsConstraint *constraint) {
return constraint->_data.getStrength();
}
float get(PhysicsConstraint *constraint) {
return constraint->_strength;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_strength = value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isStrengthGlobal();
}
};
class SP_API PhysicsConstraintDampingTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintDampingTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintDamping) {};
protected:
float setup(PhysicsConstraint *constraint) {
return constraint->_data.getDamping();
}
float get(PhysicsConstraint *constraint) {
return constraint->_damping;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_damping = value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isDampingGlobal();
}
};
class SP_API PhysicsConstraintMassTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintMassTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMass) {};
protected:
float setup(PhysicsConstraint *constraint) {
return 1 / constraint->_data.getMassInverse();
}
float get(PhysicsConstraint *constraint) {
return 1 / constraint->_massInverse;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_massInverse = 1 / value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isMassGlobal();
}
};
class SP_API PhysicsConstraintWindTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintWindTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintWind) {};
protected:
float setup(PhysicsConstraint *constraint) {
return constraint->_data.getWind();
}
float get(PhysicsConstraint *constraint) {
return constraint->_wind;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_wind = value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isWindGlobal();
}
};
class SP_API PhysicsConstraintGravityTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintGravityTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintGravity) {};
protected:
float setup(PhysicsConstraint *constraint) {
return constraint->_data.getGravity();
}
float get(PhysicsConstraint *constraint) {
return constraint->_gravity;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_gravity = value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isGravityGlobal();
}
};
class SP_API PhysicsConstraintMixTimeline : public PhysicsConstraintTimeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintMixTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMix) {};
protected:
float setup(PhysicsConstraint *constraint) {
return constraint->_data.getMix();
}
float get(PhysicsConstraint *constraint) {
return constraint->_mix;
}
void set(PhysicsConstraint *constraint, float value) {
constraint->_mix = value;
}
bool global(PhysicsConstraintData &constraintData) {
return constraintData.isMixGlobal();
}
};
class SP_API PhysicsConstraintResetTimeline : public Timeline {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PhysicsConstraintResetTimeline(size_t frameCount, int physicsConstraintIndex): Timeline(frameCount, 1), _constraintIndex(physicsConstraintIndex) {
PropertyId ids[] = {((PropertyId)Property_PhysicsConstraintReset) << 32};
setPropertyIds(ids, 1);
}
virtual void
apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
MixDirection direction);
void setFrame(int frame, float time) {
_frames[frame] = time;
}
private:
int _constraintIndex;
};
}
#endif /* Spine_PhysicsConstraintTimeline_h */