1820 lines
68 KiB
Plaintext
1820 lines
68 KiB
Plaintext
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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using System;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>
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/// A simple container for a list of timelines and a name.</summary>
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public class Animation {
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internal String name;
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internal ExposedList<Timeline> timelines;
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internal HashSet<int> timelineIds;
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internal float duration;
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public Animation (string name, ExposedList<Timeline> timelines, float duration) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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if (timelines == null) throw new ArgumentNullException("timelines", "timelines cannot be null.");
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// Note: avoiding reallocations by adding all hash set entries at
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// once (EnsureCapacity() is only available in newer .Net versions).
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int[] propertyIDs = new int[timelines.Count];
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for (int i = 0; i < timelines.Count; ++i) {
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propertyIDs[i] = timelines.Items[i].PropertyId;
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}
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this.timelineIds = new HashSet<int>(propertyIDs);
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this.name = name;
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this.timelines = timelines;
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this.duration = duration;
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}
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public ExposedList<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
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/// <summary>The duration of the animation in seconds, which is the highest time of all keys in the timeline.</summary>
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public float Duration { get { return duration; } set { duration = value; } }
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/// <summary>The animation's name, which is unique across all animations in the skeleton.</summary>
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public string Name { get { return name; } }
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/// <summary>Whether the timeline with the property id is contained in this animation.</summary>
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public bool HasTimeline (int id) {
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return timelineIds.Contains(id);
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}
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/// <summary>Applies all the animation's timelines to the specified skeleton.</summary>
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/// <seealso cref="Timeline.Apply(Skeleton, float, float, ExposedList, float, MixBlend, MixDirection)"/>
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public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, ExposedList<Event> events, float alpha, MixBlend blend,
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MixDirection direction) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (loop && duration != 0) {
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time %= duration;
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if (lastTime > 0) lastTime %= duration;
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}
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ExposedList<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines.Items[i].Apply(skeleton, lastTime, time, events, alpha, blend, direction);
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}
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override public string ToString () {
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return name;
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}
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/// <param name="target">After the first and before the last entry.</param>
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/// <returns>Index of first value greater than the target.</returns>
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internal static int BinarySearch (float[] values, float target, int step) {
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int low = 0;
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int high = values.Length / step - 2;
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if (high == 0) return step;
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int current = (int)((uint)high >> 1);
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while (true) {
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if (values[(current + 1) * step] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1) * step;
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current = (int)((uint)(low + high) >> 1);
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}
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}
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/// <param name="target">After the first and before the last entry.</param>
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internal static int BinarySearch (float[] values, float target) {
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int low = 0;
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int high = values.Length - 2;
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if (high == 0) return 1;
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int current = (int)((uint)high >> 1);
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while (true) {
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if (values[current + 1] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1);
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current = (int)((uint)(low + high) >> 1);
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}
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}
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internal static int LinearSearch (float[] values, float target, int step) {
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for (int i = 0, last = values.Length - step; i <= last; i += step)
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if (values[i] > target) return i;
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return -1;
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}
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}
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/// <summary>
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/// The interface for all timelines.</summary>
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public interface Timeline {
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/// <summary>Applies this timeline to the skeleton.</summary>
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/// <param name="skeleton">The skeleton the timeline is being applied to. This provides access to the bones, slots, and other
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/// skeleton components the timeline may change.</param>
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/// <param name="lastTime"> The time this timeline was last applied. Timelines such as <see cref="EventTimeline"/> trigger only at specific
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/// times rather than every frame. In that case, the timeline triggers everything between <code>lastTime</code>
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/// (exclusive) and <code>time</code> (inclusive).</param>
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/// <param name="time"> The time within the animation. Most timelines find the key before and the key after this time so they can
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/// interpolate between the keys.</param>
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/// <param name="events"> If any events are fired, they are added to this list. Can be null to ignore firing events or if the
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/// timeline does not fire events.</param>
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/// <param name="alpha"> 0 applies the current or setup value (depending on <code>blend</code>). 1 applies the timeline value.
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/// Between 0 and 1 applies a value between the current or setup value and the timeline value. By adjusting
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/// <code>alpha</code> over time, an animation can be mixed in or out. <code>alpha</code> can also be useful to
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/// apply animations on top of each other (layered).</param>
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/// <param name="blend"> Controls how mixing is applied when <code>alpha</code> < 1.</param>
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/// <param name="direction"> Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions,
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/// such as <see cref="DrawOrderTimeline"/> or <see cref="AttachmentTimeline"/>, and other such as {@link ScaleTimeline}.</param>
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void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha, MixBlend blend, MixDirection direction);
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/// <summary>Uniquely encodes both the type of this timeline and the skeleton property that it affects.</summary>
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int PropertyId { get; }
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}
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/// <summary>
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/// Controls how a timeline is mixed with the setup or current pose.</summary>
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/// <seealso cref="Timeline.Apply(Skeleton, float, float, ExposedList, float, MixBlend, MixDirection)"/>
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public enum MixBlend {
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/// <summary> Transitions from the setup value to the timeline value (the current value is not used). Before the first key, the setup
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/// value is set.</summary>
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Setup,
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/// <summary>
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/// <para>
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/// Transitions from the current value to the timeline value. Before the first key, transitions from the current value to
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/// the setup value. Timelines which perform instant transitions, such as <see cref="DrawOrderTimeline"/> or
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/// <see cref="AttachmentTimeline"/>, use the setup value before the first key.</para>
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/// <para>
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/// <code>First</code> is intended for the first animations applied, not for animations layered on top of those.</para>
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/// </summary>
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First,
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/// <summary>
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/// <para>
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/// Transitions from the current value to the timeline value. No change is made before the first key (the current value is
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/// kept until the first key).</para>
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/// <para>
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/// <code>Replace</code> is intended for animations layered on top of others, not for the first animations applied.</para>
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/// </summary>
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Replace,
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/// <summary>
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/// <para>
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/// Transitions from the current value to the current value plus the timeline value. No change is made before the first key
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/// (the current value is kept until the first key).</para>
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/// <para>
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/// <code>Add</code> is intended for animations layered on top of others, not for the first animations applied.</para>
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/// </summary>
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Add
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}
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/// <summary>
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/// Indicates whether a timeline's <code>alpha</code> is mixing out over time toward 0 (the setup or current pose value) or
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/// mixing in toward 1 (the timeline's value).</summary>
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/// <seealso cref="Timeline.Apply(Skeleton, float, float, ExposedList, float, MixBlend, MixDirection)"/>
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public enum MixDirection {
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In,
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Out
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}
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internal enum TimelineType {
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Rotate = 0, Translate, Scale, Shear, //
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Attachment, Color, Deform, //
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Event, DrawOrder, //
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IkConstraint, TransformConstraint, //
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PathConstraintPosition, PathConstraintSpacing, PathConstraintMix, //
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TwoColor
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}
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/// <summary>An interface for timelines which change the property of a bone.</summary>
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public interface IBoneTimeline {
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/// <summary>The index of the bone in <see cref="Skeleton.Bones"/> that will be changed.</summary>
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int BoneIndex { get; }
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}
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/// <summary>An interface for timelines which change the property of a slot.</summary>
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public interface ISlotTimeline {
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/// <summary>The index of the slot in <see cref="Skeleton.Slots"/> that will be changed.</summary>
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int SlotIndex { get; }
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}
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/// <summary>The base class for timelines that use interpolation between key frame values.</summary>
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abstract public class CurveTimeline : Timeline {
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protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
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protected const int BEZIER_SIZE = 10 * 2 - 1;
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internal float[] curves; // type, x, y, ...
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/// <summary>The number of key frames for this timeline.</summary>
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public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } }
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public CurveTimeline (int frameCount) {
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if (frameCount <= 0) throw new ArgumentOutOfRangeException("frameCount must be > 0: ");
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curves = new float[(frameCount - 1) * BEZIER_SIZE];
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}
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abstract public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend, MixDirection direction);
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abstract public int PropertyId { get; }
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/// <summary>Sets the specified key frame to linear interpolation.</summary>
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public void SetLinear (int frameIndex) {
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curves[frameIndex * BEZIER_SIZE] = LINEAR;
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}
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/// <summary>Sets the specified key frame to stepped interpolation.</summary>
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public void SetStepped (int frameIndex) {
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curves[frameIndex * BEZIER_SIZE] = STEPPED;
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}
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/// <summary>Returns the interpolation type for the specified key frame.</summary>
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/// <returns>Linear is 0, stepped is 1, Bezier is 2.</returns>
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public float GetCurveType (int frameIndex) {
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int index = frameIndex * BEZIER_SIZE;
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if (index == curves.Length) return LINEAR;
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float type = curves[index];
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if (type == LINEAR) return LINEAR;
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if (type == STEPPED) return STEPPED;
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return BEZIER;
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}
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/// <summary>Sets the specified key frame to Bezier interpolation. <code>cx1</code> and <code>cx2</code> are from 0 to 1,
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/// representing the percent of time between the two key frames. <code>cy1</code> and <code>cy2</code> are the percent of the
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/// difference between the key frame's values.</summary>
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public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
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float tmpx = (-cx1 * 2 + cx2) * 0.03f, tmpy = (-cy1 * 2 + cy2) * 0.03f;
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float dddfx = ((cx1 - cx2) * 3 + 1) * 0.006f, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006f;
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float ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
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float dfx = cx1 * 0.3f + tmpx + dddfx * 0.16666667f, dfy = cy1 * 0.3f + tmpy + dddfy * 0.16666667f;
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int i = frameIndex * BEZIER_SIZE;
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float[] curves = this.curves;
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curves[i++] = BEZIER;
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float x = dfx, y = dfy;
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for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) {
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curves[i] = x;
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curves[i + 1] = y;
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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x += dfx;
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y += dfy;
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}
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}
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/// <summary>Returns the interpolated percentage for the specified key frame and linear percentage.</summary>
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public float GetCurvePercent (int frameIndex, float percent) {
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percent = MathUtils.Clamp (percent, 0, 1);
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float[] curves = this.curves;
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int i = frameIndex * BEZIER_SIZE;
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float type = curves[i];
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if (type == LINEAR) return percent;
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if (type == STEPPED) return 0;
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i++;
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float x = 0;
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for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) {
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x = curves[i];
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if (x >= percent) {
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if (i == start) return curves[i + 1] * percent / x; // First point is 0,0.
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float prevX = curves[i - 2], prevY = curves[i - 1];
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return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
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}
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}
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float y = curves[i - 1];
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return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
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}
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}
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/// <summary>Changes a bone's local <see cref="Bone.Rotation"/>.</summary>
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public class RotateTimeline : CurveTimeline, IBoneTimeline {
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public const int ENTRIES = 2;
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internal const int PREV_TIME = -2, PREV_ROTATION = -1;
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internal const int ROTATION = 1;
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internal int boneIndex;
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internal float[] frames; // time, degrees, ...
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public RotateTimeline (int frameCount)
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: base(frameCount) {
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frames = new float[frameCount << 1];
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}
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override public int PropertyId {
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get { return ((int)TimelineType.Rotate << 24) + boneIndex; }
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}
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/// <summary>The index of the bone in <see cref="Skeleton.Bones"/> that will be changed.</summary>
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public int BoneIndex {
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set {
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if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
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this.boneIndex = value;
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}
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get {
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return boneIndex;
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}
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}
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/// <summary>The time in seconds and rotation in degrees for each key frame.</summary>
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public float[] Frames { get { return frames; } set { frames = value; } }
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/// <summary>Sets the time in seconds and the rotation in degrees for the specified key frame.</summary>
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public void SetFrame (int frameIndex, float time, float degrees) {
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frameIndex <<= 1;
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frames[frameIndex] = time;
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frames[frameIndex + ROTATION] = degrees;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
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MixDirection direction) {
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Bone bone = skeleton.bones.Items[boneIndex];
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if (!bone.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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case MixBlend.Setup:
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bone.rotation = bone.data.rotation;
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return;
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case MixBlend.First:
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float r = bone.data.rotation - bone.rotation;
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bone.rotation += (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
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return;
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}
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return;
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}
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if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
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float r = frames[frames.Length + PREV_ROTATION];
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switch (blend) {
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case MixBlend.Setup:
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bone.rotation = bone.data.rotation + r * alpha;
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break;
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case MixBlend.First:
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case MixBlend.Replace:
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r += bone.data.rotation - bone.rotation;
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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goto case MixBlend.Add; // Fall through.
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case MixBlend.Add:
|
||
|
bone.rotation += r * alpha;
|
||
|
break;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
float prevRotation = frames[frame + PREV_ROTATION];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
// scope for 'r' to prevent compile error.
|
||
|
{
|
||
|
float r = frames[frame + ROTATION] - prevRotation;
|
||
|
r = prevRotation + (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * percent;
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.rotation = bone.data.rotation + (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
|
||
|
break;
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace:
|
||
|
r += bone.data.rotation - bone.rotation;
|
||
|
goto case MixBlend.Add; // Fall through.
|
||
|
case MixBlend.Add:
|
||
|
bone.rotation += (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * alpha;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a bone's local <see cref"Bone.X"/> and <see cref"Bone.Y"/>.</summary>
|
||
|
public class TranslateTimeline : CurveTimeline, IBoneTimeline {
|
||
|
public const int ENTRIES = 3;
|
||
|
protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
|
||
|
protected const int X = 1, Y = 2;
|
||
|
|
||
|
internal int boneIndex;
|
||
|
internal float[] frames; // time, x, y, ...
|
||
|
|
||
|
public TranslateTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.Translate << 24) + boneIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the bone in <see cref="Skeleton.Bones"/> that will be changed.</summary>
|
||
|
public int BoneIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.boneIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return boneIndex;
|
||
|
}
|
||
|
}
|
||
|
/// <summary>The time in seconds, x, and y values for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } }
|
||
|
|
||
|
|
||
|
/// <summary>Sets the time in seconds, x, and y values for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float x, float y) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + X] = x;
|
||
|
frames[frameIndex + Y] = y;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Bone bone = skeleton.bones.Items[boneIndex];
|
||
|
if (!bone.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.x = bone.data.x;
|
||
|
bone.y = bone.data.y;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
bone.x += (bone.data.x - bone.x) * alpha;
|
||
|
bone.y += (bone.data.y - bone.y) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float x, y;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
x = frames[frames.Length + PREV_X];
|
||
|
y = frames[frames.Length + PREV_Y];
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
x = frames[frame + PREV_X];
|
||
|
y = frames[frame + PREV_Y];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
x += (frames[frame + X] - x) * percent;
|
||
|
y += (frames[frame + Y] - y) * percent;
|
||
|
}
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.x = bone.data.x + x * alpha;
|
||
|
bone.y = bone.data.y + y * alpha;
|
||
|
break;
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace:
|
||
|
bone.x += (bone.data.x + x - bone.x) * alpha;
|
||
|
bone.y += (bone.data.y + y - bone.y) * alpha;
|
||
|
break;
|
||
|
case MixBlend.Add:
|
||
|
bone.x += x * alpha;
|
||
|
bone.y += y * alpha;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a bone's local <see cref="Bone.ScaleX"> and <see cref="Bone.ScaleY">.</summary>
|
||
|
public class ScaleTimeline : TranslateTimeline, IBoneTimeline {
|
||
|
public ScaleTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.Scale << 24) + boneIndex; }
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Bone bone = skeleton.bones.Items[boneIndex];
|
||
|
if (!bone.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.scaleX = bone.data.scaleX;
|
||
|
bone.scaleY = bone.data.scaleY;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
|
||
|
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float x, y;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
x = frames[frames.Length + PREV_X] * bone.data.scaleX;
|
||
|
y = frames[frames.Length + PREV_Y] * bone.data.scaleY;
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
x = frames[frame + PREV_X];
|
||
|
y = frames[frame + PREV_Y];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
x = (x + (frames[frame + X] - x) * percent) * bone.data.scaleX;
|
||
|
y = (y + (frames[frame + Y] - y) * percent) * bone.data.scaleY;
|
||
|
}
|
||
|
if (alpha == 1) {
|
||
|
if (blend == MixBlend.Add) {
|
||
|
bone.scaleX += x - bone.data.scaleX;
|
||
|
bone.scaleY += y - bone.data.scaleY;
|
||
|
} else {
|
||
|
bone.scaleX = x;
|
||
|
bone.scaleY = y;
|
||
|
}
|
||
|
} else {
|
||
|
// Mixing out uses sign of setup or current pose, else use sign of key.
|
||
|
float bx, by;
|
||
|
if (direction == MixDirection.Out) {
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bx = bone.data.scaleX;
|
||
|
by = bone.data.scaleY;
|
||
|
bone.scaleX = bx + (Math.Abs(x) * Math.Sign(bx) - bx) * alpha;
|
||
|
bone.scaleY = by + (Math.Abs(y) * Math.Sign(by) - by) * alpha;
|
||
|
break;
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace:
|
||
|
bx = bone.scaleX;
|
||
|
by = bone.scaleY;
|
||
|
bone.scaleX = bx + (Math.Abs(x) * Math.Sign(bx) - bx) * alpha;
|
||
|
bone.scaleY = by + (Math.Abs(y) * Math.Sign(by) - by) * alpha;
|
||
|
break;
|
||
|
case MixBlend.Add:
|
||
|
bx = bone.scaleX;
|
||
|
by = bone.scaleY;
|
||
|
bone.scaleX = bx + (Math.Abs(x) * Math.Sign(bx) - bone.data.scaleX) * alpha;
|
||
|
bone.scaleY = by + (Math.Abs(y) * Math.Sign(by) - bone.data.scaleY) * alpha;
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bx = Math.Abs(bone.data.scaleX) * Math.Sign(x);
|
||
|
by = Math.Abs(bone.data.scaleY) * Math.Sign(y);
|
||
|
bone.scaleX = bx + (x - bx) * alpha;
|
||
|
bone.scaleY = by + (y - by) * alpha;
|
||
|
break;
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace:
|
||
|
bx = Math.Abs(bone.scaleX) * Math.Sign(x);
|
||
|
by = Math.Abs(bone.scaleY) * Math.Sign(y);
|
||
|
bone.scaleX = bx + (x - bx) * alpha;
|
||
|
bone.scaleY = by + (y - by) * alpha;
|
||
|
break;
|
||
|
case MixBlend.Add:
|
||
|
bx = Math.Sign(x);
|
||
|
by = Math.Sign(y);
|
||
|
bone.scaleX = Math.Abs(bone.scaleX) * bx + (x - Math.Abs(bone.data.scaleX) * bx) * alpha;
|
||
|
bone.scaleY = Math.Abs(bone.scaleY) * by + (y - Math.Abs(bone.data.scaleY) * by) * alpha;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a bone's local <see cref="Bone.ShearX"/> and <see cref="Bone.ShearY"/>.</summary>
|
||
|
public class ShearTimeline : TranslateTimeline, IBoneTimeline {
|
||
|
public ShearTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.Shear << 24) + boneIndex; }
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Bone bone = skeleton.bones.Items[boneIndex];
|
||
|
if (!bone.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.shearX = bone.data.shearX;
|
||
|
bone.shearY = bone.data.shearY;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
|
||
|
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float x, y;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
x = frames[frames.Length + PREV_X];
|
||
|
y = frames[frames.Length + PREV_Y];
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
x = frames[frame + PREV_X];
|
||
|
y = frames[frame + PREV_Y];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
x = x + (frames[frame + X] - x) * percent;
|
||
|
y = y + (frames[frame + Y] - y) * percent;
|
||
|
}
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.shearX = bone.data.shearX + x * alpha;
|
||
|
bone.shearY = bone.data.shearY + y * alpha;
|
||
|
break;
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace:
|
||
|
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
|
||
|
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
|
||
|
break;
|
||
|
case MixBlend.Add:
|
||
|
bone.shearX += x * alpha;
|
||
|
bone.shearY += y * alpha;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a slot's <see cref="Slot.Color"/>.</summary>
|
||
|
public class ColorTimeline : CurveTimeline, ISlotTimeline {
|
||
|
public const int ENTRIES = 5;
|
||
|
protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1;
|
||
|
protected const int R = 1, G = 2, B = 3, A = 4;
|
||
|
|
||
|
internal int slotIndex;
|
||
|
internal float[] frames; // time, r, g, b, a, ...
|
||
|
|
||
|
public ColorTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.Color << 24) + slotIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the slot in <see cref="Skeleton.Slots"/> that will be changed.</summary>
|
||
|
public int SlotIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.slotIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return slotIndex;
|
||
|
}
|
||
|
}
|
||
|
/// <summary>The time in seconds, red, green, blue, and alpha values for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } }
|
||
|
|
||
|
/// <summary>Sets the time in seconds, red, green, blue, and alpha for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float r, float g, float b, float a) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + R] = r;
|
||
|
frames[frameIndex + G] = g;
|
||
|
frames[frameIndex + B] = b;
|
||
|
frames[frameIndex + A] = a;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Slot slot = skeleton.slots.Items[slotIndex];
|
||
|
if (!slot.bone.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
var slotData = slot.data;
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
slot.r = slotData.r;
|
||
|
slot.g = slotData.g;
|
||
|
slot.b = slotData.b;
|
||
|
slot.a = slotData.a;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
slot.r += (slotData.r - slot.r) * alpha;
|
||
|
slot.g += (slotData.g - slot.g) * alpha;
|
||
|
slot.b += (slotData.b - slot.b) * alpha;
|
||
|
slot.a += (slotData.a - slot.a) * alpha;
|
||
|
slot.ClampColor();
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float r, g, b, a;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
int i = frames.Length;
|
||
|
r = frames[i + PREV_R];
|
||
|
g = frames[i + PREV_G];
|
||
|
b = frames[i + PREV_B];
|
||
|
a = frames[i + PREV_A];
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
r = frames[frame + PREV_R];
|
||
|
g = frames[frame + PREV_G];
|
||
|
b = frames[frame + PREV_B];
|
||
|
a = frames[frame + PREV_A];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
r += (frames[frame + R] - r) * percent;
|
||
|
g += (frames[frame + G] - g) * percent;
|
||
|
b += (frames[frame + B] - b) * percent;
|
||
|
a += (frames[frame + A] - a) * percent;
|
||
|
}
|
||
|
if (alpha == 1) {
|
||
|
slot.r = r;
|
||
|
slot.g = g;
|
||
|
slot.b = b;
|
||
|
slot.a = a;
|
||
|
slot.ClampColor();
|
||
|
} else {
|
||
|
float br, bg, bb, ba;
|
||
|
if (blend == MixBlend.Setup) {
|
||
|
br = slot.data.r;
|
||
|
bg = slot.data.g;
|
||
|
bb = slot.data.b;
|
||
|
ba = slot.data.a;
|
||
|
} else {
|
||
|
br = slot.r;
|
||
|
bg = slot.g;
|
||
|
bb = slot.b;
|
||
|
ba = slot.a;
|
||
|
}
|
||
|
slot.r = br + ((r - br) * alpha);
|
||
|
slot.g = bg + ((g - bg) * alpha);
|
||
|
slot.b = bb + ((b - bb) * alpha);
|
||
|
slot.a = ba + ((a - ba) * alpha);
|
||
|
slot.ClampColor();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a slot's <see cref="Slot.Color"/> and <see cref="Slot.DarkColor"/> for two color tinting.</summary>
|
||
|
public class TwoColorTimeline : CurveTimeline, ISlotTimeline {
|
||
|
public const int ENTRIES = 8;
|
||
|
protected const int PREV_TIME = -8, PREV_R = -7, PREV_G = -6, PREV_B = -5, PREV_A = -4;
|
||
|
protected const int PREV_R2 = -3, PREV_G2 = -2, PREV_B2 = -1;
|
||
|
protected const int R = 1, G = 2, B = 3, A = 4, R2 = 5, G2 = 6, B2 = 7;
|
||
|
|
||
|
internal int slotIndex;
|
||
|
internal float[] frames; // time, r, g, b, a, r2, g2, b2, ...
|
||
|
|
||
|
public TwoColorTimeline (int frameCount) :
|
||
|
base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.TwoColor << 24) + slotIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary> The index of the slot in <see cref="Skeleton.Slots"/> that will be changed.</summary>
|
||
|
public int SlotIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.slotIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return slotIndex;
|
||
|
}
|
||
|
}
|
||
|
/// <summary>The time in seconds, red, green, blue, and alpha values for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } }
|
||
|
|
||
|
/// <summary>Sets the time in seconds, light, and dark colors for the specified key frame..</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float r, float g, float b, float a, float r2, float g2, float b2) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + R] = r;
|
||
|
frames[frameIndex + G] = g;
|
||
|
frames[frameIndex + B] = b;
|
||
|
frames[frameIndex + A] = a;
|
||
|
frames[frameIndex + R2] = r2;
|
||
|
frames[frameIndex + G2] = g2;
|
||
|
frames[frameIndex + B2] = b2;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Slot slot = skeleton.slots.Items[slotIndex];
|
||
|
if (!slot.bone.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
var slotData = slot.data;
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
// slot.color.set(slot.data.color);
|
||
|
// slot.darkColor.set(slot.data.darkColor);
|
||
|
slot.r = slotData.r;
|
||
|
slot.g = slotData.g;
|
||
|
slot.b = slotData.b;
|
||
|
slot.a = slotData.a;
|
||
|
slot.ClampColor();
|
||
|
slot.r2 = slotData.r2;
|
||
|
slot.g2 = slotData.g2;
|
||
|
slot.b2 = slotData.b2;
|
||
|
slot.ClampSecondColor();
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
slot.r += (slot.r - slotData.r) * alpha;
|
||
|
slot.g += (slot.g - slotData.g) * alpha;
|
||
|
slot.b += (slot.b - slotData.b) * alpha;
|
||
|
slot.a += (slot.a - slotData.a) * alpha;
|
||
|
slot.ClampColor();
|
||
|
slot.r2 += (slot.r2 - slotData.r2) * alpha;
|
||
|
slot.g2 += (slot.g2 - slotData.g2) * alpha;
|
||
|
slot.b2 += (slot.b2 - slotData.b2) * alpha;
|
||
|
slot.ClampSecondColor();
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float r, g, b, a, r2, g2, b2;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
int i = frames.Length;
|
||
|
r = frames[i + PREV_R];
|
||
|
g = frames[i + PREV_G];
|
||
|
b = frames[i + PREV_B];
|
||
|
a = frames[i + PREV_A];
|
||
|
r2 = frames[i + PREV_R2];
|
||
|
g2 = frames[i + PREV_G2];
|
||
|
b2 = frames[i + PREV_B2];
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
r = frames[frame + PREV_R];
|
||
|
g = frames[frame + PREV_G];
|
||
|
b = frames[frame + PREV_B];
|
||
|
a = frames[frame + PREV_A];
|
||
|
r2 = frames[frame + PREV_R2];
|
||
|
g2 = frames[frame + PREV_G2];
|
||
|
b2 = frames[frame + PREV_B2];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
r += (frames[frame + R] - r) * percent;
|
||
|
g += (frames[frame + G] - g) * percent;
|
||
|
b += (frames[frame + B] - b) * percent;
|
||
|
a += (frames[frame + A] - a) * percent;
|
||
|
r2 += (frames[frame + R2] - r2) * percent;
|
||
|
g2 += (frames[frame + G2] - g2) * percent;
|
||
|
b2 += (frames[frame + B2] - b2) * percent;
|
||
|
}
|
||
|
if (alpha == 1) {
|
||
|
slot.r = r;
|
||
|
slot.g = g;
|
||
|
slot.b = b;
|
||
|
slot.a = a;
|
||
|
slot.ClampColor();
|
||
|
slot.r2 = r2;
|
||
|
slot.g2 = g2;
|
||
|
slot.b2 = b2;
|
||
|
slot.ClampSecondColor();
|
||
|
} else {
|
||
|
float br, bg, bb, ba, br2, bg2, bb2;
|
||
|
if (blend == MixBlend.Setup) {
|
||
|
br = slot.data.r;
|
||
|
bg = slot.data.g;
|
||
|
bb = slot.data.b;
|
||
|
ba = slot.data.a;
|
||
|
br2 = slot.data.r2;
|
||
|
bg2 = slot.data.g2;
|
||
|
bb2 = slot.data.b2;
|
||
|
} else {
|
||
|
br = slot.r;
|
||
|
bg = slot.g;
|
||
|
bb = slot.b;
|
||
|
ba = slot.a;
|
||
|
br2 = slot.r2;
|
||
|
bg2 = slot.g2;
|
||
|
bb2 = slot.b2;
|
||
|
}
|
||
|
slot.r = br + ((r - br) * alpha);
|
||
|
slot.g = bg + ((g - bg) * alpha);
|
||
|
slot.b = bb + ((b - bb) * alpha);
|
||
|
slot.a = ba + ((a - ba) * alpha);
|
||
|
slot.ClampColor();
|
||
|
slot.r2 = br2 + ((r2 - br2) * alpha);
|
||
|
slot.g2 = bg2 + ((g2 - bg2) * alpha);
|
||
|
slot.b2 = bb2 + ((b2 - bb2) * alpha);
|
||
|
slot.ClampSecondColor();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a slot's <see cref="Slot.Attachment"/>.</summary>
|
||
|
public class AttachmentTimeline : Timeline, ISlotTimeline {
|
||
|
internal int slotIndex;
|
||
|
internal float[] frames; // time, ...
|
||
|
internal string[] attachmentNames;
|
||
|
|
||
|
public AttachmentTimeline (int frameCount) {
|
||
|
frames = new float[frameCount];
|
||
|
attachmentNames = new String[frameCount];
|
||
|
}
|
||
|
|
||
|
public int PropertyId {
|
||
|
get { return ((int)TimelineType.Attachment << 24) + slotIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The number of key frames for this timeline.</summary>
|
||
|
public int FrameCount { get { return frames.Length; } }
|
||
|
|
||
|
/// <summary>The index of the slot in <see cref="Skeleton.Slots"> that will be changed.</summary>
|
||
|
public int SlotIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.slotIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return slotIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>The time in seconds for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } }
|
||
|
|
||
|
/// <summary>The attachment name for each key frame. May contain null values to clear the attachment.</summary>
|
||
|
public string[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } }
|
||
|
|
||
|
/// <summary>Sets the time in seconds and the attachment name for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, String attachmentName) {
|
||
|
frames[frameIndex] = time;
|
||
|
attachmentNames[frameIndex] = attachmentName;
|
||
|
}
|
||
|
|
||
|
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Slot slot = skeleton.slots.Items[slotIndex];
|
||
|
if (!slot.bone.active) return;
|
||
|
if (direction == MixDirection.Out) {
|
||
|
if (blend == MixBlend.Setup) SetAttachment(skeleton, slot, slot.data.attachmentName);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
if (blend == MixBlend.Setup || blend == MixBlend.First) SetAttachment(skeleton, slot, slot.data.attachmentName);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int frameIndex;
|
||
|
if (time >= frames[frames.Length - 1]) // Time is after last frame.
|
||
|
frameIndex = frames.Length - 1;
|
||
|
else
|
||
|
frameIndex = Animation.BinarySearch(frames, time) - 1;
|
||
|
|
||
|
SetAttachment(skeleton, slot, attachmentNames[frameIndex]);
|
||
|
}
|
||
|
|
||
|
private void SetAttachment (Skeleton skeleton, Slot slot, string attachmentName) {
|
||
|
slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a slot's <see cref="Slot.Deform"/> to deform a <see cref="VertexAttachment"/>.</summary>
|
||
|
public class DeformTimeline : CurveTimeline, ISlotTimeline {
|
||
|
internal int slotIndex;
|
||
|
internal VertexAttachment attachment;
|
||
|
internal float[] frames; // time, ...
|
||
|
internal float[][] frameVertices;
|
||
|
|
||
|
public DeformTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount];
|
||
|
frameVertices = new float[frameCount][];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.Deform << 27) + attachment.id + slotIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the slot in <see cref="Skeleton.Slots"/> that will be changed.</summary>
|
||
|
public int SlotIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.slotIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return slotIndex;
|
||
|
}
|
||
|
}
|
||
|
/// <summary>The attachment that will be deformed.</summary>
|
||
|
public VertexAttachment Attachment { get { return attachment; } set { attachment = value; } }
|
||
|
|
||
|
/// <summary>The time in seconds for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } }
|
||
|
|
||
|
/// <summary>The vertices for each key frame.</summary>
|
||
|
public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
|
||
|
|
||
|
|
||
|
/// <summary>Sets the time in seconds and the vertices for the specified key frame.</summary>
|
||
|
/// <param name="vertices">Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights.</param>
|
||
|
public void SetFrame (int frameIndex, float time, float[] vertices) {
|
||
|
frames[frameIndex] = time;
|
||
|
frameVertices[frameIndex] = vertices;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
Slot slot = skeleton.slots.Items[slotIndex];
|
||
|
if (!slot.bone.active) return;
|
||
|
VertexAttachment vertexAttachment = slot.attachment as VertexAttachment;
|
||
|
if (vertexAttachment == null || vertexAttachment.DeformAttachment != attachment) return;
|
||
|
|
||
|
var deformArray = slot.Deform;
|
||
|
if (deformArray.Count == 0) blend = MixBlend.Setup;
|
||
|
|
||
|
float[][] frameVertices = this.frameVertices;
|
||
|
int vertexCount = frameVertices[0].Length;
|
||
|
float[] frames = this.frames;
|
||
|
float[] deform;
|
||
|
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
deformArray.Clear();
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
if (alpha == 1) {
|
||
|
deformArray.Clear();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// deformArray.SetSize(vertexCount) // Ensure size and preemptively set count.
|
||
|
if (deformArray.Capacity < vertexCount) deformArray.Capacity = vertexCount;
|
||
|
deformArray.Count = vertexCount;
|
||
|
deform = deformArray.Items;
|
||
|
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] += (setupVertices[i] - deform[i]) * alpha;
|
||
|
} else {
|
||
|
// Weighted deform offsets.
|
||
|
alpha = 1 - alpha;
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] *= alpha;
|
||
|
}
|
||
|
return;
|
||
|
default:
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// deformArray.SetSize(vertexCount) // Ensure size and preemptively set count.
|
||
|
if (deformArray.Capacity < vertexCount) deformArray.Capacity = vertexCount;
|
||
|
deformArray.Count = vertexCount;
|
||
|
deform = deformArray.Items;
|
||
|
|
||
|
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
|
||
|
|
||
|
float[] lastVertices = frameVertices[frames.Length - 1];
|
||
|
if (alpha == 1) {
|
||
|
if (blend == MixBlend.Add) {
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions, no alpha.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] += lastVertices[i] - setupVertices[i];
|
||
|
} else {
|
||
|
// Weighted deform offsets, no alpha.
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] += lastVertices[i];
|
||
|
}
|
||
|
} else {
|
||
|
// Vertex positions or deform offsets, no alpha.
|
||
|
Array.Copy(lastVertices, 0, deform, 0, vertexCount);
|
||
|
}
|
||
|
} else {
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup: {
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions, with alpha.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float setup = setupVertices[i];
|
||
|
deform[i] = setup + (lastVertices[i] - setup) * alpha;
|
||
|
}
|
||
|
} else {
|
||
|
// Weighted deform offsets, with alpha.
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] = lastVertices[i] * alpha;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace:
|
||
|
// Vertex positions or deform offsets, with alpha.
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] += (lastVertices[i] - deform[i]) * alpha;
|
||
|
break;
|
||
|
case MixBlend.Add:
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions, no alpha.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] += (lastVertices[i] - setupVertices[i]) * alpha;
|
||
|
} else {
|
||
|
// Weighted deform offsets, alpha.
|
||
|
for (int i = 0; i < vertexCount; i++)
|
||
|
deform[i] += lastVertices[i] * alpha;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time);
|
||
|
float[] prevVertices = frameVertices[frame - 1];
|
||
|
float[] nextVertices = frameVertices[frame];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
|
||
|
|
||
|
if (alpha == 1) {
|
||
|
if (blend == MixBlend.Add) {
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions, no alpha.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] += prev + (nextVertices[i] - prev) * percent - setupVertices[i];
|
||
|
}
|
||
|
} else {
|
||
|
// Weighted deform offsets, no alpha.
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] += prev + (nextVertices[i] - prev) * percent;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
// Vertex positions or deform offsets, no alpha.
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] = prev + (nextVertices[i] - prev) * percent;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup: {
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions, with alpha.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i], setup = setupVertices[i];
|
||
|
deform[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
|
||
|
}
|
||
|
} else {
|
||
|
// Weighted deform offsets, with alpha.
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case MixBlend.First:
|
||
|
case MixBlend.Replace: {
|
||
|
// Vertex positions or deform offsets, with alpha.
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] += (prev + (nextVertices[i] - prev) * percent - deform[i]) * alpha;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case MixBlend.Add: {
|
||
|
if (vertexAttachment.bones == null) {
|
||
|
// Unweighted vertex positions, with alpha.
|
||
|
float[] setupVertices = vertexAttachment.vertices;
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] += (prev + (nextVertices[i] - prev) * percent - setupVertices[i]) * alpha;
|
||
|
}
|
||
|
} else {
|
||
|
// Weighted deform offsets, with alpha.
|
||
|
for (int i = 0; i < vertexCount; i++) {
|
||
|
float prev = prevVertices[i];
|
||
|
deform[i] += (prev + (nextVertices[i] - prev) * percent) * alpha;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Fires an <see cref="Event"/> when specific animation times are reached.</summary>
|
||
|
public class EventTimeline : Timeline {
|
||
|
internal float[] frames; // time, ...
|
||
|
private Event[] events;
|
||
|
|
||
|
public EventTimeline (int frameCount) {
|
||
|
frames = new float[frameCount];
|
||
|
events = new Event[frameCount];
|
||
|
}
|
||
|
|
||
|
public int PropertyId {
|
||
|
get { return ((int)TimelineType.Event << 24); }
|
||
|
}
|
||
|
|
||
|
/// <summary>The number of key frames for this timeline.</summary>
|
||
|
public int FrameCount { get { return frames.Length; } }
|
||
|
|
||
|
/// <summary>The time in seconds for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } }
|
||
|
|
||
|
/// <summary>The event for each key frame.</summary>
|
||
|
public Event[] Events { get { return events; } set { events = value; } }
|
||
|
|
||
|
/// <summary>Sets the time in seconds and the event for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, Event e) {
|
||
|
frames[frameIndex] = e.Time;
|
||
|
events[frameIndex] = e;
|
||
|
}
|
||
|
|
||
|
/// <summary>Fires events for frames > <code>lastTime</code> and <= <code>time</code>.</summary>
|
||
|
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
if (firedEvents == null) return;
|
||
|
float[] frames = this.frames;
|
||
|
int frameCount = frames.Length;
|
||
|
|
||
|
if (lastTime > time) { // Fire events after last time for looped animations.
|
||
|
Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha, blend, direction);
|
||
|
lastTime = -1f;
|
||
|
} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
|
||
|
return;
|
||
|
if (time < frames[0]) return; // Time is before first frame.
|
||
|
|
||
|
int frame;
|
||
|
if (lastTime < frames[0])
|
||
|
frame = 0;
|
||
|
else {
|
||
|
frame = Animation.BinarySearch(frames, lastTime);
|
||
|
float frameTime = frames[frame];
|
||
|
while (frame > 0) { // Fire multiple events with the same frame.
|
||
|
if (frames[frame - 1] != frameTime) break;
|
||
|
frame--;
|
||
|
}
|
||
|
}
|
||
|
for (; frame < frameCount && time >= frames[frame]; frame++)
|
||
|
firedEvents.Add(events[frame]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a skeleton's <see cref="Skeleton.DrawOrder"/>.</summary>
|
||
|
public class DrawOrderTimeline : Timeline {
|
||
|
internal float[] frames; // time, ...
|
||
|
private int[][] drawOrders;
|
||
|
|
||
|
public DrawOrderTimeline (int frameCount) {
|
||
|
frames = new float[frameCount];
|
||
|
drawOrders = new int[frameCount][];
|
||
|
}
|
||
|
|
||
|
public int PropertyId {
|
||
|
get { return ((int)TimelineType.DrawOrder << 24); }
|
||
|
}
|
||
|
|
||
|
/// <summary>The number of key frames for this timeline.</summary>
|
||
|
public int FrameCount { get { return frames.Length; } }
|
||
|
|
||
|
/// <summary>The time in seconds for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
|
||
|
|
||
|
/// <summary>The draw order for each key frame.</summary>
|
||
|
/// <seealso cref="Timeline.setFrame(int, float, int[])"/>.
|
||
|
public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } }
|
||
|
|
||
|
/// <summary>Sets the time in seconds and the draw order for the specified key frame.</summary>
|
||
|
/// <param name="drawOrder">For each slot in <see cref="Skeleton.Slots"/> the index of the new draw order. May be null to use setup pose
|
||
|
/// draw order..</param>
|
||
|
public void SetFrame (int frameIndex, float time, int[] drawOrder) {
|
||
|
frames[frameIndex] = time;
|
||
|
drawOrders[frameIndex] = drawOrder;
|
||
|
}
|
||
|
|
||
|
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
||
|
ExposedList<Slot> slots = skeleton.slots;
|
||
|
if (direction == MixDirection.Out) {
|
||
|
if (blend == MixBlend.Setup) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
if (blend == MixBlend.Setup || blend == MixBlend.First) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int frame;
|
||
|
if (time >= frames[frames.Length - 1]) // Time is after last frame.
|
||
|
frame = frames.Length - 1;
|
||
|
else
|
||
|
frame = Animation.BinarySearch(frames, time) - 1;
|
||
|
|
||
|
int[] drawOrderToSetupIndex = drawOrders[frame];
|
||
|
if (drawOrderToSetupIndex == null) {
|
||
|
Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
|
||
|
} else {
|
||
|
var drawOrderItems = drawOrder.Items;
|
||
|
var slotsItems = slots.Items;
|
||
|
for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
|
||
|
drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes an IK constraint's <see cref="IkConstraint.Mix"/>, <see cref="IkConstraint.Softness"/>,
|
||
|
/// <see cref="IkConstraint.BendDirection"/>, <see cref="IkConstraint.Stretch"/>, and <see cref="IkConstraint.Compress"/>.</summary>
|
||
|
public class IkConstraintTimeline : CurveTimeline {
|
||
|
public const int ENTRIES = 6;
|
||
|
private const int PREV_TIME = -6, PREV_MIX = -5, PREV_SOFTNESS = -4, PREV_BEND_DIRECTION = -3, PREV_COMPRESS = -2,
|
||
|
PREV_STRETCH = -1;
|
||
|
private const int MIX = 1, SOFTNESS = 2, BEND_DIRECTION = 3, COMPRESS = 4, STRETCH = 5;
|
||
|
|
||
|
internal int ikConstraintIndex;
|
||
|
internal float[] frames; // time, mix, softness, bendDirection, compress, stretch, ...
|
||
|
|
||
|
public IkConstraintTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the IK constraint slot in <see cref="Skeleton.IkConstraints"/> that will be changed.</summary>
|
||
|
public int IkConstraintIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.ikConstraintIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return ikConstraintIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>The time in seconds, mix, softness, bend direction, compress, and stretch for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } }
|
||
|
|
||
|
/// <summary>Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float mix, float softness, int bendDirection, bool compress,
|
||
|
bool stretch) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + MIX] = mix;
|
||
|
frames[frameIndex + SOFTNESS] = softness;
|
||
|
frames[frameIndex + BEND_DIRECTION] = bendDirection;
|
||
|
frames[frameIndex + COMPRESS] = compress ? 1 : 0;
|
||
|
frames[frameIndex + STRETCH] = stretch ? 1 : 0;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex];
|
||
|
if (!constraint.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
constraint.mix = constraint.data.mix;
|
||
|
constraint.softness = constraint.data.softness;
|
||
|
constraint.bendDirection = constraint.data.bendDirection;
|
||
|
constraint.compress = constraint.data.compress;
|
||
|
constraint.stretch = constraint.data.stretch;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
|
||
|
constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
|
||
|
constraint.bendDirection = constraint.data.bendDirection;
|
||
|
constraint.compress = constraint.data.compress;
|
||
|
constraint.stretch = constraint.data.stretch;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
if (blend == MixBlend.Setup) {
|
||
|
constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha;
|
||
|
constraint.softness = constraint.data.softness
|
||
|
+ (frames[frames.Length + PREV_SOFTNESS] - constraint.data.softness) * alpha;
|
||
|
if (direction == MixDirection.Out) {
|
||
|
constraint.bendDirection = constraint.data.bendDirection;
|
||
|
constraint.compress = constraint.data.compress;
|
||
|
constraint.stretch = constraint.data.stretch;
|
||
|
} else {
|
||
|
constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
|
||
|
constraint.compress = frames[frames.Length + PREV_COMPRESS] != 0;
|
||
|
constraint.stretch = frames[frames.Length + PREV_STRETCH] != 0;
|
||
|
}
|
||
|
} else {
|
||
|
constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha;
|
||
|
constraint.softness += (frames[frames.Length + PREV_SOFTNESS] - constraint.softness) * alpha;
|
||
|
if (direction == MixDirection.In) {
|
||
|
constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
|
||
|
constraint.compress = frames[frames.Length + PREV_COMPRESS] != 0;
|
||
|
constraint.stretch = frames[frames.Length + PREV_STRETCH] != 0;
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
float mix = frames[frame + PREV_MIX];
|
||
|
float softness = frames[frame + PREV_SOFTNESS];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
if (blend == MixBlend.Setup) {
|
||
|
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
|
||
|
constraint.softness = constraint.data.softness
|
||
|
+ (softness + (frames[frame + SOFTNESS] - softness) * percent - constraint.data.softness) * alpha;
|
||
|
if (direction == MixDirection.Out) {
|
||
|
constraint.bendDirection = constraint.data.bendDirection;
|
||
|
constraint.compress = constraint.data.compress;
|
||
|
constraint.stretch = constraint.data.stretch;
|
||
|
} else {
|
||
|
constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
|
||
|
constraint.compress = frames[frame + PREV_COMPRESS] != 0;
|
||
|
constraint.stretch = frames[frame + PREV_STRETCH] != 0;
|
||
|
}
|
||
|
} else {
|
||
|
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
|
||
|
constraint.softness += (softness + (frames[frame + SOFTNESS] - softness) * percent - constraint.softness) * alpha;
|
||
|
if (direction == MixDirection.In) {
|
||
|
constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
|
||
|
constraint.compress = frames[frame + PREV_COMPRESS] != 0;
|
||
|
constraint.stretch = frames[frame + PREV_STRETCH] != 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a transform constraint's mixes.</summary>
|
||
|
public class TransformConstraintTimeline : CurveTimeline {
|
||
|
public const int ENTRIES = 5;
|
||
|
private const int PREV_TIME = -5, PREV_ROTATE = -4, PREV_TRANSLATE = -3, PREV_SCALE = -2, PREV_SHEAR = -1;
|
||
|
private const int ROTATE = 1, TRANSLATE = 2, SCALE = 3, SHEAR = 4;
|
||
|
|
||
|
internal int transformConstraintIndex;
|
||
|
internal float[] frames; // time, rotate mix, translate mix, scale mix, shear mix, ...
|
||
|
|
||
|
public TransformConstraintTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.TransformConstraint << 24) + transformConstraintIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the transform constraint slot in <see cref="Skeleton.TransformConstraints"/> that will be changed.</summary>
|
||
|
public int TransformConstraintIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.transformConstraintIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return transformConstraintIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>The time in seconds, rotate mix, translate mix, scale mix, and shear mix for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, scale mix, shear mix, ...
|
||
|
|
||
|
/// <summary>The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix, float scaleMix, float shearMix) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + ROTATE] = rotateMix;
|
||
|
frames[frameIndex + TRANSLATE] = translateMix;
|
||
|
frames[frameIndex + SCALE] = scaleMix;
|
||
|
frames[frameIndex + SHEAR] = shearMix;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
TransformConstraint constraint = skeleton.transformConstraints.Items[transformConstraintIndex];
|
||
|
if (!constraint.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
TransformConstraintData data = constraint.data;
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
constraint.rotateMix = data.rotateMix;
|
||
|
constraint.translateMix = data.translateMix;
|
||
|
constraint.scaleMix = data.scaleMix;
|
||
|
constraint.shearMix = data.shearMix;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
|
||
|
constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
|
||
|
constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
|
||
|
constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float rotate, translate, scale, shear;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
int i = frames.Length;
|
||
|
rotate = frames[i + PREV_ROTATE];
|
||
|
translate = frames[i + PREV_TRANSLATE];
|
||
|
scale = frames[i + PREV_SCALE];
|
||
|
shear = frames[i + PREV_SHEAR];
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
rotate = frames[frame + PREV_ROTATE];
|
||
|
translate = frames[frame + PREV_TRANSLATE];
|
||
|
scale = frames[frame + PREV_SCALE];
|
||
|
shear = frames[frame + PREV_SHEAR];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
rotate += (frames[frame + ROTATE] - rotate) * percent;
|
||
|
translate += (frames[frame + TRANSLATE] - translate) * percent;
|
||
|
scale += (frames[frame + SCALE] - scale) * percent;
|
||
|
shear += (frames[frame + SHEAR] - shear) * percent;
|
||
|
}
|
||
|
if (blend == MixBlend.Setup) {
|
||
|
TransformConstraintData data = constraint.data;
|
||
|
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
|
||
|
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
|
||
|
constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
|
||
|
constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
|
||
|
} else {
|
||
|
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
|
||
|
constraint.translateMix += (translate - constraint.translateMix) * alpha;
|
||
|
constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
|
||
|
constraint.shearMix += (shear - constraint.shearMix) * alpha;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a path constraint's <see cref="PathConstraint.Position"/>.</summary>
|
||
|
public class PathConstraintPositionTimeline : CurveTimeline {
|
||
|
public const int ENTRIES = 2;
|
||
|
protected const int PREV_TIME = -2, PREV_VALUE = -1;
|
||
|
protected const int VALUE = 1;
|
||
|
|
||
|
internal int pathConstraintIndex;
|
||
|
internal float[] frames; // time, position, ...
|
||
|
|
||
|
public PathConstraintPositionTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.PathConstraintPosition << 24) + pathConstraintIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the path constraint slot in <see cref="Skeleton.PathConstraints"/> that will be changed.</summary>
|
||
|
public int PathConstraintIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.pathConstraintIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return pathConstraintIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>The time in seconds and path constraint position for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } } // time, position, ...
|
||
|
|
||
|
/// <summary>Sets the time in seconds and path constraint position for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float position) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + VALUE] = position;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
|
||
|
if (!constraint.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
constraint.position = constraint.data.position;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
constraint.position += (constraint.data.position - constraint.position) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float position;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
|
||
|
position = frames[frames.Length + PREV_VALUE];
|
||
|
else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
position = frames[frame + PREV_VALUE];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
position += (frames[frame + VALUE] - position) * percent;
|
||
|
}
|
||
|
if (blend == MixBlend.Setup)
|
||
|
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
|
||
|
else
|
||
|
constraint.position += (position - constraint.position) * alpha;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a path constraint's <see cref="PathConstraint.Spacing"/>.</summary>
|
||
|
public class PathConstraintSpacingTimeline : PathConstraintPositionTimeline {
|
||
|
public PathConstraintSpacingTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.PathConstraintSpacing << 24) + pathConstraintIndex; }
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
|
||
|
if (!constraint.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
constraint.spacing = constraint.data.spacing;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float spacing;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
|
||
|
spacing = frames[frames.Length + PREV_VALUE];
|
||
|
else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
spacing = frames[frame + PREV_VALUE];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
spacing += (frames[frame + VALUE] - spacing) * percent;
|
||
|
}
|
||
|
|
||
|
if (blend == MixBlend.Setup)
|
||
|
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
|
||
|
else
|
||
|
constraint.spacing += (spacing - constraint.spacing) * alpha;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Changes a path constraint's mixes.</summary>
|
||
|
public class PathConstraintMixTimeline : CurveTimeline {
|
||
|
public const int ENTRIES = 3;
|
||
|
private const int PREV_TIME = -3, PREV_ROTATE = -2, PREV_TRANSLATE = -1;
|
||
|
private const int ROTATE = 1, TRANSLATE = 2;
|
||
|
|
||
|
internal int pathConstraintIndex;
|
||
|
internal float[] frames; // time, rotate mix, translate mix, ...
|
||
|
|
||
|
public PathConstraintMixTimeline (int frameCount)
|
||
|
: base(frameCount) {
|
||
|
frames = new float[frameCount * ENTRIES];
|
||
|
}
|
||
|
|
||
|
override public int PropertyId {
|
||
|
get { return ((int)TimelineType.PathConstraintMix << 24) + pathConstraintIndex; }
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the path constraint slot in <see cref="Skeleton.PathConstraints"/> that will be changed.</summary>
|
||
|
public int PathConstraintIndex {
|
||
|
set {
|
||
|
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
|
||
|
this.pathConstraintIndex = value;
|
||
|
}
|
||
|
get {
|
||
|
return pathConstraintIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>The time in seconds, rotate mix, and translate mix for each key frame.</summary>
|
||
|
public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, ...
|
||
|
|
||
|
/// <summary>The time in seconds, rotate mix, and translate mix for the specified key frame.</summary>
|
||
|
public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix) {
|
||
|
frameIndex *= ENTRIES;
|
||
|
frames[frameIndex] = time;
|
||
|
frames[frameIndex + ROTATE] = rotateMix;
|
||
|
frames[frameIndex + TRANSLATE] = translateMix;
|
||
|
}
|
||
|
|
||
|
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
|
||
|
MixDirection direction) {
|
||
|
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
|
||
|
if (!constraint.active) return;
|
||
|
float[] frames = this.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
constraint.rotateMix = constraint.data.rotateMix;
|
||
|
constraint.translateMix = constraint.data.translateMix;
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
|
||
|
constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float rotate, translate;
|
||
|
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||
|
rotate = frames[frames.Length + PREV_ROTATE];
|
||
|
translate = frames[frames.Length + PREV_TRANSLATE];
|
||
|
} else {
|
||
|
// Interpolate between the previous frame and the current frame.
|
||
|
int frame = Animation.BinarySearch(frames, time, ENTRIES);
|
||
|
rotate = frames[frame + PREV_ROTATE];
|
||
|
translate = frames[frame + PREV_TRANSLATE];
|
||
|
float frameTime = frames[frame];
|
||
|
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||
|
|
||
|
rotate += (frames[frame + ROTATE] - rotate) * percent;
|
||
|
translate += (frames[frame + TRANSLATE] - translate) * percent;
|
||
|
}
|
||
|
|
||
|
if (blend == MixBlend.Setup) {
|
||
|
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
|
||
|
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
|
||
|
} else {
|
||
|
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
|
||
|
constraint.translateMix += (translate - constraint.translateMix) * alpha;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|