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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Variable naming, "previous" rather than "last".
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@ -205,7 +205,7 @@ namespace Spine {
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}
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public class RotateTimeline : CurveTimeline {
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protected const int LAST_FRAME_TIME = -2;
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protected const int PREV_FRAME_TIME = -2;
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protected const int FRAME_VALUE = 1;
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internal int boneIndex;
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@ -244,19 +244,19 @@ namespace Spine {
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return;
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}
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// Interpolate between the last frame and the current frame.
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 2);
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float lastFrameValue = frames[frameIndex - 1];
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float prevFrameValue = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent((frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
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amount = frames[frameIndex + FRAME_VALUE] - prevFrameValue;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
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amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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@ -266,7 +266,7 @@ namespace Spine {
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}
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public class TranslateTimeline : CurveTimeline {
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protected const int LAST_FRAME_TIME = -3;
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protected const int PREV_FRAME_TIME = -3;
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protected const int FRAME_X = 1;
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protected const int FRAME_Y = 2;
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@ -301,16 +301,16 @@ namespace Spine {
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return;
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}
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// Interpolate between the last frame and the current frame.
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 3);
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float lastFrameX = frames[frameIndex - 2];
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float lastFrameY = frames[frameIndex - 1];
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float prevFrameX = frames[frameIndex - 2];
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float prevFrameY = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.x) * alpha;
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bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.y) * alpha;
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bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent - bone.x) * alpha;
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bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent - bone.y) * alpha;
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}
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}
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@ -330,21 +330,21 @@ namespace Spine {
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return;
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}
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// Interpolate between the last frame and the current frame.
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 3);
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float lastFrameX = frames[frameIndex - 2];
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float lastFrameY = frames[frameIndex - 1];
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float prevFrameX = frames[frameIndex - 2];
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float prevFrameY = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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bone.scaleX += (bone.data.scaleX * (lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent) - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY * (lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent) - bone.scaleY) * alpha;
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bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent) - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent) - bone.scaleY) * alpha;
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}
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}
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public class ColorTimeline : CurveTimeline {
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protected const int LAST_FRAME_TIME = -5;
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protected const int PREV_FRAME_TIME = -5;
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protected const int FRAME_R = 1;
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protected const int FRAME_G = 2;
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protected const int FRAME_B = 3;
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@ -384,20 +384,20 @@ namespace Spine {
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b = frames[i - 1];
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a = frames[i];
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} else {
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// Interpolate between the last frame and the current frame.
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 5);
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float lastFrameR = frames[frameIndex - 4];
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float lastFrameG = frames[frameIndex - 3];
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float lastFrameB = frames[frameIndex - 2];
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float lastFrameA = frames[frameIndex - 1];
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float prevFrameR = frames[frameIndex - 4];
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float prevFrameG = frames[frameIndex - 3];
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float prevFrameB = frames[frameIndex - 2];
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float prevFrameA = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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r = lastFrameR + (frames[frameIndex + FRAME_R] - lastFrameR) * percent;
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g = lastFrameG + (frames[frameIndex + FRAME_G] - lastFrameG) * percent;
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b = lastFrameB + (frames[frameIndex + FRAME_B] - lastFrameB) * percent;
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a = lastFrameA + (frames[frameIndex + FRAME_A] - lastFrameA) * percent;
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r = prevFrameR + (frames[frameIndex + FRAME_R] - prevFrameR) * percent;
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g = prevFrameG + (frames[frameIndex + FRAME_G] - prevFrameG) * percent;
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b = prevFrameB + (frames[frameIndex + FRAME_B] - prevFrameB) * percent;
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a = prevFrameA + (frames[frameIndex + FRAME_A] - prevFrameA) * percent;
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}
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Slot slot = skeleton.slots[slotIndex];
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if (alpha < 1) {
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