Variable naming, "previous" rather than "last".

This commit is contained in:
NathanSweet 2014-09-24 16:16:57 +02:00
parent 3ed7fb6865
commit 7aadd9bce7

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