[c] Closes #2149, use timeline type instead property ids.ds

This commit is contained in:
Mario Zechner 2022-09-12 10:02:50 +02:00
parent d9935741c2
commit a64b79b498

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@ -417,7 +417,7 @@ int spAnimationState_apply(spAnimationState *self, spSkeleton *skeleton) {
if ((i == 0 && mix == 1) || blend == SP_MIX_BLEND_ADD) {
for (ii = 0; ii < timelineCount; ii++) {
timeline = timelines[ii];
if (timeline->propertyIds[0] == SP_PROPERTY_ATTACHMENT) {
if (timeline->type == SP_TIMELINE_ATTACHMENT) {
_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, blend, -1);
} else {
spTimeline_apply(timelines[ii], skeleton, animationLast, applyTime, applyEvents,
@ -435,10 +435,10 @@ int spAnimationState_apply(spAnimationState *self, spSkeleton *skeleton) {
for (ii = 0; ii < timelineCount; ii++) {
timeline = timelines[ii];
timelineBlend = timelineMode->items[ii] == SUBSEQUENT ? blend : SP_MIX_BLEND_SETUP;
if (!shortestRotation && timeline->propertyIds[0] == SP_PROPERTY_ROTATE)
if (!shortestRotation && timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, applyTime, mix, timelineBlend,
timelinesRotation, ii << 1, firstFrame);
else if (timeline->propertyIds[0] == SP_PROPERTY_ATTACHMENT)
else if (timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, timelineBlend, -1);
else
spTimeline_apply(timeline, skeleton, animationLast, applyTime, applyEvents, &internal->eventsCount,
@ -538,7 +538,7 @@ float _spAnimationState_applyMixingFrom(spAnimationState *self, spTrackEntry *to
switch (timelineMode->items[i]) {
case SUBSEQUENT:
if (!drawOrder && timeline->propertyIds[0] == SP_PROPERTY_DRAWORDER) continue;
if (!drawOrder && timeline->type == SP_TIMELINE_DRAWORDER) continue;
timelineBlend = blend;
alpha = alphaMix;
break;
@ -561,14 +561,14 @@ float _spAnimationState_applyMixingFrom(spAnimationState *self, spTrackEntry *to
break;
}
from->totalAlpha += alpha;
if (!shortestRotation && timeline->propertyIds[0] == SP_PROPERTY_ROTATE)
if (!shortestRotation && timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, applyTime, alpha, timelineBlend,
timelinesRotation, i << 1, firstFrame);
else if (timeline->propertyIds[0] == SP_PROPERTY_ATTACHMENT)
else if (timeline->type == SP_TIMELINE_ATTACHMENT)
_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, timelineBlend,
attachments);
else {
if (drawOrder && timeline->propertyIds[0] == SP_PROPERTY_DRAWORDER &&
if (drawOrder && timeline->type == SP_TIMELINE_DRAWORDER &&
timelineBlend == SP_MIX_BLEND_SETUP)
direction = SP_MIX_DIRECTION_IN;
spTimeline_apply(timeline, skeleton, animationLast, applyTime, events, &internal->eventsCount,
@ -595,19 +595,10 @@ _spAnimationState_setAttachment(spAnimationState *self, spSkeleton *skeleton, sp
/* @param target After the first and before the last entry. */
static int binarySearch1(float *values, int valuesLength, float target) {
int low = 0, current;
int high = valuesLength - 2;
if (high == 0) return 1;
current = high >> 1;
while (1) {
if (values[(current + 1)] <= target)
low = current + 1;
else
high = current;
if (low == high) return low + 1;
current = (low + high) >> 1;
}
return 0;
for (int i = 1; i < valuesLength; i++) {
if (values[i] > target) return (int) (i - 1);
}
return (int) valuesLength - 1;
}
void _spAnimationState_applyAttachmentTimeline(spAnimationState *self, spTimeline *timeline, spSkeleton *skeleton,
@ -1083,9 +1074,9 @@ continue_outer:
int numIds = timeline->propertyIdsCount;
if (!_spAnimationState_addPropertyIDs(state, ids, numIds))
timelineMode[i] = SUBSEQUENT;
else if (to == 0 || timeline->propertyIds[0] == SP_PROPERTY_ATTACHMENT ||
timeline->propertyIds[0] == SP_PROPERTY_DRAWORDER ||
timeline->propertyIds[0] == SP_PROPERTY_EVENT ||
else if (to == 0 || timeline->type == SP_TIMELINE_ATTACHMENT ||
timeline->type == SP_TIMELINE_DRAWORDER ||
timeline->type == SP_TIMELINE_EVENT ||
!spAnimation_hasTimeline(to->animation, ids, numIds)) {
timelineMode[i] = FIRST;
} else {