Merge remote-tracking branch 'origin/dev' into dev

This commit is contained in:
NathanSweet 2016-10-29 00:51:34 +02:00
commit a8d226b927
46 changed files with 1393 additions and 446 deletions

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@ -47,6 +47,10 @@ public class MathUtils {
if (value > max) return max;
return value;
}
static public function signum (value: Number):Number {
return value > 0 ? 1 : value < 0 ? -1 : 0;
}
}
}

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@ -0,0 +1,60 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine {
public class Pool {
internal var items:Vector.<Object> = new Vector.<Object>();
internal var instantiator:Function;
public function Pool(instantiator:Function) {
this.instantiator = instantiator;
}
public function obtain (): Object {
return this.items.length > 0 ? this.items.pop() : this.instantiator();
}
public function free (item:Object):void {
if (item is Poolable) Poolable(item).reset();
items.push(item);
}
public function freeAll (items:Vector):void {
for (var i:int = 0; i < items.length; i++) {
free(items[i]);
}
}
public function clear ():void {
items.length = 0;
}
}
}

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@ -0,0 +1,5 @@
package spine {
public interface Poolable {
function reset ():void;
}
}

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@ -34,7 +34,7 @@ import spine.Skeleton;
public class Animation {
internal var _name:String;
private var _timelines:Vector.<Timeline>;
public var _timelines:Vector.<Timeline>;
public var duration:Number;
public function Animation (name:String, timelines:Vector.<Timeline>, duration:Number) {
@ -50,7 +50,7 @@ public class Animation {
}
/** Poses the skeleton at the specified time for this animation. */
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, loop:Boolean, events:Vector.<Event>) : void {
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, loop:Boolean, events:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
if (loop && duration != 0) {
@ -59,21 +59,7 @@ public class Animation {
}
for (var i:int = 0, n:int = timelines.length; i < n; i++)
timelines[i].apply(skeleton, lastTime, time, events, 1);
}
/** Poses the skeleton at the specified time for this animation mixed with the current pose.
* @param alpha The amount of this animation that affects the current pose. */
public function mix (skeleton:Skeleton, lastTime:Number, time:Number, loop:Boolean, events:Vector.<Event>, alpha:Number) : void {
if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
if (lastTime > 0) lastTime %= duration;
}
for (var i:int = 0, n:int = timelines.length; i < n; i++)
timelines[i].apply(skeleton, lastTime, time, events, alpha);
timelines[i].apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
}
public function get name () : String {

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@ -29,213 +29,557 @@
*****************************************************************************/
package spine.animation {
import spine.MathUtils;
import spine.Bone;
import spine.Pool;
import flash.utils.Dictionary;
import spine.Event;
import spine.Skeleton;
public class AnimationState {
private var _data:AnimationStateData;
private var _tracks:Vector.<TrackEntry> = new Vector.<TrackEntry>();
private var _events:Vector.<Event> = new Vector.<Event>();
internal static var emptyAnimation:Animation = new Animation("<empty>", new Vector.<Timeline>(), 0);
public var data:AnimationStateData;
public var tracks:Vector.<TrackEntry> = new Vector.<TrackEntry>();
internal var events:Vector.<Event> = new Vector.<Event>();
public var onStart:Listeners = new Listeners();
public var onInterrupt:Listeners = new Listeners();
public var onEnd:Listeners = new Listeners();
public var onDispose:Listeners = new Listeners();
public var onComplete:Listeners = new Listeners();
public var onEvent:Listeners = new Listeners();
internal var queue:EventQueue;
internal var propertyIDs:Dictionary = new Dictionary();
internal var animationsChanged:Boolean;
public var timeScale:Number = 1;
public function AnimationState (data:AnimationStateData) {
if (!data) throw new ArgumentError("data cannot be null.");
_data = data;
internal var trackEntryPool:Pool;
public function AnimationState(data:AnimationStateData) {
if (data == null) throw new ArgumentError("data can not be null");
this.data = data;
this.queue = new EventQueue(this);
this.trackEntryPool = new Pool(function():Object {
return new TrackEntry();
});
}
public function update (delta:Number) : void {
public function update (delta:Number):void {
delta *= timeScale;
for (var i:int = 0; i < _tracks.length; i++) {
var current:TrackEntry = _tracks[i];
if (!current) continue;
for (var i:int = 0, n:int = tracks.length; i < n; i++) {
var current:TrackEntry = tracks[i];
if (current == null) continue;
current.time += delta * current.timeScale;
if (current.previous) {
var previousDelta:Number = delta * current.previous.timeScale;
current.previous.time += previousDelta;
current.mixTime += previousDelta;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
var currentDelta:Number = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0) continue;
currentDelta = -current.delay;
current.delay = 0;
}
var next:TrackEntry = current.next;
if (next) {
next.time = current.lastTime - next.delay;
if (next.time >= 0) setCurrent(i, next);
} else {
// End non-looping animation when it reaches its end time and there is no next entry.
if (!current.loop && current.lastTime >= current.endTime) clearTrack(i);
}
}
}
public function apply (skeleton:Skeleton) : void {
for (var i:int = 0; i < _tracks.length; i++) {
var current:TrackEntry = _tracks[i];
if (!current) continue;
_events.length = 0;
var time:Number = current.time;
var lastTime:Number = current.lastTime;
var endTime:Number = current.endTime;
var loop:Boolean = current.loop;
if (!loop && time > endTime) time = endTime;
var previous:TrackEntry = current.previous;
if (!previous) {
if (current.mix == 1)
current.animation.apply(skeleton, current.lastTime, time, loop, _events);
else
current.animation.mix(skeleton, current.lastTime, time, loop, _events, current.mix);
} else {
var previousTime:Number = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
var alpha:Number = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {
alpha = 1;
current.previous = null;
if (next != null) {
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
var nextTime:Number = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime = nextTime + delta * next.timeScale;
current.trackTime += currentDelta;
setCurrent(i, next);
while (next.mixingFrom != null) {
next.mixTime += currentDelta;
next = next.mixingFrom;
}
continue;
}
updateMixingFrom(current, delta, true);
} else {
updateMixingFrom(current, delta, true);
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
tracks[i] = null;
queue.end(current);
disposeNext(current);
continue;
}
current.animation.mix(skeleton, current.lastTime, time, loop, _events, alpha);
}
for each (var event:Event in _events) {
if (current.onEvent != null) current.onEvent(i, event);
onEvent.invoke(i, event);
}
// Check if completed the animation or a loop iteration.
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
var count:int = (int)(time / endTime);
if (current.onComplete != null) current.onComplete(i, count);
onComplete.invoke(i, count);
}
current.lastTime = current.time;
current.trackTime += currentDelta;
}
}
public function clearTracks () : void {
for (var i:int = 0, n:int = _tracks.length; i < n; i++)
queue.drain();
}
private function updateMixingFrom (entry:TrackEntry, delta:Number, canEnd:Boolean):void {
var from:TrackEntry = entry.mixingFrom;
if (from == null) return;
if (canEnd && entry.mixTime >= entry.mixDuration && entry.mixTime > 0) {
queue.end(from);
var newFrom:TrackEntry = from.mixingFrom;
entry.mixingFrom = newFrom;
if (newFrom == null) return;
entry.mixTime = from.mixTime;
entry.mixDuration = from.mixDuration;
from = newFrom;
}
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
var mixingFromDelta:Number = delta * from.timeScale;
from.trackTime += mixingFromDelta;
entry.mixTime += mixingFromDelta;
updateMixingFrom(from, delta, canEnd && from.alpha == 1);
}
public function apply (skeleton:Skeleton):void {
if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
if (animationsChanged) _animationsChanged();
var events:Vector.<Event> = this.events;
for (var i:int = 0, n:int = tracks.length; i < n; i++) {
var current:TrackEntry = tracks[i];
if (current == null || current.delay > 0) continue;
// Apply mixing from entries first.
var mix:Number = current.alpha;
if (current.mixingFrom != null) mix = applyMixingFrom(current, skeleton, mix);
// Apply current entry.
var animationLast:Number = current.animationLast, animationTime:Number = current.getAnimationTime();
var timelineCount:int = current.animation.timelines.length;
var timelines:Vector.<Timeline> = current.animation.timelines;
var ii:int = 0;
if (mix == 1) {
for (ii = 0; ii < timelineCount; ii++)
Timeline(timelines[ii]).apply(skeleton, animationLast, animationTime, events, 1, true, false);
} else {
var firstFrame:Boolean = current.timelinesRotation.length == 0;
if (firstFrame) current.timelinesRotation.length = timelineCount << 1;
var timelinesRotation:Vector.<Number> = current.timelinesRotation;
var timelinesFirst:Vector.<Boolean> = current.timelinesFirst;
for (ii = 0; ii < timelineCount; ii++) {
var timeline:Timeline = timelines[ii];
if (timeline is RotateTimeline) {
applyRotateTimeline(timeline, skeleton, animationTime, mix, timelinesFirst[ii], timelinesRotation, ii << 1,
firstFrame);
} else
timeline.apply(skeleton, animationLast, animationTime, events, mix, timelinesFirst[ii], false);
}
}
queueEvents(current, animationTime);
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
queue.drain();
}
private function applyMixingFrom (entry:TrackEntry, skeleton:Skeleton, alpha:Number):Number {
var from:TrackEntry = entry.mixingFrom;
if (from.mixingFrom != null) applyMixingFrom(from, skeleton, alpha);
var mix:Number = 0;
if (entry.mixDuration == 0) // Single frame mix to undo mixingFrom changes.
mix = 1;
else {
mix = entry.mixTime / entry.mixDuration;
if (mix > 1) mix = 1;
mix *= alpha;
}
var events:Vector.<Event> = mix < from.eventThreshold ? this.events : null;
var attachments:Boolean = mix < from.attachmentThreshold, drawOrder:Boolean = mix < from.drawOrderThreshold;
var animationLast:Number = from.animationLast, animationTime:Number = from.getAnimationTime();
alpha = from.alpha * (1 - mix);
var timelineCount:int = from.animation.timelines.length;
var timelines:Vector.<Timeline> = from.animation.timelines;
var timelinesFirst:Vector.<Boolean> = from.timelinesFirst;
var firstFrame:Boolean = from.timelinesRotation.length == 0;
if (firstFrame) from.timelinesRotation.length = timelineCount << 1;
var timelinesRotation:Vector.<Number> = from.timelinesRotation;
for (var i:int = 0; i < timelineCount; i++) {
var timeline:Timeline = timelines[i];
var setupPose:Boolean = timelinesFirst[i];
if (timeline is RotateTimeline)
applyRotateTimeline(timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i << 1, firstFrame);
else {
if (!setupPose) {
if (!attachments && timeline is AttachmentTimeline) continue;
if (!drawOrder && timeline is DrawOrderTimeline) continue;
}
timeline.apply(skeleton, animationLast, animationTime, events, alpha, setupPose, true);
}
}
queueEvents(from, animationTime);
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
private function applyRotateTimeline (timeline:Timeline, skeleton:Skeleton, time:Number, alpha:Number, setupPose:Boolean,
timelinesRotation:Vector.<Number>, i:int, firstFrame:Boolean):void {
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, setupPose, false);
return;
}
var rotateTimeline:RotateTimeline = RotateTimeline(timeline);
var frames:Vector.<Number> = rotateTimeline.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone:Bone = skeleton.bones[rotateTimeline.boneIndex];
var r2:Number;
if (time >= frames[frames.length - RotateTimeline.ENTRIES]) // Time is after last frame.
r2 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION];
else {
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
var prevRotation:Number = frames[frame + RotateTimeline.PREV_ROTATION];
var frameTime:Number = frames[frame];
var percent:Number = rotateTimeline.getCurvePercent((frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
r2 = frames[frame + RotateTimeline.ROTATION] - prevRotation;
r2 -= (16384 - int((16384.499999999996 - r2 / 360))) * 360;
r2 = prevRotation + r2 * percent + bone.data.rotation;
r2 -= (16384 - int((16384.499999999996 - r2 / 360))) * 360;
}
// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
var r1:Number = setupPose ? bone.data.rotation : bone.rotation;
var total:Number, diff:Number = r2 - r1;
if (diff == 0) {
if (firstFrame) {
timelinesRotation[i] = 0;
total = 0;
} else
total = timelinesRotation[i];
} else {
diff -= (16384 - int((16384.499999999996 - diff / 360))) * 360;
var lastTotal:Number, lastDiff:Number;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops.
lastDiff = timelinesRotation[i + 1]; // Difference between bones.
}
var current:Boolean = diff > 0, dir:Boolean = lastTotal >= 0;
// Detect cross at 0 (not 180).
if (MathUtils.signum(lastDiff) != MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
// A cross after a 360 rotation is a loop.
if (Math.abs(lastTotal) > 180) lastTotal += 360 * MathUtils.signum(lastTotal);
dir = current;
}
total = diff + lastTotal - lastTotal % 360; // Store loops as part of lastTotal.
if (dir != current) total += 360 * MathUtils.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
r1 += total * alpha;
bone.rotation = r1 - (16384 - int((16384.499999999996 - r1 / 360))) * 360;
}
private function queueEvents (entry:TrackEntry, animationTime:Number):void {
var animationStart:Number = entry.animationStart, animationEnd:Number = entry.animationEnd;
var duration:Number = animationEnd - animationStart;
var trackLastWrapped:Number = entry.trackLast % duration;
// Queue events before complete.
var events:Vector.<Event> = this.events;
var event:Event;
var i:int = 0, n:int = events.length;
for (; i < n; i++) {
event = events[i];
if (event.time < trackLastWrapped) break;
if (event.time > animationEnd) continue; // Discard events outside animation start/end.
queue.event(entry, event);
}
// Queue complete if completed a loop iteration or the animation.
if (entry.loop ? (trackLastWrapped > entry.trackTime % duration)
: (animationTime >= animationEnd && entry.animationLast < animationEnd)) {
queue.complete(entry);
}
// Queue events after complete.
for (; i < n; i++) {
event = events[i];
if (event.time < animationStart) continue; // Discard events outside animation start/end.
queue.event(entry, events[i]);
}
events.length = 0;
}
public function clearTracks ():void {
queue.drainDisabled = true;
for (var i:int = 0, n:int = tracks.length; i < n; i++)
clearTrack(i);
_tracks.length = 0;
tracks.length = 0;
queue.drainDisabled = false;
queue.drain();
}
public function clearTrack (trackIndex:int):void {
if (trackIndex >= tracks.length) return;
var current:TrackEntry = tracks[trackIndex];
if (current == null) return;
public function clearTrack (trackIndex:int) : void {
if (trackIndex >= _tracks.length) return;
var current:TrackEntry = _tracks[trackIndex];
if (!current) return;
queue.end(current);
if (current.onEnd != null) current.onEnd(trackIndex);
onEnd.invoke(trackIndex);
disposeNext(current);
_tracks[trackIndex] = null;
}
private function expandToIndex (index:int) : TrackEntry {
if (index < _tracks.length) return _tracks[index];
while (index >= _tracks.length)
_tracks[_tracks.length] = null;
return null;
}
private function setCurrent (index:int, entry:TrackEntry) : void {
var current:TrackEntry = expandToIndex(index);
if (current) {
var previous:TrackEntry = current.previous;
current.previous = null;
if (current.onEnd != null) current.onEnd(index);
onEnd.invoke(index);
entry.mixDuration = _data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
// If a mix is in progress, mix from the closest animation.
if (previous != null && current.mixTime / current.mixDuration < 0.5) {
entry.previous = previous;
previous = current;
} else
entry.previous = current;
}
var entry:TrackEntry = current;
while (true) {
var from:TrackEntry = entry.mixingFrom;
if (from == null) break;
queue.end(from);
entry.mixingFrom = null;
entry = from;
}
_tracks[index] = entry;
tracks[current.trackIndex] = null;
if (entry.onStart != null) entry.onStart(index);
onStart.invoke(index);
queue.drain();
}
private function setCurrent (index:int, current:TrackEntry):void {
var from:TrackEntry = expandToIndex(index);
tracks[index] = current;
public function setAnimationByName (trackIndex:int, animationName:String, loop:Boolean) : TrackEntry {
var animation:Animation = _data._skeletonData.findAnimation(animationName);
if (!animation) throw new ArgumentError("Animation not found: " + animationName);
if (from != null) {
queue.interrupt(from);
current.mixingFrom = from;
current.mixTime = 0;
from.timelinesRotation.length = 0;
// If not completely mixed in, set alpha so mixing out happens from current mix to zero.
if (from.mixingFrom != null) from.alpha *= Math.min(from.mixTime / from.mixDuration, 1);
}
queue.start(current);
}
public function setAnimationByName (trackIndex:int, animationName:String, loop:Boolean):TrackEntry {
var animation:Animation = data.skeletonData.findAnimation(animationName);
if (animation == null) throw new ArgumentError("Animation not found: " + animationName);
return setAnimation(trackIndex, animation, loop);
}
/** Set the current animation. Any queued animations are cleared. */
public function setAnimation (trackIndex:int, animation:Animation, loop:Boolean) : TrackEntry {
var entry:TrackEntry = new TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.endTime = animation.duration;
public function setAnimation (trackIndex:int, animation:Animation, loop:Boolean):TrackEntry {
if (animation == null) throw new ArgumentError("animation cannot be null.");
var current:TrackEntry = expandToIndex(trackIndex);
if (current != null) {
if (current.nextTrackLast == -1) {
// Don't mix from an entry that was never applied.
tracks[trackIndex] = null;
queue.interrupt(current);
queue.end(current);
disposeNext(current);
current = null;
} else
disposeNext(current);
}
var entry:TrackEntry = trackEntry(trackIndex, animation, loop, current);
setCurrent(trackIndex, entry);
queue.drain();
return entry;
}
public function addAnimationByName (trackIndex:int, animationName:String, loop:Boolean, delay:Number) : TrackEntry {
var animation:Animation = _data._skeletonData.findAnimation(animationName);
if (!animation) throw new ArgumentError("Animation not found: " + animationName);
public function addAnimationByName (trackIndex:int, animationName:String, loop:Boolean, delay:Number):TrackEntry {
var animation:Animation = data.skeletonData.findAnimation(animationName);
if (animation == null) throw new ArgumentError("Animation not found: " + animationName);
return addAnimation(trackIndex, animation, loop, delay);
}
/** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
public function addAnimation (trackIndex:int, animation:Animation, loop:Boolean, delay:Number) : TrackEntry {
var entry:TrackEntry = new TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.endTime = animation.duration;
public function addAnimation (trackIndex:int, animation:Animation, loop:Boolean, delay:Number):TrackEntry {
if (animation == null) throw new ArgumentError("animation cannot be null.");
var last:TrackEntry = expandToIndex(trackIndex);
if (last) {
while (last.next)
if (last != null) {
while (last.next != null)
last = last.next;
last.next = entry;
} else
_tracks[trackIndex] = entry;
if (delay <= 0) {
if (last)
delay += last.endTime - _data.getMix(last.animation, animation);
else
delay = 0;
}
entry.delay = delay;
var entry:TrackEntry = trackEntry(trackIndex, animation, loop, last);
if (last == null) {
setCurrent(trackIndex, entry);
queue.drain();
} else {
last.next = entry;
if (delay <= 0) {
var duration:Number = last.animationEnd - last.animationStart;
if (duration != 0)
delay += duration * (1 + (int)(last.trackTime / duration)) - data.getMix(last.animation, animation);
else
delay = 0;
}
}
entry.delay = delay;
return entry;
}
/** May be null. */
public function getCurrent (trackIndex:int) : TrackEntry {
if (trackIndex >= _tracks.length) return null;
return _tracks[trackIndex];
public function setEmptyAnimation (trackIndex:int, mixDuration:Number):TrackEntry {
var entry:TrackEntry = setAnimation(trackIndex, emptyAnimation, false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
public function toString () : String {
var buffer:String = "";
for each (var entry:TrackEntry in _tracks) {
if (!entry) continue;
if (buffer.length > 0) buffer += ", ";
buffer += entry.toString();
public function addEmptyAnimation (trackIndex:int, mixDuration:Number, delay:Number):TrackEntry {
if (delay <= 0) delay -= mixDuration;
var entry:TrackEntry = addAnimation(trackIndex, emptyAnimation, false, delay);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
public function setEmptyAnimations (mixDuration:Number):void {
queue.drainDisabled = true;
for (var i:int = 0, n:int = tracks.length; i < n; i++) {
var current:TrackEntry = tracks[i];
if (current != null) setEmptyAnimation(current.trackIndex, mixDuration);
}
if (buffer.length == 0) return "<none>";
return buffer;
queue.drainDisabled = false;
queue.drain();
}
private function expandToIndex (index:int):TrackEntry {
if (index < tracks.length) return tracks[index];
tracks.length = index + 1;
return null;
}
private function trackEntry (trackIndex:int, animation:Animation, loop:Boolean, last:TrackEntry):TrackEntry {
var entry:TrackEntry = TrackEntry(trackEntryPool.obtain());
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
entry.drawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = loop ? int.MAX_VALUE : entry.animationEnd;
entry.timeScale = 1;
entry.alpha = 1;
entry.mixTime = 0;
entry.mixDuration = last == null ? 0 : data.getMix(last.animation, animation);
return entry;
}
private function disposeNext (entry:TrackEntry):void{
var next:TrackEntry = entry.next;
while (next != null) {
queue.dispose(next);
next = next.next;
}
entry.next = null;
}
private function _animationsChanged ():void {
animationsChanged = false;
var propertyIDs:Dictionary = this.propertyIDs = new Dictionary();
// Compute timelinesFirst from lowest to highest track entries.
var i:int = 0, n:int = tracks.length;
for (var key:String in propertyIDs) {
delete propertyIDs[key];
}
var entry:TrackEntry;
for (; i < n; i++) { // Find first non-null entry.
entry = tracks[i];
if (entry == null) continue;
setTimelinesFirst(entry);
i++;
break;
}
for (; i < n; i++) { // Rest of entries.
entry = tracks[i];
if (entry != null) checkTimelinesFirst(entry);
}
}
private function setTimelinesFirst (entry:TrackEntry):void {
if (entry.mixingFrom != null) {
setTimelinesFirst(entry.mixingFrom);
checkTimelinesUsage(entry, entry.timelinesFirst);
return;
}
var propertyIDs:Dictionary = this.propertyIDs;
var timelines:Vector.<Timeline> = entry.animation.timelines;
var n:int = timelines.length;
var usage:Vector.<Boolean> = entry.timelinesFirst;
usage.length = n;
for (var i:int = 0; i < n; i++) {
var id:String = timelines[i].getPropertyId().toString();
propertyIDs[id] = id;
usage[i] = true;
}
}
private function checkTimelinesFirst (entry:TrackEntry):void {
if (entry.mixingFrom != null) checkTimelinesFirst(entry.mixingFrom);
checkTimelinesUsage(entry, entry.timelinesFirst);
}
private function checkTimelinesUsage (entry:TrackEntry, usageArray:Vector.<Boolean>):void {
var propertyIDs:Dictionary = this.propertyIDs;
var timelines:Vector.<Timeline> = entry.animation.timelines;
var n:int = timelines.length;
var usage:Vector.<Boolean> = usageArray;
usageArray.length = n;
for (var i:int = 0; i < n; i++) {
var id:String = timelines[i].getPropertyId().toString();
usage[i] = !propertyIDs.hasOwnProperty(id);
propertyIDs[id] = id;
}
}
public function getCurrent (trackIndex:int):TrackEntry {
if (trackIndex >= tracks.length) return null;
return tracks[trackIndex];
}
public function clearListeners ():void {
onStart.listeners.length = 0;
onInterrupt.listeners.length = 0;
onEnd.listeners.length = 0;
onDispose.listeners.length = 0;
onComplete.listeners.length = 0;
onEvent.listeners.length = 0;
}
public function clearListenerNotifications ():void {
queue.clear();
}
}
}

View File

@ -29,6 +29,7 @@
*****************************************************************************/
package spine.animation {
import spine.Slot;
import spine.Event;
import spine.Skeleton;
@ -45,6 +46,10 @@ public class AttachmentTimeline implements Timeline {
public function get frameCount () : int {
return frames.length;
}
public function getPropertyId () : int {
return (TimelineType.attachment.ordinal << 24) + slotIndex;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, attachmentName:String) : void {
@ -52,7 +57,14 @@ public class AttachmentTimeline implements Timeline {
attachmentNames[frameIndex] = attachmentName;
}
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var attachmentName:String;
if (mixingOut && setupPose) {
var slot:Slot = skeleton.slots[slotIndex];
attachmentName = slot.data.attachmentName;
slot.attachment = attachmentName == null ? null : skeleton.getAttachmentForSlotIndex(slotIndex, attachmentName);
return;
}
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
@ -62,7 +74,7 @@ public class AttachmentTimeline implements Timeline {
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
var attachmentName:String = attachmentNames[frameIndex];
attachmentName = attachmentNames[frameIndex];
skeleton.slots[slotIndex].attachment = attachmentName == null ? null : skeleton.getAttachmentForSlotIndex(slotIndex, attachmentName);
}
}

View File

@ -45,6 +45,10 @@ public class ColorTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * 5, true);
}
override public function getPropertyId () : int {
return (TimelineType.color.ordinal << 24) + slotIndex;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, r:Number, g:Number, b:Number, a:Number) : void {
@ -56,28 +60,27 @@ public class ColorTimeline extends CurveTimeline {
frames[int(frameIndex + A)] = a;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
if (time < frames[0])
return; // Time is before first frame.
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var r:Number, g:Number, b:Number, a:Number;
if (time >= frames[int(frames.length - ENTRIES)]) {
// Time is after last frame.
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
var i:int = frames.length;
r = frames[int(i + PREV_R)];
g = frames[int(i + PREV_G)];
b = frames[int(i + PREV_B)];
a = frames[int(i + PREV_A)];
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.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
r = frames[int(frame + PREV_R)];
g = frames[int(frame + PREV_G)];
b = frames[int(frame + PREV_B)];
a = frames[int(frame + PREV_A)];
r = frames[frame + PREV_R];
g = frames[frame + PREV_G];
b = frames[frame + PREV_B];
a = frames[frame + PREV_A];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
r += (frames[frame + R] - r) * percent;
g += (frames[frame + G] - g) * percent;
@ -85,16 +88,22 @@ public class ColorTimeline extends CurveTimeline {
a += (frames[frame + A] - a) * percent;
}
var slot:Slot = skeleton.slots[slotIndex];
if (alpha < 1) {
slot.r += (r - slot.r) * alpha;
slot.g += (g - slot.g) * alpha;
slot.b += (b - slot.b) * alpha;
slot.a += (a - slot.a) * alpha;
} else {
if (alpha == 1) {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
} else {
if (setupPose) {
slot.r = slot.data.r;
slot.g = slot.data.g;
slot.b = slot.data.b;
slot.a = slot.data.a;
}
slot.r += (r - slot.r) * alpha;
slot.g += (g - slot.g) * alpha;
slot.b += (b - slot.b) * alpha;
slot.a += (a - slot.a) * alpha;
}
}
}

View File

@ -46,7 +46,11 @@ public class CurveTimeline implements Timeline {
curves = new Vector.<Number>((frameCount - 1) * BEZIER_SIZE, true);
}
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
}
public function getPropertyId () : int {
return 0;
}
public function get frameCount () : int {

View File

@ -29,6 +29,7 @@
*****************************************************************************/
package spine.animation {
import spine.attachments.Attachment;
import spine.attachments.VertexAttachment;
import spine.Event;
import spine.Skeleton;
@ -45,6 +46,10 @@ public class DeformTimeline extends CurveTimeline {
frames = new Vector.<Number>(frameCount, true);
frameVertices = new Vector.<Vector.<Number>>(frameCount, true);
}
override public function getPropertyId () : int {
return (TimelineType.deform.ordinal << 24) + slotIndex;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, vertices:Vector.<Number>) : void {
@ -52,10 +57,10 @@ public class DeformTimeline extends CurveTimeline {
frameVertices[frameIndex] = vertices;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var slot:Slot = skeleton.slots[slotIndex];
var slotAttachment:VertexAttachment = slot.attachment as VertexAttachment;
if (!slotAttachment || !slotAttachment.applyDeform(attachment)) return;
var slotAttachment:Attachment = slot.attachment;
if (!(slotAttachment is VertexAttachment) || !(VertexAttachment(slotAttachment)).applyDeform(attachment)) return;
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
@ -63,41 +68,79 @@ public class DeformTimeline extends CurveTimeline {
var frameVertices:Vector.<Vector.<Number>> = this.frameVertices;
var vertexCount:int = frameVertices[0].length;
var vertices:Vector.<Number> = slot.attachmentVertices;
if (vertices.length != vertexCount) alpha = 1; // Don't mix from uninitialized slot vertices.
vertices.length = vertexCount;
var verticesArray:Vector.<Number> = slot.attachmentVertices;
if (verticesArray.length != vertexCount) alpha = 1; // Don't mix from uninitialized slot vertices.
verticesArray.length = vertexCount;
var vertices:Vector.<Number> = verticesArray;
var i:int;
var i:int, n:int;
var vertexAttachment:VertexAttachment;
var setupVertices:Vector.<Number>;
var setup:Number, prev:Number;
if (time >= frames[frames.length - 1]) { // Time is after last frame.
var lastVertices:Vector.<Number> = frameVertices[int(frames.length - 1)];
if (alpha < 1) {
var lastVertices:Vector.<Number> = frameVertices[frames.length - 1];
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
for (i = 0, n = vertexCount; i < n; i++)
vertices[i] = lastVertices[i];
} else if (setupPose) {
vertexAttachment = VertexAttachment(slotAttachment);
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
setupVertices = vertexAttachment.vertices;
for (i = 0; i < vertexCount; i++) {
setup = setupVertices[i];
vertices[i] = setup + (lastVertices[i] - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (i = 0; i < vertexCount; i++)
vertices[i] = lastVertices[i] * alpha;
}
} else {
// Vertex positions or deform offsets, with alpha.
for (i = 0; i < vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
} else {
for (i = 0; i < vertexCount; i++)
vertices[i] = lastVertices[i];
}
return;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch1(frames, time);
var prevVertices:Vector.<Number> = frameVertices[int(frame - 1)];
var prevVertices:Vector.<Number> = frameVertices[frame - 1];
var nextVertices:Vector.<Number> = frameVertices[frame];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
var prev:Number;
if (alpha < 1) {
for (i = 0; i < vertexCount; i++) {
prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
} else {
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
for (i = 0; i < vertexCount; i++) {
prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
} else if (setupPose) {
vertexAttachment = VertexAttachment(slotAttachment);
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
setupVertices = vertexAttachment.vertices;
for (i = 0; i < vertexCount; i++) {
prev = prevVertices[i];
setup = setupVertices[i];
vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (i = 0; i < vertexCount; i++) {
prev = prevVertices[i];
vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
} else {
// Vertex positions or deform offsets, with alpha.
for (i = 0; i < vertexCount; i++) {
prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
}
}
}

View File

@ -45,6 +45,10 @@ public class DrawOrderTimeline implements Timeline {
public function get frameCount () : int {
return frames.length;
}
public function getPropertyId () : int {
return TimelineType.drawOrder.ordinal << 24;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, drawOrder:Vector.<int>) : void {
@ -52,7 +56,13 @@ public class DrawOrderTimeline implements Timeline {
drawOrders[frameIndex] = drawOrder;
}
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (mixingOut && setupPose) {
for (var ii:int = 0, n:int = skeleton.slots.length; ii < n; ii++)
skeleton.drawOrder[ii] = skeleton.slots[ii];
return;
}
if (time < frames[0])
return; // Time is before first frame.

View File

@ -0,0 +1,122 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.animation {
import spine.Event;
public class EventQueue {
internal var objects:Vector.<Object> = new Vector.<Object>();
internal var animationState:AnimationState;
public var drainDisabled:Boolean;
public function EventQueue(animationState:AnimationState) {
this.animationState = animationState;
}
public function start (entry:TrackEntry):void {
objects.push(EventType.start);
objects.push(entry);
animationState.animationsChanged = true;
}
public function interrupt (entry:TrackEntry):void {
objects.push(EventType.interrupt);
objects.push(entry);
}
public function end (entry:TrackEntry):void {
objects.push(EventType.end);
objects.push(entry);
animationState.animationsChanged = true;
}
public function dispose (entry:TrackEntry):void {
objects.push(EventType.dispose);
objects.push(entry);
}
public function complete (entry:TrackEntry):void {
objects.push(EventType.complete);
objects.push(entry);
}
public function event (entry:TrackEntry, event:Event):void {
objects.push(EventType.event);
objects.push(entry);
objects.push(event);
}
public function drain ():void {
if (drainDisabled) return; // Not reentrant.
drainDisabled = true;
var objects:Vector.<Object> = this.objects;
for (var i:int = 0; i < objects.length; i += 2) {
var type:EventType = EventType(objects[i]);
var entry:TrackEntry = TrackEntry(objects[i + 1]);
switch (type) {
case EventType.start:
entry.onStart.invoke(entry);
animationState.onStart.invoke(entry);
break;
case EventType.interrupt:
entry.onInterrupt.invoke(entry);
animationState.onInterrupt.invoke(entry);
break;
case EventType.end:
entry.onEnd.invoke(entry);
animationState.onEnd.invoke(entry);
// Fall through.
case EventType.dispose:
entry.onDispose.invoke(entry);
animationState.onDispose.invoke(entry);
animationState.trackEntryPool.free(entry);
break;
case EventType.complete:
entry.onComplete.invoke(entry);
animationState.onComplete.invoke(entry);
break;
case EventType.event:
var event:Event = Event(objects[i++ + 2]);
entry.onEvent.invoke(entry, event);
animationState.onEvent.invoke(entry, event);
break;
}
}
clear();
drainDisabled = false;
}
public function clear ():void {
objects.length = 0;
}
}
}

View File

@ -44,6 +44,10 @@ public class EventTimeline implements Timeline {
public function get frameCount () : int {
return frames.length;
}
public function getPropertyId () : int {
return TimelineType.event.ordinal << 24;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, event:Event) : void {
@ -52,11 +56,11 @@ public class EventTimeline implements Timeline {
}
/** Fires events for frames > lastTime and <= time. */
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (!firedEvents) return;
if (lastTime > time) { // Fire events after last time for looped animations.
apply(skeleton, lastTime, int.MAX_VALUE, firedEvents, alpha);
apply(skeleton, lastTime, int.MAX_VALUE, firedEvents, alpha, setupPose, mixingOut);
lastTime = -1;
} else if (lastTime >= frames[int(frameCount - 1)]) // Last time is after last frame.
return;

View File

@ -0,0 +1,41 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.animation {
public class EventType {
public static const start:EventType = new EventType();
public static const interrupt:EventType = new EventType();
public static const end:EventType = new EventType();
public static const dispose:EventType = new EventType();
public static const complete:EventType = new EventType();
public static const event:EventType = new EventType();
}
}

View File

@ -45,6 +45,10 @@ public class IkConstraintTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * ENTRIES, true);
}
override public function getPropertyId () : int {
return (TimelineType.ikConstraint.ordinal << 24) + ikConstraintIndex;
}
/** Sets the time, mix and bend direction of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, mix:Number, bendDirection:int) : void {
@ -54,14 +58,20 @@ public class IkConstraintTimeline extends CurveTimeline {
frames[int(frameIndex + BEND_DIRECTION)] = bendDirection;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (time < frames[0]) return; // Time is before first frame.
var constraint:IkConstraint = skeleton.ikConstraints[ikConstraintIndex];
if (time >= frames[int(frames.length - ENTRIES)]) { // Time is after last frame.
constraint.mix += (frames[int(frames.length + PREV_MIX)] - constraint.mix) * alpha;
constraint.bendDirection = int(frames[int(frames.length + PREV_BEND_DIRECTION)]);
if (setupPose) {
constraint.mix = constraint.data.mix + (frames[frames.length + PREV_MIX] - constraint.data.mix) * alpha;
constraint.bendDirection = mixingOut ? constraint.data.bendDirection
: int(frames[frames.length + PREV_BEND_DIRECTION]);
} else {
constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
if (!mixingOut) constraint.bendDirection = int(frames[frames.length + PREV_BEND_DIRECTION]);
}
return;
}
@ -71,8 +81,13 @@ public class IkConstraintTimeline extends CurveTimeline {
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
constraint.bendDirection = int(frames[frame + PREV_BEND_DIRECTION]);
if (setupPose) {
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
constraint.bendDirection = mixingOut ? constraint.data.bendDirection : int(frames[frame + PREV_BEND_DIRECTION]);
} else {
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
if (!mixingOut) constraint.bendDirection = int(frames[frame + PREV_BEND_DIRECTION]);
}
}
}

View File

@ -46,6 +46,10 @@ public class PathConstraintMixTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * ENTRIES, true);
}
override public function getPropertyId () : int {
return (TimelineType.pathConstraintMix.ordinal << 24) + pathConstraintIndex;
}
/** Sets the time and mixes of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, rotateMix:Number, translateMix:Number) : void {
@ -55,28 +59,35 @@ public class PathConstraintMixTimeline extends CurveTimeline {
frames[frameIndex + TRANSLATE] = translateMix;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (time < frames[0]) return; // Time is before first frame.
var constraint:PathConstraint = skeleton.pathConstraints[pathConstraintIndex];
var rotate:Number, translate:Number;
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
var i:int = frames.length;
constraint.rotateMix += (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha;
constraint.translateMix += (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha;
return;
rotate = frames[frames.length + PREV_ROTATE];
translate = frames[frames.length + PREV_TRANSLATE];
} else {
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
rotate = frames[frame + PREV_ROTATE];
translate = frames[frame + PREV_TRANSLATE];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
rotate += (frames[frame + ROTATE] - rotate) * percent;
translate += (frames[frame + TRANSLATE] - translate) * percent;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var rotate:Number = frames[frame + PREV_ROTATE];
var translate:Number = frames[frame + PREV_TRANSLATE];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
constraint.rotateMix += (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
constraint.translateMix += (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix)
* alpha;
if (setupPose) {
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;
}
}
}
}

View File

@ -46,6 +46,10 @@ public class PathConstraintPositionTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * ENTRIES, true);
}
override public function getPropertyId () : int {
return (TimelineType.pathConstraintPosition.ordinal << 24) + pathConstraintIndex;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, value:Number) : void {
@ -54,24 +58,28 @@ public class PathConstraintPositionTimeline extends CurveTimeline {
frames[frameIndex + VALUE] = value;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (time < frames[0]) return; // Time is before first frame.
var constraint:PathConstraint = skeleton.pathConstraints[pathConstraintIndex];
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
var i:int = frames.length;
constraint.position += (frames[i + PREV_VALUE] - constraint.position) * alpha;
return;
var position:Number;
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.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
position = frames[frame + PREV_VALUE];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
position += (frames[frame + VALUE] - position) * percent;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var position:Number = frames[frame + PREV_VALUE];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
constraint.position += (position + (frames[frame + VALUE] - position) * percent - constraint.position) * alpha;
if (setupPose)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
}
}
}

View File

@ -37,25 +37,34 @@ public class PathConstraintSpacingTimeline extends PathConstraintPositionTimelin
public function PathConstraintSpacingTimeline (frameCount:int) {
super(frameCount);
}
override public function getPropertyId () : int {
return (TimelineType.pathConstraintSpacing.ordinal << 24) + pathConstraintIndex;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
if (time < frames[0]) return; // Time is before first frame.
var constraint:PathConstraint = skeleton.pathConstraints[pathConstraintIndex];
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
var i:int = frames.length;
constraint.spacing += (frames[i + PREV_VALUE] - constraint.spacing) * alpha;
return;
var spacing:Number;
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.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
spacing = frames[frame + PREV_VALUE];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
spacing += (frames[frame + VALUE] - spacing) * percent;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var spacing:Number = frames[frame + PREV_VALUE];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
constraint.spacing += (spacing + (frames[frame + VALUE] - spacing) * percent - constraint.spacing) * alpha;
if (setupPose)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
}
}
}

View File

@ -35,8 +35,8 @@ import spine.Skeleton;
public class RotateTimeline extends CurveTimeline {
static public const ENTRIES:int = 2;
static private const PREV_TIME:int = -2, PREV_ROTATION:int = -1;
static private const ROTATION:int = 1;
static public const PREV_TIME:int = -2, PREV_ROTATION:int = -1;
static public const ROTATION:int = 1;
public var boneIndex:int;
public var frames:Vector.<Number>; // time, value, ...
@ -45,6 +45,10 @@ public class RotateTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * 2, true);
}
override public function getPropertyId () : int {
return (TimelineType.rotate.ordinal << 24) + boneIndex;
}
/** Sets the time and angle of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, degrees:Number) : void {
@ -52,40 +56,42 @@ public class RotateTimeline extends CurveTimeline {
frames[frameIndex] = time;
frames[int(frameIndex + ROTATION)] = degrees;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
if (time < frames[0])
return; // Time is before first frame.
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone:Bone = skeleton.bones[boneIndex];
var r:Number;
if (time >= frames[int(frames.length - 2)]) { // Time is after last frame.
var amount:Number = bone.data.rotation + frames[int(frames.length + PREV_ROTATION)] - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
if (setupPose)
bone.rotation = bone.data.rotation + frames[frames.length + PREV_ROTATION] * alpha;
else {
r = bone.data.rotation + frames[frames.length + PREV_ROTATION] - bone.rotation;
r -= (16384 - int((16384.499999999996 - r / 360))) * 360; // Wrap within -180 and 180.
bone.rotation += r * alpha;
}
return;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var prevRotation:Number = frames[int(frame + PREV_ROTATION)];
var prevRotation:Number = frames[frame + PREV_ROTATION];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
amount = frames[int(frame + ROTATION)] - prevRotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
amount = bone.data.rotation + (prevRotation + amount * percent) - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
r = frames[frame + ROTATION] - prevRotation;
r -= (16384 - int((16384.499999999996 - r / 360))) * 360;
r = prevRotation + r * percent;
if (setupPose) {
r -= (16384 - int((16384.499999999996 - r / 360))) * 360;
bone.rotation = bone.data.rotation + r * alpha;
} else {
r = bone.data.rotation + r - bone.rotation;
r -= (16384 - int((16384.499999999996 - r / 360))) * 360;
bone.rotation += r * alpha;
}
}
}

View File

@ -29,6 +29,7 @@
*****************************************************************************/
package spine.animation {
import spine.MathUtils;
import spine.Bone;
import spine.Event;
import spine.Skeleton;
@ -37,27 +38,56 @@ public class ScaleTimeline extends TranslateTimeline {
public function ScaleTimeline (frameCount:int) {
super(frameCount);
}
override public function getPropertyId () : int {
return (TimelineType.scale.ordinal << 24) + boneIndex;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
if (time < frames[0])
return; // Time is before first frame.
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone:Bone = skeleton.bones[boneIndex];
if (time >= frames[int(frames.length - ENTRIES)]) { // Time is after last frame.
bone.scaleX += (bone.data.scaleX * frames[int(frames.length + PREV_X)] - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY * frames[int(frames.length + PREV_Y)] - bone.scaleY) * alpha;
return;
var x:Number, y:Number;
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.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
var frameTime:Number = frames[frame];
var percent:Number = 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) {
bone.scaleX = x;
bone.scaleY = y;
} else {
var bx:Number, by:Number;
if (setupPose) {
bx = bone.data.scaleX;
by = bone.data.scaleY;
} else {
bx = bone.scaleX;
by = bone.scaleY;
}
// Mixing out uses sign of setup or current pose, else use sign of key.
if (mixingOut) {
x = Math.abs(x) * MathUtils.signum(bx);
y = Math.abs(y) * MathUtils.signum(by);
} else {
bx = Math.abs(bx) * MathUtils.signum(x);
by = Math.abs(by) * MathUtils.signum(y);
}
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var prevX:Number = frames[frame + PREV_X];
var prevY:Number = frames[frame + PREV_Y];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
bone.scaleX += (bone.data.scaleX * (prevX + (frames[frame + X] - prevX) * percent) - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY * (prevY + (frames[frame + Y] - prevY) * percent) - bone.scaleY) * alpha;
}
}

View File

@ -29,35 +29,48 @@
*****************************************************************************/
package spine.animation {
import spine.Event;
import spine.Skeleton;
import spine.Bone;
import spine.Event;
import spine.Skeleton;
import spine.Bone;
public class ShearTimeline extends TranslateTimeline {
public function ShearTimeline (frameCount:int) {
super(frameCount);
}
override public function getPropertyId () : int {
return (TimelineType.shear.ordinal << 24) + boneIndex;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone:Bone = skeleton.bones[boneIndex];
var x:Number, y:Number;
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
bone.shearX += (bone.data.shearX + frames[frames.length + PREV_X] - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + frames[frames.length + PREV_Y] - bone.shearY) * alpha;
return;
x = frames[frames.length + PREV_X];
y = frames[frames.length + PREV_Y];
} else {
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
var frameTime:Number = frames[frame];
var percent:Number = 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;
}
if (setupPose) {
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
} else {
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var prevX:Number = frames[frame + PREV_X];
var prevY:Number = frames[frame + PREV_Y];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
bone.shearX += (bone.data.shearX + (prevX + (frames[frame + X] - prevX) * percent) - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + (prevY + (frames[frame + Y] - prevY) * percent) - bone.shearY) * alpha;
}
}

View File

@ -34,7 +34,9 @@ import spine.Skeleton;
public interface Timeline {
/** Sets the value(s) for the specified time. */
function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void;
function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void;
function getPropertyId() : int;
}
}

View File

@ -0,0 +1,56 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.animation {
public class TimelineType {
public var ordinal:int;
public function TimelineType(order:int) {
this.ordinal = order;
}
public static const rotate:TimelineType = new TimelineType(0);
public static const translate:TimelineType = new TimelineType(1);
public static const scale:TimelineType = new TimelineType(2);
public static const shear:TimelineType = new TimelineType(3);
public static const attachment:TimelineType = new TimelineType(4);
public static const color:TimelineType = new TimelineType(5);
public static const deform:TimelineType = new TimelineType(6);
public static const event:TimelineType = new TimelineType(7);
public static const drawOrder:TimelineType = new TimelineType(8);
public static const ikConstraint:TimelineType = new TimelineType(9);
public static const transformConstraint:TimelineType = new TimelineType(10);
public static const pathConstraintPosition:TimelineType = new TimelineType(11);
public static const pathConstraintSpacing:TimelineType = new TimelineType(12);
public static const pathConstraintMix:TimelineType = new TimelineType(13);
}
}

View File

@ -29,22 +29,47 @@
*****************************************************************************/
package spine.animation {
import spine.Poolable;
public class TrackEntry {
public var next:TrackEntry;
internal var previous:TrackEntry;
public class TrackEntry implements Poolable {
public var animation:Animation;
public var next:TrackEntry, mixingFrom:TrackEntry;
public var onStart:Listeners = new Listeners();
public var onInterrupt:Listeners = new Listeners();
public var onEnd:Listeners = new Listeners();
public var onDispose:Listeners = new Listeners();
public var onComplete:Listeners = new Listeners();
public var onEvent:Listeners = new Listeners();
public var trackIndex:int;
public var loop:Boolean;
public var delay:Number, time:Number = 0, lastTime:Number = -1, endTime:Number, timeScale:Number = 1;
internal var mixTime:Number, mixDuration:Number, mix:Number = 1;
public var onStart:Function, onEnd:Function, onComplete:Function, onEvent:Function;
public function TrackEntry () {
public var eventThreshold:Number, attachmentThreshold:Number, drawOrderThreshold:Number;
public var animationStart:Number, animationEnd:Number, animationLast:Number, nextAnimationLast:Number;
public var delay:Number, trackTime:Number, trackLast:Number, nextTrackLast:Number, trackEnd:Number, timeScale:Number;
public var alpha:Number, mixTime:Number, mixDuration:Number, mixAlpha:Number;
public var timelinesFirst:Vector.<Boolean> = new Vector.<Boolean>();
public var timelinesRotation:Vector.<Number> = new Vector.<Number>();
public function getAnimationTime():Number {
if (loop) {
var duration:Number = animationEnd - animationStart;
if (duration == 0) return animationStart;
return (trackTime % duration) + animationStart;
}
return Math.min(trackTime + animationStart, animationEnd);
}
public function toString () : String {
return animation == null ? "<none>" : animation.name;
public function reset ():void {
next = null;
mixingFrom = null;
animation = null;
onStart.listeners.length = 0;
onInterrupt.listeners.length = 0;
onEnd.listeners.length = 0;
onDispose.listeners.length = 0;
onComplete.listeners.length = 0;
onEvent.listeners.length = 0;
timelinesFirst.length = 0;
timelinesRotation.length = 0;
}
}
}

View File

@ -29,6 +29,7 @@
*****************************************************************************/
package spine.animation {
import spine.TransformConstraintData;
import spine.Event;
import spine.Skeleton;
import spine.TransformConstraint;
@ -45,6 +46,10 @@ public class TransformConstraintTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * ENTRIES, true);
}
override public function getPropertyId () : int {
return (TimelineType.transformConstraint.ordinal << 24) + transformConstraintIndex;
}
/** Sets the time and mixes of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, rotateMix:Number, translateMix:Number, scaleMix:Number, shearMix:Number) : void {
@ -56,34 +61,47 @@ public class TransformConstraintTimeline extends CurveTimeline {
frames[frameIndex + SHEAR] = shearMix;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var constraint:TransformConstraint = skeleton.transformConstraints[transformConstraintIndex];
var constraint:TransformConstraint = skeleton.transformConstraints[transformConstraintIndex];
var rotate:Number, translate:Number, scale:Number, shear:Number;
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
var i:int = frames.length;
constraint.rotateMix += (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha;
constraint.translateMix += (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha;
constraint.scaleMix += (frames[i + PREV_SCALE] - constraint.scaleMix) * alpha;
constraint.shearMix += (frames[i + PREV_SHEAR] - constraint.shearMix) * alpha;
return;
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.
var frame:int = 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];
var frameTime:Number = frames[frame];
var percent:Number = 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 (setupPose) {
var data:TransformConstraintData = 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;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
var rotate:Number = frames[frame + PREV_ROTATE];
var translate:Number = frames[frame + PREV_TRANSLATE];
var scale:Number = frames[frame + PREV_SCALE];
var shear:Number = frames[frame + PREV_SHEAR];
constraint.rotateMix += (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
constraint.translateMix += (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix)
* alpha;
constraint.scaleMix += (scale + (frames[frame + SCALE] - scale) * percent - constraint.scaleMix) * alpha;
constraint.shearMix += (shear + (frames[frame + SHEAR] - shear) * percent - constraint.shearMix) * alpha;
}
}
}

View File

@ -45,6 +45,10 @@ public class TranslateTimeline extends CurveTimeline {
super(frameCount);
frames = new Vector.<Number>(frameCount * ENTRIES, true);
}
override public function getPropertyId () : int {
return (TimelineType.translate.ordinal << 24) + boneIndex;
}
/** Sets the time and value of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, x:Number, y:Number) : void {
@ -54,27 +58,35 @@ public class TranslateTimeline extends CurveTimeline {
frames[int(frameIndex + Y)] = y;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
if (time < frames[0])
return; // Time is before first frame.
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number, setupPose:Boolean, mixingOut:Boolean) : void {
var frames:Vector.<Number> = this.frames;
if (time < frames[0]) return; // Time is before first frame.
var bone:Bone = skeleton.bones[boneIndex];
if (time >= frames[int(frames.length - ENTRIES)]) { // Time is after last frame.
bone.x += (bone.data.x + frames[int(frames.length + PREV_X)] - bone.x) * alpha;
bone.y += (bone.data.y + frames[int(frames.length + PREV_Y)] - bone.y) * alpha;
return;
var x:Number, y:Number;
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.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
x += (frames[frame + X] - x) * percent;
y += (frames[frame + Y] - y) * percent;
}
if (setupPose) {
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
} else {
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.y) * alpha;
}
// Interpolate between the previous frame and the current frame.
var frame:int = Animation.binarySearch(frames, time, ENTRIES);
var prevX:Number = frames[frame + PREV_X];
var prevY:Number = frames[frame + PREV_Y];
var frameTime:Number = frames[frame];
var percent:Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
bone.x += (bone.data.x + prevX + (frames[frame + X] - prevX) * percent - bone.x) * alpha;
bone.y += (bone.data.y + prevY + (frames[frame + Y] - prevY) * percent - bone.y) * alpha;
}
}

View File

@ -44,15 +44,15 @@ import com.badlogic.gdx.graphics.g2d.TextureAtlas;
* runtimes.
*/
public class Sandbox extends ApplicationAdapter {
static final String ATLAS = "../../examples/tank/export/tank.atlas";
static final String JSON = "../../examples/tank/export/tank.json";
static final float scale = 0.3f;
static final float X = 400;
static final float Y = 500;
static final String ANIMATION = "drive";
static final float ANIMATION_OFFSET = 0.5f;
static final boolean ANIMATION_UPDATE = false;
static final boolean Y_DOWN = true;
static final String ATLAS = "../../examples/raptor/export/raptor.atlas";
static final String JSON = "../../examples/raptor/export/raptor.json";
static final float scale = 0.5f;
static final float X = 0;
static final float Y = 0;
static final String ANIMATION = "walk";
static final float ANIMATION_OFFSET = 0.0f;
static final boolean ANIMATION_UPDATE = true;
static final boolean Y_DOWN = false;
static final boolean DRAW_DEBUG = false;
OrthographicCamera camera;
@ -85,7 +85,11 @@ public class Sandbox extends ApplicationAdapter {
AnimationStateData stateData = new AnimationStateData(skeletonData);
state = new AnimationState(stateData);
if (ANIMATION != null) state.setAnimation(0, ANIMATION, true);
if (ANIMATION != null) {
stateData.setMix("walk", "Jump", 0.5f);
state.setAnimation(0, ANIMATION, true);
state.addAnimation(0, "Jump", false, 0);
}
if (ANIMATION_OFFSET != 0) {
state.update(ANIMATION_OFFSET);
state.apply(skeleton);
@ -97,7 +101,9 @@ public class Sandbox extends ApplicationAdapter {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (ANIMATION_UPDATE) {
state.update(Gdx.graphics.getDeltaTime());
float delta = Gdx.graphics.getDeltaTime();
delta = 0.016f;
state.update(delta);
state.apply(skeleton);
}
skeleton.updateWorldTransform();

View File

@ -29,6 +29,7 @@
*****************************************************************************/
package spine.examples {
import spine.animation.TrackEntry;
import spine.animation.AnimationStateData;
import spine.*;
import spine.atlas.Atlas;
@ -71,17 +72,23 @@ public class SpineboyExample extends Sprite {
skeleton.x = 400;
skeleton.y = 560;
skeleton.state.onStart.add(function (trackIndex:int) : void {
trace(trackIndex + " start: " + skeleton.state.getCurrent(trackIndex));
skeleton.state.onStart.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " start: " + entry.animation.name);
});
skeleton.state.onEnd.add(function (trackIndex:int) : void {
trace(trackIndex + " end: " + skeleton.state.getCurrent(trackIndex));
skeleton.state.onInterrupt.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " interrupt: " + entry.animation.name);
});
skeleton.state.onComplete.add(function (trackIndex:int, count:int) : void {
trace(trackIndex + " complete: " + skeleton.state.getCurrent(trackIndex) + ", " + count);
skeleton.state.onEnd.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " end: " + entry.animation.name);
});
skeleton.state.onEvent.add(function (trackIndex:int, event:Event) : void {
trace(trackIndex + " event: " + skeleton.state.getCurrent(trackIndex) + ", "
skeleton.state.onComplete.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " complete: " + entry.animation.name);
});
skeleton.state.onDispose.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " dispose: " + entry.animation.name);
});
skeleton.state.onEvent.add(function (entry:TrackEntry, event:Event) : void {
trace(entry.trackIndex + " event: " + entry.animation.name + ", "
+ event.data.name + ": " + event.intValue + ", " + event.floatValue + ", " + event.stringValue);
});

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@ -29,8 +29,9 @@
*****************************************************************************/
package spine.examples {
import spine.animation.AnimationStateData;
import spine.*;
import spine.animation.AnimationStateData;
import spine.animation.TrackEntry;
import spine.atlas.Atlas;
import spine.attachments.AtlasAttachmentLoader;
import spine.attachments.AttachmentLoader;
@ -39,9 +40,6 @@ import spine.starling.StarlingTextureLoader;
import starling.core.Starling;
import starling.display.Sprite;
import starling.events.Touch;
import starling.events.TouchEvent;
import starling.events.TouchPhase;
public class StretchymanExample extends Sprite {
[Embed(source = "/stretchyman.json", mimeType = "application/octet-stream")]
@ -70,17 +68,23 @@ public class StretchymanExample extends Sprite {
skeleton.state.timeScale = 0.1;
skeleton.state.onStart.add(function (trackIndex:int) : void {
trace(trackIndex + " start: " + skeleton.state.getCurrent(trackIndex));
skeleton.state.onStart.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " start: " + entry.animation.name);
});
skeleton.state.onEnd.add(function (trackIndex:int) : void {
trace(trackIndex + " end: " + skeleton.state.getCurrent(trackIndex));
skeleton.state.onInterrupt.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " interrupt: " + entry.animation.name);
});
skeleton.state.onComplete.add(function (trackIndex:int, count:int) : void {
trace(trackIndex + " complete: " + skeleton.state.getCurrent(trackIndex) + ", " + count);
skeleton.state.onEnd.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " end: " + entry.animation.name);
});
skeleton.state.onEvent.add(function (trackIndex:int, event:Event) : void {
trace(trackIndex + " event: " + skeleton.state.getCurrent(trackIndex) + ", "
skeleton.state.onComplete.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " complete: " + entry.animation.name);
});
skeleton.state.onDispose.add(function (entry:TrackEntry) : void {
trace(entry.trackIndex + " dispose: " + entry.animation.name);
});
skeleton.state.onEvent.add(function (entry:TrackEntry, event:Event) : void {
trace(entry.trackIndex + " event: " + entry.animation.name + ", "
+ event.data.name + ": " + event.intValue + ", " + event.floatValue + ", " + event.stringValue);
});

View File

@ -5286,7 +5286,7 @@ var spine;
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);

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@ -5286,7 +5286,7 @@ var spine;
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);

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@ -5109,7 +5109,7 @@ var spine;
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);

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@ -5109,7 +5109,7 @@ var spine;
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);

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@ -5109,7 +5109,7 @@ var spine;
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);

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@ -5109,7 +5109,7 @@ var spine;
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);

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@ -143,7 +143,7 @@ module spine {
}
static signum (value: number): number {
return value >= 0 ? 1 : -1;
return value > 0 ? 1 : value < 0 ? -1 : 0;
}
static toInt (x: number) {

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@ -1,27 +1,27 @@
var skinsDemo = function(loadingComplete, bgColor) {
var skinsDemo = function(loadingComplete, bgColor) {
var canvas, gl, renderer, input, assetManager;
var skeleton, state, offset, bounds;
var skeleton, state, offset, bounds;
var timeKeeper, loadingScreen;
var playButton, timeLine, isPlaying = true, playTime = 0;
var randomizeSkins, lastSkinChange = Date.now() / 1000, clickAnim = 0;
var DEMO_NAME = "SkinsDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas = document.getElementById("skins-canvas");
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.getContext("webgl", { alpha: false }) || canvas.getContext("experimental-webgl", { alpha: false });
gl = canvas.getContext("webgl", { alpha: false }) || canvas.getContext("experimental-webgl", { alpha: false });
renderer = new spine.webgl.SceneRenderer(canvas, gl);
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "heroes.png");
assetManager.loadText(DEMO_NAME, "heroes.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
assetManager.loadJson(DEMO_NAME, "demos.json");
input = new spine.webgl.Input(canvas);
timeKeeper = new spine.TimeKeeper();
timeKeeper = new spine.TimeKeeper();
loadingScreen = new spine.webgl.LoadingScreen(renderer);
requestAnimationFrame(load);
}
@ -30,7 +30,7 @@ var skinsDemo = function(loadingComplete, bgColor) {
timeKeeper.update();
if (assetManager.isLoadingComplete(DEMO_NAME)) {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "heroes.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
@ -40,9 +40,9 @@ var skinsDemo = function(loadingComplete, bgColor) {
var stateData = new spine.AnimationStateData(skeleton.data);
stateData.defaultMix = 0.2;
stateData.setMix("roll", "run", 0);
stateData.setMix("jump", "run2", 0);
state = new spine.AnimationState(stateData);
setupAnimations(state);
stateData.setMix("jump", "run2", 0);
state = new spine.AnimationState(stateData);
setupAnimations(state);
state.apply(skeleton);
skeleton.updateWorldTransform();
offset = new spine.Vector2();
@ -113,7 +113,7 @@ var skinsDemo = function(loadingComplete, bgColor) {
}
function setupUI() {
var list = $("#skins-skin");
var list = $("#skins-skin");
for (var skin in skeleton.data.skins) {
skin = skeleton.data.skins[skin];
if (skin.name == "default") continue;
@ -144,11 +144,11 @@ var skinsDemo = function(loadingComplete, bgColor) {
skeleton.setSlotsToSetupPose();
slot.setAttachment(weapon);
}
function swingSword () {
state.setAnimation(5, (clickAnim++ % 2 == 0) ? "meleeSwing2" : "meleeSwing1", false, 0);
state.setAnimation(5, (clickAnim++ % 2 == 0) ? "meleeSwing2" : "meleeSwing1", false, 0);
}
function randomizeSkin () {
var result;
var count = 0;
@ -161,7 +161,7 @@ var skinsDemo = function(loadingComplete, bgColor) {
setSkin(result);
$("#skins-skin option").filter(function() {
return ($(this).text() == result.name);
}).prop("selected", true);
}).prop("selected", true);
}
function randomizeAttachments () {
@ -203,22 +203,22 @@ var skinsDemo = function(loadingComplete, bgColor) {
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.clear(gl.COLOR_BUFFER_BIT);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
skeleton.updateWorldTransform();
renderer.begin();
renderer.begin();
renderer.drawSkeleton(skeleton, true);
var texture = assetManager.get(DEMO_NAME, "heroes.png");
var width = bounds.x * 1.25;
var scale = width / texture.getImage().width;
var height = scale * texture.getImage().height;
renderer.drawTexture(texture, offset.x + bounds.x + 190, offset.y + bounds.y / 2 - height / 2 - 5, width, height);
renderer.drawTexture(texture, offset.x + bounds.x + 190, offset.y + bounds.y / 2 - height / 2 - 5, width, height);
renderer.end();
loadingScreen.draw(true);
loadingScreen.draw(true);
}
init();

View File

@ -0,0 +1,81 @@
<html>
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
* { margin: 0; padding: 0; }
body, html { height: 100% }
canvas { position: absolute; width: 100% ;height: 100%; }
</style>
<body>
<canvas id="canvas"></canvas>
</body>
<script>
var canvas, gl, renderer, input, assetManager;
var skeleton, bounds, state;
var timeKeeper;
function init() {
canvas = document.getElementById("canvas");
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.getContext("webgl", { alpha: false }) || canvas.getContext("experimental-webgl", { alpha: false });
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = new spine.webgl.AssetManager(gl, "assets/");
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
input = new spine.webgl.Input(canvas);
assetManager.loadTexture("raptor.png");
assetManager.loadText("raptor.atlas");
assetManager.loadText("raptor.json");
timeKeeper = new spine.TimeKeeper();
requestAnimationFrame(load);
}
function load() {
timeKeeper.update();
if (assetManager.isLoadingComplete()) {
var atlas = new spine.TextureAtlas(assetManager.get("raptor.atlas"), function(path) {
return assetManager.get(path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
skeletonJson.scale = 0.5;
var skeletonData = skeletonJson.readSkeletonData(JSON.parse(assetManager.get("raptor.json")));
skeleton = new spine.Skeleton(skeletonData);
var stateData = new spine.AnimationStateData(skeleton.data);
state = new spine.AnimationState(stateData);
stateData.setMix("walk", "Jump", 0.5);
state.setAnimation(0, "walk", false);
state.addAnimation(0, "Jump", false, 0);
state.apply(skeleton);
skeleton.updateWorldTransform();
requestAnimationFrame(render);
} else {
requestAnimationFrame(load);
}
}
function render() {
timeKeeper.update();
var delta = timeKeeper.delta;
delta = 0.016;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.resize(spine.webgl.ResizeMode.Fit);
renderer.begin();
renderer.drawSkeleton(skeleton);
renderer.end();
requestAnimationFrame(render)
}
init();
</script>
</html>