mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 06:44:56 +08:00
[as3] Ported VertexAttachment id and Timeline/Animation#apply changes
This commit is contained in:
parent
a797534476
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@ -16,6 +16,7 @@
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* Added `PointAttachment`, additional method `newPointAttachment` in `AttachmentLoader` interface.
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* Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface.
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* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
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* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
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### Starling
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* Fixed renderer to work with 3.6 changes.
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Binary file not shown.
@ -2,6 +2,8 @@ eclipse.preferences.version=1
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encoding//src/spine/SkeletonClipping.as=UTF-8
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encoding//src/spine/SkeletonJson.as=UTF-8
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encoding//src/spine/Triangulator.as=UTF-8
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encoding//src/spine/animation/MixDirection.as=UTF-8
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encoding//src/spine/animation/MixPose.as=UTF-8
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encoding//src/spine/animation/TwoColorTimeline.as=UTF-8
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encoding//src/spine/attachments/ClippingAttachment.as=UTF-8
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encoding//src/spine/attachments/PointAttachment.as=UTF-8
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@ -50,7 +50,7 @@ package spine.animation {
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}
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/** Poses the skeleton at the specified time for this animation. */
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, loop : Boolean, events : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, loop : Boolean, events : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
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if (loop && duration != 0) {
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@ -59,7 +59,7 @@ package spine.animation {
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}
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for (var i : int = 0, n : int = timelines.length; i < n; i++)
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timelines[i].apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
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timelines[i].apply(skeleton, lastTime, time, events, alpha, pose, direction);
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}
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public function get name() : String {
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@ -158,11 +158,12 @@ package spine.animation {
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var current : TrackEntry = tracks[i];
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if (current == null || current.delay > 0) continue;
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applied = true;
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var currentPose : MixPose = i == 0 ? MixPose.current : MixPose.currentLayered;
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// Apply mixing from entries first.
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var mix : Number = current.alpha;
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if (current.mixingFrom != null)
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mix *= applyMixingFrom(current, skeleton);
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mix *= applyMixingFrom(current, skeleton, currentPose);
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else if (current.trackTime >= current.trackEnd && current.next == null)
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mix = 0;
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@ -173,7 +174,7 @@ package spine.animation {
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var ii : int = 0;
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if (mix == 1) {
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for (ii = 0; ii < timelineCount; ii++)
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Timeline(timelines[ii]).apply(skeleton, animationLast, animationTime, events, 1, true, false);
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Timeline(timelines[ii]).apply(skeleton, animationLast, animationTime, events, 1, MixPose.setup, MixDirection.In);
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} else {
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var timelineData : Vector.<int> = current.timelineData;
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@ -183,10 +184,11 @@ package spine.animation {
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for (ii = 0; ii < timelineCount; ii++) {
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var timeline : Timeline = timelines[ii];
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var pose : MixPose = timelineData[ii] >= AnimationState.FIRST ? MixPose.setup : currentPose;
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if (timeline is RotateTimeline) {
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applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineData[ii] >= FIRST, timelinesRotation, ii << 1, firstFrame);
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applyRotateTimeline(timeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
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} else
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timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineData[ii] >= FIRST, false);
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timeline.apply(skeleton, animationLast, animationTime, events, mix, pose, MixDirection.In);
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}
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}
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queueEvents(current, animationTime);
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@ -199,9 +201,9 @@ package spine.animation {
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return applied;
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}
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private function applyMixingFrom(to : TrackEntry, skeleton : Skeleton) : Number {
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private function applyMixingFrom(to : TrackEntry, skeleton : Skeleton, currentPose : MixPose) : Number {
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var from : TrackEntry = to.mixingFrom;
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if (from.mixingFrom != null) applyMixingFrom(from, skeleton);
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if (from.mixingFrom != null) applyMixingFrom(from, skeleton, currentPose);
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var mix : Number = 0;
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if (to.mixDuration == 0) // Single frame mix to undo mixingFrom changes.
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@ -223,7 +225,7 @@ package spine.animation {
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if (firstFrame) from.timelinesRotation.length = timelineCount << 1;
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var timelinesRotation : Vector.<Number> = from.timelinesRotation;
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var first : Boolean = false;
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var pose : MixPose;
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var alphaDip : Number = from.alpha * to.interruptAlpha;
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var alphaMix : Number = alphaDip * (1 - mix);
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var alpha : Number = 0;
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@ -232,19 +234,21 @@ package spine.animation {
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var timeline : Timeline = timelines[i];
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switch (timelineData[i]) {
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case SUBSEQUENT:
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first = false;
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if (!attachments && timeline is AttachmentTimeline) continue;
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if (!drawOrder && timeline is DrawOrderTimeline) continue;
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pose = currentPose;
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alpha = alphaMix;
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break;
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case FIRST:
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first = true;
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pose = MixPose.setup;
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alpha = alphaMix;
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break;
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case DIP:
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first = true;
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pose = MixPose.setup;
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alpha = alphaDip;
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break;
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default:
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first = true;
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pose = MixPose.setup;
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alpha = alphaDip;
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var dipMix : TrackEntry = timelineDipMix[i];
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alpha *= Math.max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
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@ -252,13 +256,9 @@ package spine.animation {
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}
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from.totalAlpha += alpha;
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if (timeline is RotateTimeline)
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applyRotateTimeline(timeline, skeleton, animationTime, alpha, first, timelinesRotation, i << 1, firstFrame);
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else {
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if (!first) {
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if (!attachments && timeline is AttachmentTimeline) continue;
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if (!drawOrder && timeline is DrawOrderTimeline) continue;
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}
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timeline.apply(skeleton, animationLast, animationTime, events, alpha, first, true);
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applyRotateTimeline(timeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
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else {
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timeline.apply(skeleton, animationLast, animationTime, events, alpha, pose, MixDirection.Out);
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}
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}
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@ -270,11 +270,11 @@ package spine.animation {
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return mix;
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}
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private function applyRotateTimeline(timeline : Timeline, skeleton : Skeleton, time : Number, alpha : Number, setupPose : Boolean, timelinesRotation : Vector.<Number>, i : int, firstFrame : Boolean) : void {
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private function applyRotateTimeline(timeline : Timeline, skeleton : Skeleton, time : Number, alpha : Number, pose : MixPose, timelinesRotation : Vector.<Number>, i : int, firstFrame : Boolean) : void {
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if (firstFrame) timelinesRotation[i] = 0;
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if (alpha == 1) {
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timeline.apply(skeleton, 0, time, null, 1, setupPose, false);
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timeline.apply(skeleton, 0, time, null, 1, pose, MixDirection.In);
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return;
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}
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@ -282,7 +282,7 @@ package spine.animation {
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var frames : Vector.<Number> = rotateTimeline.frames;
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var bone : Bone = skeleton.bones[rotateTimeline.boneIndex];
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if (time < frames[0]) {
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if (setupPose) bone.rotation = bone.data.rotation;
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if (pose == MixPose.setup) bone.rotation = bone.data.rotation;
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return;
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}
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@ -303,7 +303,7 @@ package spine.animation {
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}
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// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
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var r1 : Number = setupPose ? bone.data.rotation : bone.rotation;
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var r1 : Number = pose == MixPose.setup ? bone.data.rotation : bone.rotation;
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var total : Number, diff : Number = r2 - r1;
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if (diff == 0) {
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total = timelinesRotation[i];
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@ -57,17 +57,17 @@ package spine.animation {
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attachmentNames[frameIndex] = attachmentName;
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}
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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var attachmentName : String;
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var slot : Slot = skeleton.slots[slotIndex];
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if (mixingOut && setupPose) {
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if (direction == MixDirection.Out && pose == MixPose.setup) {
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attachmentName = slot.data.attachmentName;
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slot.attachment = attachmentName == null ? null : skeleton.getAttachmentForSlotIndex(slotIndex, attachmentName);
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return;
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}
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var frames : Vector.<Number> = this.frames;
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if (time < frames[0]) {
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if (setupPose) {
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if (pose == MixPose.setup) {
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attachmentName = slot.data.attachmentName;
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slot.attachment = attachmentName == null ? null : skeleton.getAttachmentForSlotIndex(slotIndex, attachmentName);
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}
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@ -29,6 +29,7 @@
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*****************************************************************************/
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package spine.animation {
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import spine.Color;
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import spine.Event;
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import spine.Skeleton;
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import spine.Slot;
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@ -59,13 +60,19 @@ package spine.animation {
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frames[int(frameIndex + A)] = a;
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}
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override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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var frames : Vector.<Number> = this.frames;
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var slot : Slot = skeleton.slots[slotIndex];
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if (time < frames[0]) {
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if (setupPose) {
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switch (pose) {
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case MixPose.setup:
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slot.color.setFromColor(slot.data.color);
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return;
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case MixPose.current:
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var color : Color = slot.color, setup : Color = slot.data.color;
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color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha,
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(setup.a - color.a) * alpha);
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}
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return;
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}
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@ -95,7 +102,7 @@ package spine.animation {
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if (alpha == 1) {
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slot.color.setFrom(r, g, b, a);
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} else {
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if (setupPose) {
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if (pose == MixPose.setup) {
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slot.color.setFromColor(slot.data.color);
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}
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slot.color.r += (r - slot.color.r) * alpha;
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@ -45,7 +45,7 @@ package spine.animation {
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curves = new Vector.<Number>((frameCount - 1) * BEZIER_SIZE, true);
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}
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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}
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public function getPropertyId() : int {
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@ -48,7 +48,7 @@ package spine.animation {
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}
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override public function getPropertyId() : int {
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return (TimelineType.deform.ordinal << 24) + slotIndex;
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return (TimelineType.deform.ordinal << 27) + attachment.id + slotIndex;
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}
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/** Sets the time and value of the specified keyframe. */
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@ -57,26 +57,34 @@ package spine.animation {
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frameVertices[frameIndex] = vertices;
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}
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override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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var slot : Slot = skeleton.slots[slotIndex];
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var slotAttachment : Attachment = slot.attachment;
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if (!(slotAttachment is VertexAttachment) || !(VertexAttachment(slotAttachment)).applyDeform(attachment)) return;
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var frames : Vector.<Number> = this.frames;
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var verticesArray : Vector.<Number> = slot.attachmentVertices;
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if (time < frames[0]) {
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if (setupPose) verticesArray.length = 0;
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return;
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}
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var frameVertices : Vector.<Vector.<Number>> = this.frameVertices;
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var vertexCount : int = frameVertices[0].length;
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if (verticesArray.length != vertexCount && !setupPose) alpha = 1; // Don't mix from uninitialized slot vertices.
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if (verticesArray.length != vertexCount && pose != MixPose.setup) alpha = 1; // Don't mix from uninitialized slot vertices.
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verticesArray.length = vertexCount;
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var vertices : Vector.<Number> = verticesArray;
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var i : int, n : int;
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var frames : Vector.<Number> = this.frames;
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var i : int;
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if (time < frames[0]) {
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switch (pose) {
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case MixPose.setup:
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verticesArray.length = 0;
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return;
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case MixPose.current:
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alpha = 1 - alpha;
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for (i = 0; i < vertexCount; i++)
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vertices[i] *= alpha;
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}
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return;
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}
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var n : int;
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var vertexAttachment : VertexAttachment;
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var setupVertices : Vector.<Number>;
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var setup : Number, prev : Number;
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@ -86,7 +94,7 @@ package spine.animation {
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// Vertex positions or deform offsets, no alpha.
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for (i = 0, n = vertexCount; i < n; i++)
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vertices[i] = lastVertices[i];
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} else if (setupPose) {
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} else if (pose == MixPose.setup) {
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vertexAttachment = VertexAttachment(slotAttachment);
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions, with alpha.
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@ -121,7 +129,7 @@ package spine.animation {
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prev = prevVertices[i];
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vertices[i] = prev + (nextVertices[i] - prev) * percent;
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}
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} else if (setupPose) {
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} else if (pose == MixPose.setup) {
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vertexAttachment = VertexAttachment(slotAttachment);
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions, with alpha.
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@ -56,8 +56,8 @@ package spine.animation {
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drawOrders[frameIndex] = drawOrder;
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}
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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if (mixingOut && setupPose) {
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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if (direction == MixDirection.Out && pose == MixPose.setup) {
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for (var ii : int = 0, n : int = skeleton.slots.length; ii < n; ii++)
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skeleton.drawOrder[ii] = skeleton.slots[ii];
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return;
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@ -68,7 +68,7 @@ package spine.animation {
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var slot : Slot;
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var i : int = 0;
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if (time < frames[0]) {
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if (setupPose) {
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if (pose == MixPose.setup) {
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for each (slot in slots)
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drawOrder[i++] = slot;
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}
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@ -56,11 +56,11 @@ package spine.animation {
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}
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/** Fires events for frames > lastTime and <= time. */
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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if (!firedEvents) return;
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if (lastTime > time) { // Fire events after last time for looped animations.
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apply(skeleton, lastTime, int.MAX_VALUE, firedEvents, alpha, setupPose, mixingOut);
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apply(skeleton, lastTime, int.MAX_VALUE, firedEvents, alpha, pose, direction);
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lastTime = -1;
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} else if (lastTime >= frames[int(frameCount - 1)]) // Last time is after last frame.
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return;
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@ -57,23 +57,28 @@ package spine.animation {
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frames[int(frameIndex + BEND_DIRECTION)] = bendDirection;
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}
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override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
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override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
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var constraint : IkConstraint = skeleton.ikConstraints[ikConstraintIndex];
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if (time < frames[0]) {
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if (setupPose) {
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switch (pose) {
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case MixPose.setup:
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constraint.mix = constraint.data.mix;
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constraint.bendDirection = constraint.data.bendDirection;
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return;
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case MixPose.current:
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constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
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constraint.bendDirection = constraint.data.bendDirection;
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}
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return;
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}
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if (time >= frames[int(frames.length - ENTRIES)]) { // Time is after last frame.
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if (setupPose) {
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if (pose == MixPose.setup) {
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constraint.mix = constraint.data.mix + (frames[frames.length + PREV_MIX] - constraint.data.mix) * alpha;
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constraint.bendDirection = mixingOut ? constraint.data.bendDirection : int(frames[frames.length + PREV_BEND_DIRECTION]);
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constraint.bendDirection = direction == MixDirection.Out ? constraint.data.bendDirection : int(frames[frames.length + PREV_BEND_DIRECTION]);
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} else {
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constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
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if (!mixingOut) constraint.bendDirection = int(frames[frames.length + PREV_BEND_DIRECTION]);
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if (direction == MixDirection.In) constraint.bendDirection = int(frames[frames.length + PREV_BEND_DIRECTION]);
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}
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return;
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}
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@ -84,12 +89,12 @@ package spine.animation {
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var frameTime : Number = frames[frame];
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var percent : Number = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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if (setupPose) {
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if (pose == MixPose.setup) {
|
||||
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]);
|
||||
constraint.bendDirection = direction == MixDirection.Out ? 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]);
|
||||
if (direction == MixDirection.In) constraint.bendDirection = int(frames[frame + PREV_BEND_DIRECTION]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -57,12 +57,17 @@ package spine.animation {
|
||||
frames[frameIndex + TRANSLATE] = translateMix;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var constraint : PathConstraint = skeleton.pathConstraints[pathConstraintIndex];
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
constraint.rotateMix = constraint.data.rotateMix;
|
||||
constraint.translateMix = constraint.data.translateMix;
|
||||
return;
|
||||
case MixPose.current:
|
||||
constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
|
||||
constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -83,7 +88,7 @@ package spine.animation {
|
||||
translate += (frames[frame + TRANSLATE] - translate) * percent;
|
||||
}
|
||||
|
||||
if (setupPose) {
|
||||
if (pose == MixPose.setup) {
|
||||
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
|
||||
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
|
||||
} else {
|
||||
|
||||
@ -56,10 +56,16 @@ package spine.animation {
|
||||
frames[frameIndex + VALUE] = value;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var constraint : PathConstraint = skeleton.pathConstraints[pathConstraintIndex];
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) constraint.position = constraint.data.position;
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
constraint.position = constraint.data.position;
|
||||
return;
|
||||
case MixPose.current:
|
||||
constraint.position += (constraint.data.position - constraint.position) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@ -75,7 +81,7 @@ package spine.animation {
|
||||
|
||||
position += (frames[frame + VALUE] - position) * percent;
|
||||
}
|
||||
if (setupPose)
|
||||
if (pose == MixPose.setup)
|
||||
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
|
||||
else
|
||||
constraint.position += (position - constraint.position) * alpha;
|
||||
|
||||
@ -42,10 +42,16 @@ package spine.animation {
|
||||
return (TimelineType.pathConstraintSpacing.ordinal << 24) + pathConstraintIndex;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var constraint : PathConstraint = skeleton.pathConstraints[pathConstraintIndex];
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) constraint.spacing = constraint.data.spacing;
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
constraint.spacing = constraint.data.spacing;
|
||||
return;
|
||||
case MixPose.current:
|
||||
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@ -62,7 +68,7 @@ package spine.animation {
|
||||
spacing += (frames[frame + VALUE] - spacing) * percent;
|
||||
}
|
||||
|
||||
if (setupPose)
|
||||
if (pose == MixPose.setup)
|
||||
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
|
||||
else
|
||||
constraint.spacing += (spacing - constraint.spacing) * alpha;
|
||||
|
||||
@ -56,18 +56,26 @@ package spine.animation {
|
||||
frames[int(frameIndex + ROTATION)] = degrees;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var frames : Vector.<Number> = this.frames;
|
||||
|
||||
var bone : Bone = skeleton.bones[boneIndex];
|
||||
var r : Number;
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) bone.rotation = bone.data.rotation;
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
bone.rotation = bone.data.rotation;
|
||||
return;
|
||||
case MixPose.current:
|
||||
r = bone.data.rotation - bone.rotation;
|
||||
r -= (16384 - int((16384.499999999996 - r / 360))) * 360;
|
||||
bone.rotation += r * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
|
||||
if (setupPose)
|
||||
if (pose == MixPose.setup)
|
||||
bone.rotation = bone.data.rotation + frames[frames.length + PREV_ROTATION] * alpha;
|
||||
else {
|
||||
r = bone.data.rotation + frames[frames.length + PREV_ROTATION] - bone.rotation;
|
||||
@ -86,7 +94,7 @@ package spine.animation {
|
||||
r = frames[frame + ROTATION] - prevRotation;
|
||||
r -= (16384 - int((16384.499999999996 - r / 360))) * 360;
|
||||
r = prevRotation + r * percent;
|
||||
if (setupPose) {
|
||||
if (pose == MixPose.setup) {
|
||||
r -= (16384 - int((16384.499999999996 - r / 360))) * 360;
|
||||
bone.rotation = bone.data.rotation + r * alpha;
|
||||
} else {
|
||||
|
||||
@ -43,14 +43,19 @@ package spine.animation {
|
||||
return (TimelineType.scale.ordinal << 24) + boneIndex;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var frames : Vector.<Number> = this.frames;
|
||||
var bone : Bone = skeleton.bones[boneIndex];
|
||||
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
bone.scaleX = bone.data.scaleX;
|
||||
bone.scaleY = bone.data.scaleY;
|
||||
return;
|
||||
case MixPose.current:
|
||||
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
|
||||
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -75,7 +80,7 @@ package spine.animation {
|
||||
bone.scaleY = y;
|
||||
} else {
|
||||
var bx : Number, by : Number;
|
||||
if (setupPose) {
|
||||
if (pose == MixPose.setup) {
|
||||
bx = bone.data.scaleX;
|
||||
by = bone.data.scaleY;
|
||||
} else {
|
||||
@ -83,7 +88,7 @@ package spine.animation {
|
||||
by = bone.scaleY;
|
||||
}
|
||||
// Mixing out uses sign of setup or current pose, else use sign of key.
|
||||
if (mixingOut) {
|
||||
if (direction == MixDirection.Out) {
|
||||
x = Math.abs(x) * MathUtils.signum(bx);
|
||||
y = Math.abs(y) * MathUtils.signum(by);
|
||||
} else {
|
||||
|
||||
@ -42,14 +42,19 @@ package spine.animation {
|
||||
return (TimelineType.shear.ordinal << 24) + boneIndex;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var frames : Vector.<Number> = this.frames;
|
||||
var bone : Bone = skeleton.bones[boneIndex];
|
||||
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
bone.shearX = bone.data.shearX;
|
||||
bone.shearY = bone.data.shearY;
|
||||
return;
|
||||
case MixPose.current:
|
||||
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
|
||||
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -69,7 +74,7 @@ package spine.animation {
|
||||
x = x + (frames[frame + X] - x) * percent;
|
||||
y = y + (frames[frame + Y] - y) * percent;
|
||||
}
|
||||
if (setupPose) {
|
||||
if (pose == MixPose.setup) {
|
||||
bone.shearX = bone.data.shearX + x * alpha;
|
||||
bone.shearY = bone.data.shearY + y * alpha;
|
||||
} else {
|
||||
|
||||
@ -34,7 +34,7 @@ package spine.animation {
|
||||
|
||||
public interface Timeline {
|
||||
/** Sets the value(s) for the specified time. */
|
||||
function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void;
|
||||
function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void;
|
||||
|
||||
function getPropertyId() : int;
|
||||
}
|
||||
|
||||
@ -60,18 +60,25 @@ package spine.animation {
|
||||
frames[frameIndex + SHEAR] = shearMix;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var frames : Vector.<Number> = this.frames;
|
||||
|
||||
var constraint : TransformConstraint = skeleton.transformConstraints[transformConstraintIndex];
|
||||
var data : TransformConstraintData;
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
data = constraint.data;
|
||||
constraint.rotateMix = constraint.data.rotateMix;
|
||||
constraint.translateMix = constraint.data.translateMix;
|
||||
constraint.scaleMix = constraint.data.scaleMix;
|
||||
constraint.shearMix = constraint.data.shearMix;
|
||||
data = constraint.data;
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
constraint.rotateMix = data.rotateMix;
|
||||
constraint.translateMix = data.translateMix;
|
||||
constraint.scaleMix = data.scaleMix;
|
||||
constraint.shearMix = data.shearMix;
|
||||
return;
|
||||
case MixPose.current:
|
||||
constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
|
||||
constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
|
||||
constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
|
||||
constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -98,7 +105,7 @@ package spine.animation {
|
||||
scale += (frames[frame + SCALE] - scale) * percent;
|
||||
shear += (frames[frame + SHEAR] - shear) * percent;
|
||||
}
|
||||
if (setupPose) {
|
||||
if (pose == MixPose.setup) {
|
||||
data = constraint.data;
|
||||
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
|
||||
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
|
||||
|
||||
@ -57,14 +57,19 @@ package spine.animation {
|
||||
frames[int(frameIndex + Y)] = y;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var frames : Vector.<Number> = this.frames;
|
||||
|
||||
var bone : Bone = skeleton.bones[boneIndex];
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
bone.x = bone.data.x;
|
||||
bone.y = bone.data.y;
|
||||
return;
|
||||
case MixPose.current:
|
||||
bone.x += (bone.data.x - bone.x) * alpha;
|
||||
bone.y += (bone.data.y - bone.y) * alpha;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -84,7 +89,7 @@ package spine.animation {
|
||||
x += (frames[frame + X] - x) * percent;
|
||||
y += (frames[frame + Y] - y) * percent;
|
||||
}
|
||||
if (setupPose) {
|
||||
if (pose == MixPose.setup) {
|
||||
bone.x = bone.data.x + x * alpha;
|
||||
bone.y = bone.data.y + y * alpha;
|
||||
} else {
|
||||
|
||||
@ -64,14 +64,24 @@ package spine.animation {
|
||||
this.frames[frameIndex + TwoColorTimeline.B2] = b2;
|
||||
}
|
||||
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, setupPose : Boolean, mixingOut : Boolean) : void {
|
||||
override public function apply(skeleton : Skeleton, lastTime : Number, time : Number, firedEvents : Vector.<Event>, alpha : Number, pose : MixPose, direction : MixDirection) : void {
|
||||
var frames : Vector.<Number> = this.frames;
|
||||
var slot : Slot = skeleton.slots[slotIndex];
|
||||
var light : Color, dark : Color;
|
||||
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
switch (pose) {
|
||||
case MixPose.setup:
|
||||
slot.color.setFromColor(slot.data.color);
|
||||
slot.darkColor.setFromColor(slot.data.darkColor);
|
||||
return;
|
||||
case MixPose.current:
|
||||
light = slot.color;
|
||||
dark = slot.darkColor;
|
||||
var setupLight : Color = slot.data.color, setupDark : Color = slot.data.darkColor;
|
||||
light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
|
||||
(setupLight.a - light.a) * alpha);
|
||||
dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -111,9 +121,9 @@ package spine.animation {
|
||||
slot.color.setFrom(r, g, b, a);
|
||||
slot.darkColor.setFrom(r2, g2, b2, 1);
|
||||
} else {
|
||||
var light : Color = slot.color;
|
||||
var dark : Color = slot.darkColor;
|
||||
if (setupPose) {
|
||||
light = slot.color;
|
||||
dark = slot.darkColor;
|
||||
if (pose == MixPose.setup) {
|
||||
light.setFromColor(slot.data.color);
|
||||
dark.setFromColor(slot.data.darkColor);
|
||||
}
|
||||
|
||||
@ -34,9 +34,12 @@ package spine.attachments {
|
||||
import spine.Slot;
|
||||
|
||||
public dynamic class VertexAttachment extends Attachment {
|
||||
private static var nextID : int = 0;
|
||||
|
||||
public var bones : Vector.<int>;
|
||||
public var vertices : Vector.<Number>;
|
||||
public var worldVerticesLength : int;
|
||||
public var id : int = (nextID++ & 65535) << 11;
|
||||
|
||||
public function VertexAttachment(name : String) {
|
||||
super(name);
|
||||
|
||||
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x
Reference in New Issue
Block a user