mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[lua] Ported changes to Animation.java, main.lua updated to use new callbacks
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@ -32,8 +32,8 @@ function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
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-- create an animation state object to apply animations to the skeleton
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local animationStateData = spine.AnimationStateData.new(skeletonData)
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animationStateData.defaultMix = 0.2
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local animationState = spine.AnimationState.new(animationStateData)
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animationState:setAnimationByName(0, animation, true)
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-- set the skeleton invisible
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skeleton.group.isVisible = false
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@ -42,18 +42,26 @@ function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
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skeleton.group.name = jsonFile
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-- set some event callbacks
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animationState.onStart = function (trackIndex)
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print(trackIndex.." start: "..animationState:getCurrent(trackIndex).animation.name)
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animationState.onStart = function (entry)
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print(entry.trackIndex.." start: "..entry.animation.name)
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end
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animationState.onEnd = function (trackIndex)
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print(trackIndex.." end: "..animationState:getCurrent(trackIndex).animation.name)
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animationState.onInterrupt = function (entry)
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print(entry.trackIndex.." interrupt: "..entry.animation.name)
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end
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animationState.onComplete = function (trackIndex, loopCount)
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print(trackIndex.." complete: "..animationState:getCurrent(trackIndex).animation.name..", "..loopCount)
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animationState.onEnd = function (entry)
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print(entry.trackIndex.." end: "..entry.animation.name)
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end
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animationState.onEvent = function (trackIndex, event)
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print(trackIndex.." event: "..animationState:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
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animationState.onComplete = function (entry)
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print(entry.trackIndex.." complete: "..entry.animation.name)
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end
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animationState.onDispose = function (entry)
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print(entry.trackIndex.." dispose: "..entry.animation.name)
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end
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animationState.onEvent = function (entry, event)
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print(entry.trackIndex.." event: "..entry.animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
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end
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animationState:setAnimationByName(0, animation, true)
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-- return the skeleton an animation state
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return { skeleton = skeleton, state = animationState }
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@ -85,6 +93,15 @@ Runtime:addEventListener("enterFrame", function (event)
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-- print(skeleton.batches)
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end)
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Runtime:addEventListener("key", function(event)
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if activeSkeleton == 2 and event.phase == "down" then
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state = skeletons[activeSkeleton].state
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state:setAnimationByName(0, "Jump", false)
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state:addAnimationByName(0, "walk", true, 0)
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end
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return false
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end)
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Runtime:addEventListener("tap", function(event)
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skeletons[activeSkeleton].skeleton.group.isVisible = false
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activeSkeleton = activeSkeleton + 1
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@ -21,7 +21,7 @@
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-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS Owelp,F
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-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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@ -36,6 +36,9 @@
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local utils = require "spine-lua.utils"
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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local math_floor = math.floor
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local math_abs = math.abs
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local math_signum = utils.signum
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local function zlen(array)
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return #array + 1
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@ -51,7 +54,7 @@ function Animation.new (name, timelines, duration)
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duration = duration
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}
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function self:apply (skeleton, lastTime, time, loop, events)
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function self:apply (skeleton, lastTime, time, loop, events, alpha, setupPose, mixingOut)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then
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@ -60,20 +63,7 @@ function Animation.new (name, timelines, duration)
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, lastTime, time, events, 1)
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end
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end
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function self:mix (skeleton, lastTime, time, loop, events, alpha)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then
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time = time % self.duration
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if lastTime > 0 then lastTime = lastTime % self.duration end
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, lastTime, time, events, alpha)
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timeline:apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut)
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end
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end
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@ -122,6 +112,16 @@ local function linearSearch (values, target, step)
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return -1
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end
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Animation.TimelineType = {
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rotate = 0, translate = 1, scale = 2, shear = 3,
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attachment = 4, color = 5, deform = 6,
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event = 7, drawOrder = 8,
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ikConstraint = 9, transformConstraint = 10,
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pathConstraintPosition = 11, pathConstraintSpacing = 12, pathConstraintMix = 13
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}
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local TimelineType = Animation.TimelineType
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local SHL_24 = 16777216
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Animation.CurveTimeline = {}
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function Animation.CurveTimeline.new (frameCount)
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local LINEAR = 0
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@ -216,38 +216,44 @@ end
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Animation.RotateTimeline = {}
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Animation.RotateTimeline.ENTRIES = 2
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Animation.RotateTimeline.PREV_TIME = -2
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Animation.RotateTimeline.PREV_ROTATION = -1
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Animation.RotateTimeline.ROTATION = 1
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function Animation.RotateTimeline.new (frameCount)
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local ENTRIES = Animation.RotateTimeline.ENTRIES
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local PREV_TIME = -2
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local PREV_ROTATION = -1
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local ROTATION = 1
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local PREV_TIME = Animation.RotateTimeline.PREV_TIME
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local PREV_ROTATION = Animation.RotateTimeline.PREV_ROTATION
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local ROTATION = Animation.RotateTimeline.ROTATION
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local self = Animation.CurveTimeline.new(frameCount)
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self.boneIndex = -1
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self.frames = utils.newNumberArrayZero(frameCount * 2)
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function self:getPropertyId ()
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return TimelineType.rotate * SHL_24 + self.boneIndex
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end
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function self:setFrame (frameIndex, time, degrees)
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frameIndex = frameIndex * 2
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self.frames[frameIndex] = time
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self.frames[frameIndex + ROTATION] = degrees
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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local amount = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] - bone.rotation
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while amount > 180 do
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amount = amount - 360
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if setupPose then
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bone.rotation = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] * alpha
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else
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local r = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] - bone.rotation
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360 -- Wrap within -180 and 180.
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bone.rotation = bone.rotation + r * alpha;
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end
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while amount < -180 do
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amount = amount + 360
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end
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bone.rotation = bone.rotation + amount * alpha
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return
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return;
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end
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-- Interpolate between the last frame and the current frame.
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@ -256,21 +262,17 @@ function Animation.RotateTimeline.new (frameCount)
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local frameTime = frames[frame]
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local percent = self:getCurvePercent((math.floor(frame / 2)) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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local amount = frames[frame + ROTATION] - prevRotation
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while amount > 180 do
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amount = amount - 360
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local r = frames[frame + ROTATION] - prevRotation
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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r = prevRotation + r * percent
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if setupPose then
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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bone.rotation = bone.data.rotation + r * alpha
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else
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r = bone.data.rotation + r - bone.rotation;
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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bone.rotation = bone.rotation + r * alpha
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end
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while amount < -180 do
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amount = amount + 360
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end
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amount = bone.data.rotation + (prevRotation + amount * percent) - bone.rotation
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while amount > 180 do
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amount = amount - 360
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end
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while amount < -180 do
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amount = amount + 360
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end
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bone.rotation = bone.rotation + amount * alpha
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end
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return self
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@ -289,6 +291,10 @@ function Animation.TranslateTimeline.new (frameCount)
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local self = Animation.CurveTimeline.new(frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.boneIndex = -1
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function self:getPropertyId ()
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return TimelineType.translate * SHL_24 + self.boneIndex
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end
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function self:setFrame (frameIndex, time, x, y)
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frameIndex = frameIndex * ENTRIES
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@ -297,27 +303,36 @@ function Animation.TranslateTimeline.new (frameCount)
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self.frames[frameIndex + Y] = y
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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bone.x = bone.x + (bone.data.x + frames[zlen(frames) + PREV_X] - bone.x) * alpha
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bone.y = bone.y + (bone.data.y + frames[zlen(frames) + PREV_Y] - bone.y) * alpha
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return
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local x = 0
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local y = 0
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if time >= frames[zlen(frames) - ENTRIES] then -- // Time is after last frame.
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x = frames[zlen(frames) + PREV_X];
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y = frames[zlen(frames) + PREV_Y];
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else
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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x = frames[frame + PREV_X]
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y = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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x = x + (frames[frame + X] - x) * percent
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y = y + (frames[frame + Y] - y) * percent
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end
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if setupPose then
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bone.x = bone.data.x + x * alpha
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bone.y = bone.data.y + y * alpha
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else
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bone.x = bone.x + (bone.data.x + x - bone.x) * alpha
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bone.y = bone.y + (bone.data.y + y - bone.y) * alpha
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end
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-- Interpolate between the last frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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local prevX = frames[frame + PREV_X]
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local prevY = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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bone.x = bone.x + (bone.data.x + prevX + (frames[frame + X] - prevX) * percent - bone.x) * alpha
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bone.y = bone.y + (bone.data.y + prevY + (frames[frame + Y] - prevY) * percent - bone.y) * alpha
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end
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return self
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@ -334,29 +349,58 @@ function Animation.ScaleTimeline.new (frameCount)
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local Y = 2
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local self = Animation.TranslateTimeline.new(frameCount)
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function self:getPropertyId ()
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return TimelineType.scale * SHL_24 + self.boneIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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local x = 0
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local y = 0
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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bone.scaleX = bone.scaleX + (bone.data.scaleX * frames[zlen(frames) + PREV_X] - bone.scaleX) * alpha
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bone.scaleY = bone.scaleY + (bone.data.scaleY * frames[zlen(frames) + PREV_Y] - bone.scaleY) * alpha
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return
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end
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-- Interpolate between the last frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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local prevX = frames[frame + PREV_X]
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local prevY = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
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x = frames[zlen(frames) + PREV_X] * bone.data.scaleX
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y = frames[zlen(frames) + PREV_Y] * bone.data.scaleY
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else
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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x = frames[frame + PREV_X]
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y = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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bone.scaleX = bone.scaleX + (bone.data.scaleX * (prevX + (frames[frame + X] - prevX) * percent) - bone.scaleX) * alpha
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bone.scaleY = bone.scaleY + (bone.data.scaleY * (prevY + (frames[frame + Y] - prevY) * percent) - bone.scaleY) * alpha
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x = (x + (frames[frame + X] - x) * percent) * bone.data.scaleX
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y = (y + (frames[frame + Y] - y) * percent) * bone.data.scaleY
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end
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if alpha == 1 then
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bone.scaleX = x
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bone.scaleY = y
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else
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local bx = 0
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local by = 0
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if setupPose then
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bx = bone.data.scaleX
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by = bone.data.scaleY
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else
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bx = bone.scaleX
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by = bone.scaleY
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end
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-- Mixing out uses sign of setup or current pose, else use sign of key.
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if mixingOut then
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x = math_abs(x) * math_signum(bx)
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y = math_abs(y) * math_signum(by)
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else
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bx = math_abs(bx) * math_signum(x)
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by = math_abs(by) * math_signum(y)
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end
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bone.scaleX = bx + (x - bx) * alpha
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bone.scaleY = by + (y - by) * alpha
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end
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end
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return self
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@ -373,29 +417,41 @@ function Animation.ShearTimeline.new (frameCount)
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local Y = 2
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local self = Animation.TranslateTimeline.new(frameCount)
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function self:getPropertyId ()
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return TimelineType.shear * SHL_24 + self.boneIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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bone.shearX = bone.shearX + (bone.data.shearX * frames[zlen(frames) + PREV_X] - bone.shearX) * alpha
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bone.shearY = bone.shearY + (bone.data.shearY * frames[zlen(frames) + PREV_Y] - bone.shearY) * alpha
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return
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end
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-- Interpolate between the last frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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local prevX = frames[frame + PREV_X]
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local prevY = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
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local x = 0
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local y = 0
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if time >= frames[zlen(frames) - ENTRIES] then -- // Time is after last frame.
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x = frames[zlen(frames) + PREV_X]
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y = frames[zlen(frames) + PREV_Y]
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else
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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x = frames[frame + PREV_X]
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y = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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bone.shearX = bone.shearX + (bone.data.shearX + (prevX + (frames[frame + X] - prevX) * percent) - bone.shearX) * alpha
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bone.shearY = bone.shearY + (bone.data.shearY + (prevY + (frames[frame + Y] - prevY) * percent) - bone.shearY) * alpha
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x = x + (frames[frame + X] - x) * percent
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y = y + (frames[frame + Y] - y) * percent
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end
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if setupPose then
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bone.shearX = bone.data.shearX + x * alpha
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bone.shearY = bone.data.shearY + y * alpha
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else
|
||||
bone.shearX = bone.shearX + (bone.data.shearX + x - bone.shearX) * alpha
|
||||
bone.shearY = bone.shearY + (bone.data.shearY + y - bone.shearY) * alpha
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@ -418,6 +474,10 @@ function Animation.ColorTimeline.new (frameCount)
|
||||
local self = Animation.CurveTimeline.new(frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
||||
self.slotIndex = -1
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.color * SHL_24 + self.slotIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, r, g, b, a)
|
||||
frameIndex = frameIndex * ENTRIES
|
||||
@ -428,7 +488,7 @@ function Animation.ColorTimeline.new (frameCount)
|
||||
self.frames[frameIndex + A] = a
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end -- Time is before first frame.
|
||||
|
||||
@ -455,11 +515,13 @@ function Animation.ColorTimeline.new (frameCount)
|
||||
b = b + (frames[frame + B] - b) * percent
|
||||
a = a + (frames[frame + A] - a) * percent
|
||||
end
|
||||
local color = skeleton.slots[self.slotIndex].color
|
||||
if alpha < 1 then
|
||||
color:add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha)
|
||||
local slot = skeleton.slots[slotIndex]
|
||||
if alpha == 1 then
|
||||
slot.color:set(r, g, b, a)
|
||||
else
|
||||
color:set(r, g, b, a)
|
||||
local color = slot.color
|
||||
if setupPose then color.setFrom(slot.data.color) end
|
||||
color:add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha)
|
||||
end
|
||||
end
|
||||
|
||||
@ -471,7 +533,7 @@ function Animation.AttachmentTimeline.new (frameCount)
|
||||
local self = {
|
||||
frames = utils.newNumberArrayZero(frameCount), -- time, ...
|
||||
attachmentNames = {},
|
||||
slotName = nil
|
||||
slotIndex = -1
|
||||
}
|
||||
|
||||
function self:getFrameCount ()
|
||||
@ -482,8 +544,25 @@ function Animation.AttachmentTimeline.new (frameCount)
|
||||
self.frames[frameIndex] = time
|
||||
self.attachmentNames[frameIndex] = attachmentName
|
||||
end
|
||||
|
||||
function self:getPropertyId ()
|
||||
return Timeline.attachment * SHL_24 + self.slotIndex
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local slot
|
||||
local attachmentName
|
||||
if mixingOut and setupPose then
|
||||
slot = skeleton.slots[self.slotIndex]
|
||||
attachmentName = slot.data.attachmentName
|
||||
if not attachmentName then
|
||||
slot:setAttachment(nil)
|
||||
else
|
||||
skeleton:setAttachment(skeleton:getAttachmentByIndex(self.slotIndex, attachmentName))
|
||||
end
|
||||
return;
|
||||
end
|
||||
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end
|
||||
|
||||
@ -494,16 +573,134 @@ function Animation.AttachmentTimeline.new (frameCount)
|
||||
frameIndex = binarySearch(frames, time, 1) - 1
|
||||
end
|
||||
|
||||
local attachmentName = self.attachmentNames[frameIndex]
|
||||
local slot = skeleton.slotsByName[self.slotName]
|
||||
if attachmentName then
|
||||
if not slot.attachment then
|
||||
slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
|
||||
elseif slot.attachment.name ~= attachmentName then
|
||||
slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
|
||||
attachmentName = self.attachmentNames[frameIndex]
|
||||
if not attachmentName then
|
||||
skeleton.slots[self.slotIndex]:setAttachment(nil)
|
||||
else
|
||||
skeleton.slots[self.slotIndex]:setAttachment(skeleton:getAttachmentByIndex(self.slotIndex, attachmentName))
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
Animation.DeformTimeline = {}
|
||||
function Animation.DeformTimeline.new (frameCount)
|
||||
local self = Animation.CurveTimeline.new(frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount)
|
||||
self.frameVertices = utils.newNumberArrayZero(frameCount)
|
||||
self.slotIndex = -1
|
||||
self.attachment = nil
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.deform * SHL_24 + self.slotIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, vertices)
|
||||
self.frames[frameIndex] = time
|
||||
self.frameVertices[frameIndex] = vertices
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local slot = skeleton.slots[self.slotIndex]
|
||||
local slotAttachment = slot.attachment
|
||||
if not slotAttachment then return end
|
||||
if not (slotAttachment.type == AttachmentType.mesh or slotAttachment.type == AttachmentType.linkedmesh or slotAttachment.type == AttachmentType.path or slotAttachment.type == AttachmentType.boundingbox) then return end
|
||||
if not slotAttachment:applyDeform(self.attachment) then return end
|
||||
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end -- Time is before first frame.
|
||||
|
||||
local frameVertices = self.frameVertices
|
||||
local vertexCount = #(frameVertices[0])
|
||||
|
||||
local verticesArray = slot.attachmentVertices
|
||||
if (#verticesArray ~= vertexCount) then alpha = 1 end -- Don't mix from uninitialized slot vertices.
|
||||
local vertices = utils.setArraySize(verticesArray, vertexCount)
|
||||
|
||||
if time >= frames[zlen(frames) - 1] then -- Time is after last frame.
|
||||
local lastVertices = frameVertices[zlen(frames) - 1]
|
||||
if alpha == 1 then
|
||||
-- Vertex positions or deform offsets, no alpha.
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
vertices[i] = lastVertices[i]
|
||||
i = i + 1
|
||||
end
|
||||
elseif setupPose then
|
||||
local vertexAttachment = slotAttachment
|
||||
if vertexAttachment.bones == nil then
|
||||
-- Unweighted vertex positions, with alpha.
|
||||
local setupVertices = vertexAttachment.vertices
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local setup = setupVertices[i]
|
||||
vertices[i] = setup + (lastVertices[i] - setup) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
else
|
||||
-- Weighted deform offsets, with alpha.
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
vertices[i] = lastVertices[i] * alpha
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Vertex positions or deform offsets, with alpha.
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
vertices[i] = vertices[i] + (lastVertices[i] - vertices[i]) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
return;
|
||||
end
|
||||
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, 1)
|
||||
local prevVertices = frameVertices[frame - 1]
|
||||
local nextVertices = frameVertices[frame]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime))
|
||||
|
||||
if alpha == 1 then
|
||||
-- Vertex positions or deform offsets, no alpha.
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local prev = prevVertices[i]
|
||||
vertices[i] = prev + (nextVertices[i] - prev) * percent
|
||||
i = i + 1
|
||||
end
|
||||
elseif setupPose then
|
||||
local vertexAttachment = slotAttachment
|
||||
if vertexAttachment.bones == nil then
|
||||
-- Unweighted vertex positions, with alpha.
|
||||
local setupVertices = vertexAttachment.vertices
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local prev = prevVertices[i]
|
||||
local setup = setupVertices[i]
|
||||
vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
else
|
||||
-- Weighted deform offsets, with alpha.
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local prev = prevVertices[i]
|
||||
vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
else
|
||||
slot:setAttachment(nil)
|
||||
-- Vertex positions or deform offsets, with alpha.
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local prev = prevVertices[i]
|
||||
vertices[i] = vertices[i] + (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -516,6 +713,10 @@ function Animation.EventTimeline.new (frameCount)
|
||||
frames = utils.newNumberArrayZero(frameCount),
|
||||
events = {}
|
||||
}
|
||||
|
||||
function self:getPropertyId ()
|
||||
return Timeline.event * SHL_24
|
||||
end
|
||||
|
||||
function self:getFrameCount ()
|
||||
return zlen(self.frames)
|
||||
@ -527,14 +728,14 @@ function Animation.EventTimeline.new (frameCount)
|
||||
end
|
||||
|
||||
-- Fires events for frames > lastTime and <= time.
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
if not firedEvents then return end
|
||||
|
||||
local frames = self.frames
|
||||
local frameCount = zlen(frames)
|
||||
|
||||
if lastTime > time then -- Fire events after last time for looped animations.
|
||||
self:apply(skeleton, lastTime, 999999, firedEvents, alpha)
|
||||
self:apply(skeleton, lastTime, 999999, firedEvents, alpha, setupPose, mixingOut)
|
||||
lastTime = -1
|
||||
elseif lastTime >= frames[frameCount - 1] then -- Last time is after last frame.
|
||||
return
|
||||
@ -568,6 +769,10 @@ function Animation.DrawOrderTimeline.new (frameCount)
|
||||
frames = utils.newNumberArrayZero(frameCount),
|
||||
drawOrders = {}
|
||||
}
|
||||
|
||||
function self:getPropertyId ()
|
||||
return Timeline.drawOrder * SHL_24
|
||||
end
|
||||
|
||||
function self:getFrameCount ()
|
||||
return zlen(self.frames)
|
||||
@ -578,7 +783,15 @@ function Animation.DrawOrderTimeline.new (frameCount)
|
||||
self.drawOrders[frameIndex] = drawOrder
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local drawOrder = skeleton.drawOrder
|
||||
local slots = skeleton.slots
|
||||
if mixingOut and setupPose then
|
||||
for i,slot in ipairs(slots) do
|
||||
drawOrder[i] = slots[i]
|
||||
end
|
||||
return;
|
||||
end
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end -- Time is before first frame.
|
||||
|
||||
@ -589,8 +802,6 @@ function Animation.DrawOrderTimeline.new (frameCount)
|
||||
frame = binarySearch1(frames, time) - 1
|
||||
end
|
||||
|
||||
local drawOrder = skeleton.drawOrder
|
||||
local slots = skeleton.slots
|
||||
local drawOrderToSetupIndex = self.drawOrders[frame]
|
||||
if not drawOrderToSetupIndex then
|
||||
for i,slot in ipairs(slots) do
|
||||
@ -606,81 +817,6 @@ function Animation.DrawOrderTimeline.new (frameCount)
|
||||
return self
|
||||
end
|
||||
|
||||
Animation.DeformTimeline = {}
|
||||
function Animation.DeformTimeline.new (frameCount)
|
||||
local self = Animation.CurveTimeline.new(frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount)
|
||||
self.frameVertices = utils.newNumberArrayZero(frameCount)
|
||||
self.slotIndex = -1
|
||||
self.attachment = nil
|
||||
|
||||
function self:setFrame (frameIndex, time, vertices)
|
||||
self.frames[frameIndex] = time
|
||||
self.frameVertices[frameIndex] = vertices
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
local slot = skeleton.slots[self.slotIndex]
|
||||
local slotAttachment = slot.attachment
|
||||
if not slotAttachment then return end
|
||||
if not (slotAttachment.type == AttachmentType.mesh or slotAttachment.type == AttachmentType.linkedmesh or slotAttachment.type == AttachmentType.path) then return end
|
||||
if not slotAttachment:applyDeform(self.attachment) then return end
|
||||
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end -- Time is before first frame.
|
||||
|
||||
local frameVertices = self.frameVertices
|
||||
local vertexCount = #(frameVertices[0])
|
||||
|
||||
local verticesArray = slot.attachmentVertices
|
||||
if (#verticesArray ~= vertexCount) then alpha = 1 end -- Don't mix from uninitialized slot vertices.
|
||||
local vertices = utils.setArraySize(verticesArray, vertexCount)
|
||||
|
||||
if time >= frames[zlen(frames) - 1] then
|
||||
local lastVertices = frameVertices[zlen(frames) - 1]
|
||||
if alpha < 1 then
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
vertices[i] = vertices[i] + (lastVertices[i] - vertices[i]) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
else
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
vertices[i] = lastVertices[i]
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
return;
|
||||
end
|
||||
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, 1)
|
||||
local prevVertices = frameVertices[frame - 1]
|
||||
local nextVertices = frameVertices[frame]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime))
|
||||
|
||||
if alpha < 1 then
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local prev = prevVertices[i]
|
||||
vertices[i] = vertices[i] + (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha
|
||||
i = i + 1
|
||||
end
|
||||
else
|
||||
local i = 1
|
||||
while i <= vertexCount do
|
||||
local prev = prevVertices[i]
|
||||
vertices[i] = prev + (nextVertices[i] - prev) * percent
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
Animation.IkConstraintTimeline = {}
|
||||
Animation.IkConstraintTimeline.ENTRIES = 3
|
||||
function Animation.IkConstraintTimeline.new (frameCount)
|
||||
@ -694,6 +830,10 @@ function Animation.IkConstraintTimeline.new (frameCount)
|
||||
local self = Animation.CurveTimeline.new(frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, ...
|
||||
self.ikConstraintIndex = -1
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, mix, bendDirection)
|
||||
frameIndex = frameIndex * ENTRIES
|
||||
@ -702,15 +842,24 @@ function Animation.IkConstraintTimeline.new (frameCount)
|
||||
self.frames[frameIndex + BEND_DIRECTION] = bendDirection
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end -- Time is before first frame.
|
||||
|
||||
local constraint = skeleton.ikConstraints[self.ikConstraintIndex]
|
||||
|
||||
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
||||
constraint.mix = constraint.mix + (frames[zlen(frames) + PREV_MIX] - constraint.mix) * alpha
|
||||
constraint.bendDirection = frames[zlen(frames) + PREV_BEND_DIRECTION]
|
||||
if setupPose then
|
||||
constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
|
||||
if mixingOut then
|
||||
constraint.bendDirection = constraint.data.bendDirection
|
||||
else
|
||||
constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]);
|
||||
end
|
||||
else
|
||||
constraint.mix = constraint.mix + (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
|
||||
if not mixingOut then constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]) end
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
@ -721,8 +870,17 @@ function Animation.IkConstraintTimeline.new (frameCount)
|
||||
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha
|
||||
constraint.bendDirection = math.floor(frames[frame + PREV_BEND_DIRECTION])
|
||||
if setupPose then
|
||||
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
|
||||
if mixingOut then
|
||||
constraint.bendDirection = constraint.data.bendDirection
|
||||
else
|
||||
constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
|
||||
end
|
||||
else
|
||||
constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
|
||||
if not mixingOut then constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION]) end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@ -745,6 +903,10 @@ function Animation.TransformConstraintTimeline.new (frameCount)
|
||||
local self = Animation.CurveTimeline.new(frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
||||
self.transformConstraintIndex = -1
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.transformConstraint * SHL_24 + self.transformConstraintIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix)
|
||||
frameIndex = frameIndex * ENTRIES
|
||||
@ -755,34 +917,50 @@ function Animation.TransformConstraintTimeline.new (frameCount)
|
||||
self.frames[frameIndex + SHEAR] = shearMix
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local frames = self.frames
|
||||
if time < frames[0] then return end -- Time is before first frame.
|
||||
|
||||
local constraint = skeleton.transformConstraints[self.transformConstraintIndex]
|
||||
|
||||
local rotate = 0
|
||||
local translate = 0
|
||||
local scale = 0
|
||||
local shear = 0
|
||||
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
||||
local i = zlen(frames)
|
||||
constraint.rotateMix = constraintMix.rotateMix + (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraintMix.translateMix + (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha
|
||||
constraint.scaleMix = constraintMix.scaleMix + (frames[i + PREV_SCALE] - constraint.scaleMix) * alpha
|
||||
constraint.shearMix = constraintMix.shearMix + (frames[i + PREV_SHEAR] - constraint.shearMix) * alpha
|
||||
return
|
||||
local i = zlen(frames.length)
|
||||
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.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
rotate = frames[frame + PREV_ROTATE]
|
||||
translate = frames[frame + PREV_TRANSLATE]
|
||||
scale = frames[frame + PREV_SCALE]
|
||||
shear = frames[frame + PREV_SHEAR]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
rotate = rotate + (frames[frame + ROTATE] - rotate) * percent
|
||||
translate = translate + (frames[frame + TRANSLATE] - translate) * percent
|
||||
scale = scale + (frames[frame + SCALE] - scale) * percent
|
||||
shear = shear + (frames[frame + SHEAR] - shear) * percent
|
||||
end
|
||||
if setupPose then
|
||||
local data = 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 = constraint.rotateMix + (rotate - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (translate - constraint.translateMix) * alpha
|
||||
constraint.scaleMix = constraint.scaleMix + (scale - constraint.scaleMix) * alpha
|
||||
constraint.shearMix = constraint.shearMix + (shear - constraint.shearMix) * alpha
|
||||
end
|
||||
|
||||
-- Interpolate between the last frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
local rotate = frames[frame + PREV_ROTATE]
|
||||
local translate = frames[frame + PREV_TRANSLATE]
|
||||
local scale = frames[frame + PREV_SCALE]
|
||||
local shear = frames[frame + PREV_SHEAR]
|
||||
constraint.rotateMix = constraint.rotateMix + (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix) * alpha
|
||||
constraint.scaleMix = constraint.scaleMix + (scale + (frames[frame + SCALE] - scale) * percent - constraint.scaleMix) * alpha
|
||||
constraint.shearMix = constraint.shearMix + (shear + (frames[frame + SHEAR] - shear) * percent - constraint.shearMix) * alpha
|
||||
end
|
||||
|
||||
return self
|
||||
@ -800,31 +978,40 @@ function Animation.PathConstraintPositionTimeline.new (frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
||||
self.pathConstraintIndex = -1
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.pathConstraintPosition * SHL_24 + self.pathConstraintIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, value)
|
||||
frameIndex = frameIndex * ENTRIES
|
||||
self.frames[frameIndex] = time
|
||||
self.frames[frameIndex + VALUE] = value
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local frames = self.frames
|
||||
if (time < frames[0]) then return end -- Time is before first frame.
|
||||
|
||||
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
||||
|
||||
local position = 0
|
||||
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
||||
local i = zlen(frames)
|
||||
constraint.position = constraint.position + (frames[i + PREV_VALUE] - constraint.position) * alpha
|
||||
return
|
||||
position = frames[zlen(frames) + PREV_VALUE]
|
||||
else
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
position = frames[frame + PREV_VALUE]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
position = position + (frames[frame + VALUE] - position) * percent
|
||||
end
|
||||
if setupPose then
|
||||
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha
|
||||
else
|
||||
constraint.position = constraint.position + (position - constraint.position) * alpha
|
||||
end
|
||||
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
local position = frames[frame + PREV_VALUE]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
constraint.position = constraint.position + (position + (frames[frame + VALUE] - position) * percent - constraint.position) * alpha
|
||||
end
|
||||
|
||||
return self
|
||||
@ -842,31 +1029,41 @@ function Animation.PathConstraintSpacingTimeline.new (frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
||||
self.pathConstraintIndex = -1
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.pathConstraintSpacing * SHL_24 + self.pathConstraintIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, value)
|
||||
frameIndex = frameIndex * ENTRIES
|
||||
self.frames[frameIndex] = time
|
||||
self.frames[frameIndex + VALUE] = value
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local frames = self.frames
|
||||
if (time < frames[0]) then return end -- Time is before first frame.
|
||||
|
||||
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
||||
|
||||
local spacing = 0
|
||||
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
||||
local i = zlen(frames)
|
||||
constraint.spacing = constraint.spacing + (frames[i + PREV_VALUE] - constraint.spacing) * alpha
|
||||
return
|
||||
spacing = frames[zlen(frames) + PREV_VALUE]
|
||||
else
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
spacing = frames[frame + PREV_VALUE]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
spacing = spacing + (frames[frame + VALUE] - spacing) * percent
|
||||
end
|
||||
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
local spacing = frames[frame + PREV_VALUE]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
constraint.spacing = constraint.spacing + (spacing + (frames[frame + VALUE] - spacing) * percent - constraint.spacing) * alpha
|
||||
if setupPose then
|
||||
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha
|
||||
else
|
||||
constraint.spacing = constraint.spacing + (spacing - constraint.spacing) * alpha
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@ -885,6 +1082,10 @@ function Animation.PathConstraintMixTimeline.new (frameCount)
|
||||
local self = Animation.CurveTimeline.new(frameCount)
|
||||
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
||||
self.pathConstraintIndex = -1
|
||||
|
||||
function self:getPropertyId ()
|
||||
return TimelineType.pathConstraintMix * SHL_24 + self.pathConstraintIndex
|
||||
end
|
||||
|
||||
function self:setFrame (frameIndex, time, rotateMix, translateMix)
|
||||
frameIndex = frameIndex * ENTRIES
|
||||
@ -893,28 +1094,37 @@ function Animation.PathConstraintMixTimeline.new (frameCount)
|
||||
self.frames[frameIndex + TRANSLATE] = translateMix
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
local frames = self.frames
|
||||
if (time < frames[0]) then return end -- Time is before first frame.
|
||||
|
||||
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
||||
|
||||
local rotate = 0
|
||||
local translate = 0
|
||||
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
||||
local i = zlen(frames)
|
||||
constraint.rotateMix = constraint.rotateMix + (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha
|
||||
return
|
||||
rotate = frames[zlen(frames) + PREV_ROTATE]
|
||||
translate = frames[zlen(frames) + PREV_TRANSLATE]
|
||||
else
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
rotate = frames[frame + PREV_ROTATE]
|
||||
translate = frames[frame + PREV_TRANSLATE]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
rotate = rotate + (frames[frame + ROTATE] - rotate) * percent
|
||||
translate = translate + (frames[frame + TRANSLATE] - translate) * percent
|
||||
end
|
||||
|
||||
-- Interpolate between the previous frame and the current frame.
|
||||
local frame = binarySearch(frames, time, ENTRIES)
|
||||
local rotate = frames[frame + PREV_ROTATE]
|
||||
local translate = frames[frame + PREV_TRANSLATE]
|
||||
local frameTime = frames[frame]
|
||||
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
constraint.rotateMix = constraint.rotateMix + (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix) * alpha
|
||||
if setupPose then
|
||||
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha
|
||||
else
|
||||
constraint.rotateMix = constraint.rotateMix + (rotate - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (translate - constraint.translateMix) * alpha
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
@ -457,7 +457,7 @@ function SkeletonJson.new (attachmentLoader)
|
||||
|
||||
elseif timelineName == "attachment" then
|
||||
local timeline = Animation.AttachmentTimeline.new(#values)
|
||||
timeline.slotName = slotName
|
||||
timeline.slotIndex = slotIndex
|
||||
|
||||
local frameIndex = 0
|
||||
for i,valueMap in ipairs(values) do
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user