/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ using System; using System.Collections.Generic; namespace Spine { public class Animation { public String Name { get; private set; } public List Timelines { get; set; } public float Duration { get; set; } public Animation (String name, List timelines, float duration) { if (name == null) throw new ArgumentNullException("name cannot be null."); if (timelines == null) throw new ArgumentNullException("timelines cannot be null."); Name = name; Timelines = timelines; Duration = duration; } /** Poses the skeleton at the specified time for this animation. */ public void Apply (Skeleton skeleton, float time, bool loop) { if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); if (loop && Duration != 0) time %= Duration; List timelines = Timelines; for (int i = 0, n = timelines.Count; i < n; i++) timelines[i].Apply(skeleton, time, 1); } /** Poses the skeleton at the specified time for this animation mixed with the current pose. * @param alpha The amount of this animation that affects the current pose. */ public void Mix (Skeleton skeleton, float time, bool loop, float alpha) { if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); if (loop && Duration != 0) time %= Duration; List timelines = Timelines; for (int i = 0, n = timelines.Count; i < n; i++) timelines[i].Apply(skeleton, time, alpha); } /** @param target After the first and before the last entry. */ internal static int binarySearch (float[] values, float target, int step) { int low = 0; int high = values.Length / step - 2; if (high == 0) return step; int current = (int)((uint)high >> 1); while (true) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (int)((uint)(low + high) >> 1); } } internal static int linearSearch (float[] values, float target, int step) { for (int i = 0, last = values.Length - step; i <= last; i += step) if (values[i] > target) return i; return -1; } } public interface Timeline { /** Sets the value(s) for the specified time. */ void Apply (Skeleton skeleton, float time, float alpha); } /** Base class for frames that use an interpolation bezier curve. */ abstract public class CurveTimeline : Timeline { static protected float LINEAR = 0; static protected float STEPPED = -1; static protected int BEZIER_SEGMENTS = 10; private float[] curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ... public int FrameCount { get { return curves.Length / 6 + 1; } } public CurveTimeline (int frameCount) { curves = new float[(frameCount - 1) * 6]; } abstract public void Apply (Skeleton skeleton, float time, float alpha); public void SetLinear (int frameIndex) { curves[frameIndex * 6] = LINEAR; } public void SetStepped (int frameIndex) { curves[frameIndex * 6] = STEPPED; } /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of * the difference between the keyframe's values. */ public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) { float subdiv_step = 1f / BEZIER_SEGMENTS; float subdiv_step2 = subdiv_step * subdiv_step; float subdiv_step3 = subdiv_step2 * subdiv_step; float pre1 = 3 * subdiv_step; float pre2 = 3 * subdiv_step2; float pre4 = 6 * subdiv_step2; float pre5 = 6 * subdiv_step3; float tmp1x = -cx1 * 2 + cx2; float tmp1y = -cy1 * 2 + cy2; float tmp2x = (cx1 - cx2) * 3 + 1; float tmp2y = (cy1 - cy2) * 3 + 1; int i = frameIndex * 6; float[] curves = this.curves; curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; curves[i + 2] = tmp1x * pre4 + tmp2x * pre5; curves[i + 3] = tmp1y * pre4 + tmp2y * pre5; curves[i + 4] = tmp2x * pre5; curves[i + 5] = tmp2y * pre5; } public float GetCurvePercent (int frameIndex, float percent) { int curveIndex = frameIndex * 6; float[] curves = this.curves; float dfx = curves[curveIndex]; if (dfx == LINEAR) return percent; if (dfx == STEPPED) return 0; float dfy = curves[curveIndex + 1]; float ddfx = curves[curveIndex + 2]; float ddfy = curves[curveIndex + 3]; float dddfx = curves[curveIndex + 4]; float dddfy = curves[curveIndex + 5]; float x = dfx, y = dfy; int i = BEZIER_SEGMENTS - 2; while (true) { if (x >= percent) { float lastX = x - dfx; float lastY = y - dfy; return lastY + (y - lastY) * (percent - lastX) / (x - lastX); } if (i == 0) break; i--; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; x += dfx; y += dfy; } return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. } } public class RotateTimeline : CurveTimeline { static protected int LAST_FRAME_TIME = -2; static protected int FRAME_VALUE = 1; public int BoneIndex { get; set; } public float[] Frames { get; private set; } // time, value, ... public RotateTimeline (int frameCount) : base(frameCount) { Frames = new float[frameCount * 2]; } /** Sets the time and value of the specified keyframe. */ public void SetFrame (int frameIndex, float time, float angle) { frameIndex *= 2; Frames[frameIndex] = time; Frames[frameIndex + 1] = angle; } override public void Apply (Skeleton skeleton, float time, float alpha) { float[] frames = Frames; if (time < frames[0]) return; // Time is before first frame. Bone bone = skeleton.Bones[BoneIndex]; float amount; if (time >= frames[frames.Length - 2]) { // Time is after last frame. amount = bone.Data.Rotation + frames[frames.Length - 1] - bone.Rotation; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; bone.Rotation += amount * alpha; return; } // Interpolate between the last frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 2); float lastFrameValue = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; amount = bone.Data.Rotation + (lastFrameValue + amount * percent) - bone.Rotation; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; bone.Rotation += amount * alpha; } } public class TranslateTimeline : CurveTimeline { static protected int LAST_FRAME_TIME = -3; static protected int FRAME_X = 1; static protected int FRAME_Y = 2; public int BoneIndex { get; set; } public float[] Frames { get; private set; } // time, value, value, ... public TranslateTimeline (int frameCount) : base(frameCount) { Frames = new float[frameCount * 3]; } /** Sets the time and value of the specified keyframe. */ public void SetFrame (int frameIndex, float time, float x, float y) { frameIndex *= 3; Frames[frameIndex] = time; Frames[frameIndex + 1] = x; Frames[frameIndex + 2] = y; } override public void Apply (Skeleton skeleton, float time, float alpha) { float[] frames = Frames; if (time < frames[0]) return; // Time is before first frame. Bone bone = skeleton.Bones[BoneIndex]; if (time >= frames[frames.Length - 3]) { // Time is after last frame. bone.X += (bone.Data.X + frames[frames.Length - 2] - bone.X) * alpha; bone.Y += (bone.Data.Y + frames[frames.Length - 1] - bone.Y) * alpha; return; } // Interpolate between the last frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); float lastFrameX = frames[frameIndex - 2]; float lastFrameY = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); bone.X += (bone.Data.X + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.X) * alpha; bone.Y += (bone.Data.Y + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.Y) * alpha; } } public class ScaleTimeline : TranslateTimeline { public ScaleTimeline (int frameCount) : base(frameCount) { } override public void Apply (Skeleton skeleton, float time, float alpha) { float[] frames = Frames; if (time < frames[0]) return; // Time is before first frame. Bone bone = skeleton.Bones[BoneIndex]; if (time >= frames[frames.Length - 3]) { // Time is after last frame. bone.ScaleX += (bone.Data.ScaleX - 1 + frames[frames.Length - 2] - bone.ScaleX) * alpha; bone.ScaleY += (bone.Data.ScaleY - 1 + frames[frames.Length - 1] - bone.ScaleY) * alpha; return; } // Interpolate between the last frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); float lastFrameX = frames[frameIndex - 2]; float lastFrameY = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); bone.ScaleX += (bone.Data.ScaleX - 1 + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.ScaleX) * alpha; bone.ScaleY += (bone.Data.ScaleY - 1 + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.ScaleY) * alpha; } } public class ColorTimeline : CurveTimeline { static protected int LAST_FRAME_TIME = -5; static protected int FRAME_R = 1; static protected int FRAME_G = 2; static protected int FRAME_B = 3; static protected int FRAME_A = 4; public int SlotIndex { get; set; } public float[] Frames { get; private set; } // time, r, g, b, a, ... public ColorTimeline (int frameCount) : base(frameCount) { Frames = new float[frameCount * 5]; } /** Sets the time and value of the specified keyframe. */ public void setFrame (int frameIndex, float time, float r, float g, float b, float a) { frameIndex *= 5; Frames[frameIndex] = time; Frames[frameIndex + 1] = r; Frames[frameIndex + 2] = g; Frames[frameIndex + 3] = b; Frames[frameIndex + 4] = a; } override public void Apply (Skeleton skeleton, float time, float alpha) { float[] frames = Frames; if (time < frames[0]) return; // Time is before first frame. Slot slot = skeleton.Slots[SlotIndex]; if (time >= frames[frames.Length - 5]) { // Time is after last frame. int i = frames.Length - 1; slot.R = frames[i - 3]; slot.G = frames[i - 2]; slot.B = frames[i - 1]; slot.A = frames[i]; return; } // Interpolate between the last frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 5); float lastFrameR = frames[frameIndex - 4]; float lastFrameG = frames[frameIndex - 3]; float lastFrameB = frames[frameIndex - 2]; float lastFrameA = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); float r = lastFrameR + (frames[frameIndex + FRAME_R] - lastFrameR) * percent; float g = lastFrameG + (frames[frameIndex + FRAME_G] - lastFrameG) * percent; float b = lastFrameB + (frames[frameIndex + FRAME_B] - lastFrameB) * percent; float a = lastFrameA + (frames[frameIndex + FRAME_A] - lastFrameA) * percent; if (alpha < 1) { slot.R += (r - slot.R) * alpha; slot.G += (g - slot.G) * alpha; slot.B += (b - slot.B) * alpha; slot.A += (a - slot.A) * alpha; } else { slot.R = r; slot.G = g; slot.B = b; slot.A = a; } } } public class AttachmentTimeline : Timeline { public int SlotIndex { get; set; } public float[] Frames { get; private set; } // time, ... public String[] AttachmentNames { get; private set; } public int FrameCount { get { return Frames.Length; } } public AttachmentTimeline (int frameCount) { Frames = new float[frameCount]; AttachmentNames = new String[frameCount]; } /** Sets the time and value of the specified keyframe. */ public void setFrame (int frameIndex, float time, String attachmentName) { Frames[frameIndex] = time; AttachmentNames[frameIndex] = attachmentName; } public void Apply (Skeleton skeleton, float time, float alpha) { float[] frames = Frames; if (time < frames[0]) return; // Time is before first frame. int frameIndex; if (time >= frames[frames.Length - 1]) // Time is after last frame. frameIndex = frames.Length - 1; else frameIndex = Animation.binarySearch(frames, time, 1) - 1; String attachmentName = AttachmentNames[frameIndex]; skeleton.Slots[SlotIndex].Attachment = attachmentName == null ? null : skeleton.GetAttachment(SlotIndex, attachmentName); } } }