/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine { /** A simple container for a list of timelines and a name. */ export class Animation { /** The animation's name, which is unique across all animations in the skeleton. */ name: string; timelines: Array; timelineIds: Array; /** The duration of the animation in seconds, which is the highest time of all keys in the timeline. */ duration: number; constructor (name: string, timelines: Array, duration: number) { if (name == null) throw new Error("name cannot be null."); if (timelines == null) throw new Error("timelines cannot be null."); this.name = name; this.timelines = timelines; this.timelineIds = []; for (var i = 0; i < timelines.length; i++) this.timelineIds[timelines[i].getPropertyId()] = true; this.duration = duration; } hasTimeline (id: number) { return this.timelineIds[id] == true; } /** Applies all the animation's timelines to the specified skeleton. * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. * @param loop If true, the animation repeats after {@link #getDuration()}. * @param events May be null to ignore fired events. */ apply (skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { if (skeleton == null) throw new Error("skeleton cannot be null."); if (loop && this.duration != 0) { time %= this.duration; if (lastTime > 0) lastTime %= this.duration; } let timelines = this.timelines; for (let i = 0, n = timelines.length; i < n; i++) timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction); } /** @param target After the first and before the last value. * @returns index of first value greater than the target. */ static binarySearch (values: ArrayLike, target: number, step: number = 1) { let low = 0; let high = values.length / step - 2; if (high == 0) return step; let current = high >>> 1; while (true) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (low + high) >>> 1; } } static linearSearch (values: ArrayLike, target: number, step: number) { for (let i = 0, last = values.length - step; i <= last; i += step) if (values[i] > target) return i; return -1; } } /** The interface for all timelines. */ export interface Timeline { /** Applies this timeline to the skeleton. * @param skeleton The skeleton the timeline is being applied to. This provides access to the bones, slots, and other * skeleton components the timeline may change. * @param lastTime The time this timeline was last applied. Timelines such as {@link EventTimeline}} trigger only at specific * times rather than every frame. In that case, the timeline triggers everything between `lastTime` * (exclusive) and `time` (inclusive). * @param time The time within the animation. Most timelines find the key before and the key after this time so they can * interpolate between the keys. * @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if the timeline * does not fire events. * @param alpha 0 applies the current or setup value (depending on `blend`). 1 applies the timeline value. * Between 0 and 1 applies a value between the current or setup value and the timeline value. By adjusting * `alpha` over time, an animation can be mixed in or out. `alpha` can also be useful to * apply animations on top of each other (layering). * @param blend Controls how mixing is applied when `alpha` < 1. * @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions, * such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */ apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; /** Uniquely encodes both the type of this timeline and the skeleton property that it affects. */ getPropertyId (): number; } /** Controls how a timeline value is mixed with the setup pose value or current pose value when a timeline's `alpha` * < 1. * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. */ export enum MixBlend { /** Transitions from the setup value to the timeline value (the current value is not used). Before the first key, the setup * value is set. */ setup, /** Transitions from the current value to the timeline value. Before the first key, transitions from the current value to * the setup value. Timelines which perform instant transitions, such as {@link DrawOrderTimeline} or * {@link AttachmentTimeline}, use the setup value before the first key. * * `first` is intended for the first animations applied, not for animations layered on top of those. */ first, /** Transitions from the current value to the timeline value. No change is made before the first key (the current value is * kept until the first key). * * `replace` is intended for animations layered on top of others, not for the first animations applied. */ replace, /** Transitions from the current value to the current value plus the timeline value. No change is made before the first key * (the current value is kept until the first key). * * `add` is intended for animations layered on top of others, not for the first animations applied. Properties * keyed by additive animations must be set manually or by another animation before applying the additive animations, else * the property values will increase continually. */ add } /** Indicates whether a timeline's `alpha` is mixing out over time toward 0 (the setup or current pose value) or * mixing in toward 1 (the timeline's value). * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. */ export enum MixDirection { mixIn, mixOut } export enum TimelineType { rotate, translate, scale, shear, attachment, color, deform, event, drawOrder, ikConstraint, transformConstraint, pathConstraintPosition, pathConstraintSpacing, pathConstraintMix, twoColor } /** The base class for timelines that use interpolation between key frame values. */ export abstract class CurveTimeline implements Timeline { static LINEAR = 0; static STEPPED = 1; static BEZIER = 2; static BEZIER_SIZE = 10 * 2 - 1; private curves: ArrayLike; // type, x, y, ... abstract getPropertyId(): number; constructor (frameCount: number) { if (frameCount <= 0) throw new Error("frameCount must be > 0: " + frameCount); this.curves = Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE); } /** The number of key frames for this timeline. */ getFrameCount () { return this.curves.length / CurveTimeline.BEZIER_SIZE + 1; } /** Sets the specified key frame to linear interpolation. */ setLinear (frameIndex: number) { this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR; } /** Sets the specified key frame to stepped interpolation. */ setStepped (frameIndex: number) { this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED; } /** Returns the interpolation type for the specified key frame. * @returns Linear is 0, stepped is 1, Bezier is 2. */ getCurveType (frameIndex: number): number { let index = frameIndex * CurveTimeline.BEZIER_SIZE; if (index == this.curves.length) return CurveTimeline.LINEAR; let type = this.curves[index]; if (type == CurveTimeline.LINEAR) return CurveTimeline.LINEAR; if (type == CurveTimeline.STEPPED) return CurveTimeline.STEPPED; return CurveTimeline.BEZIER; } /** Sets the specified key frame to Bezier interpolation. `cx1` and `cx2` are from 0 to 1, * representing the percent of time between the two key frames. `cy1` and `cy2` are the percent of the * difference between the key frame's values. */ setCurve (frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number) { let tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03; let dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006; let ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy; let dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667; let i = frameIndex * CurveTimeline.BEZIER_SIZE; let curves = this.curves; curves[i++] = CurveTimeline.BEZIER; let x = dfx, y = dfy; for (let n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; x += dfx; y += dfy; } } /** Returns the interpolated percentage for the specified key frame and linear percentage. */ getCurvePercent (frameIndex: number, percent: number) { percent = MathUtils.clamp(percent, 0, 1); let curves = this.curves; let i = frameIndex * CurveTimeline.BEZIER_SIZE; let type = curves[i]; if (type == CurveTimeline.LINEAR) return percent; if (type == CurveTimeline.STEPPED) return 0; i++; let x = 0; for (let start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { x = curves[i]; if (x >= percent) { let prevX: number, prevY: number; if (i == start) { prevX = 0; prevY = 0; } else { prevX = curves[i - 2]; prevY = curves[i - 1]; } return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); } } let y = curves[i - 1]; return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. } abstract apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#rotation}. */ export class RotateTimeline extends CurveTimeline { static ENTRIES = 2; static PREV_TIME = -2; static PREV_ROTATION = -1; static ROTATION = 1; /** The index of the bone in {@link Skeleton#bones} that will be changed. */ boneIndex: number; /** The time in seconds and rotation in degrees for each key frame. */ frames: ArrayLike; // time, degrees, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount << 1); } getPropertyId () { return (TimelineType.rotate << 24) + this.boneIndex; } /** Sets the time and angle of the specified keyframe. */ setFrame (frameIndex: number, time: number, degrees: number) { frameIndex <<= 1; this.frames[frameIndex] = time; this.frames[frameIndex + RotateTimeline.ROTATION] = degrees; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.rotation = bone.data.rotation; return; case MixBlend.first: let r = bone.data.rotation - bone.rotation; bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; } return; } if (time >= frames[frames.length - RotateTimeline.ENTRIES]) { // Time is after last frame. let r = frames[frames.length + RotateTimeline.PREV_ROTATION]; switch (blend) { case MixBlend.setup: bone.rotation = bone.data.rotation + r * alpha; break; case MixBlend.first: case MixBlend.replace: r += bone.data.rotation - bone.rotation; r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; // Wrap within -180 and 180. case MixBlend.add: bone.rotation += r * alpha; } return; } // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES); let prevRotation = frames[frame + RotateTimeline.PREV_ROTATION]; let frameTime = frames[frame]; let percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime)); let r = frames[frame + RotateTimeline.ROTATION] - prevRotation; r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent; switch (blend) { case MixBlend.setup: bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; break; case MixBlend.first: case MixBlend.replace: r += bone.data.rotation - bone.rotation; case MixBlend.add: bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; } } } /** Changes a bone's local {@link Bone#x} and {@link Bone#y}. */ export class TranslateTimeline extends CurveTimeline { static ENTRIES = 3; static PREV_TIME = -3; static PREV_X = -2; static PREV_Y = -1; static X = 1; static Y = 2; /** The index of the bone in {@link Skeleton#bones} that will be changed. */ boneIndex: number; /** The time in seconds, x, and y values for each key frame. */ frames: ArrayLike; // time, x, y, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES); } getPropertyId () { return (TimelineType.translate << 24) + this.boneIndex; } /** Sets the time in seconds, x, and y values for the specified key frame. */ setFrame (frameIndex: number, time: number, x: number, y: number) { frameIndex *= TranslateTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + TranslateTimeline.X] = x; this.frames[frameIndex + TranslateTimeline.Y] = y; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.x = bone.data.x; bone.y = bone.data.y; return; case MixBlend.first: bone.x += (bone.data.x - bone.x) * alpha; bone.y += (bone.data.y - bone.y) * alpha; } return; } let x = 0, y = 0; if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) { // Time is after last frame. x = frames[frames.length + TranslateTimeline.PREV_X]; y = frames[frames.length + TranslateTimeline.PREV_Y]; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES); x = frames[frame + TranslateTimeline.PREV_X]; y = frames[frame + TranslateTimeline.PREV_Y]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime)); x += (frames[frame + TranslateTimeline.X] - x) * percent; y += (frames[frame + TranslateTimeline.Y] - y) * percent; } switch (blend) { case MixBlend.setup: bone.x = bone.data.x + x * alpha; bone.y = bone.data.y + y * alpha; break; case MixBlend.first: case MixBlend.replace: bone.x += (bone.data.x + x - bone.x) * alpha; bone.y += (bone.data.y + y - bone.y) * alpha; break; case MixBlend.add: bone.x += x * alpha; bone.y += y * alpha; } } } /** Changes a bone's local {@link Bone#scaleX)} and {@link Bone#scaleY}. */ export class ScaleTimeline extends TranslateTimeline { constructor (frameCount: number) { super(frameCount); } getPropertyId () { return (TimelineType.scale << 24) + this.boneIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; return; case MixBlend.first: bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; } return; } let x = 0, y = 0; if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) { // Time is after last frame. x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX; y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES); x = frames[frame + ScaleTimeline.PREV_X]; y = frames[frame + ScaleTimeline.PREV_Y]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime)); x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX; y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY; } if (alpha == 1) { if (blend == MixBlend.add) { bone.scaleX += x - bone.data.scaleX; bone.scaleY += y - bone.data.scaleY; } else { bone.scaleX = x; bone.scaleY = y; } } else { let bx = 0, by = 0; if (direction == MixDirection.mixOut) { switch (blend) { case MixBlend.setup: bx = bone.data.scaleX; by = bone.data.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = bone.scaleX; by = bone.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case MixBlend.add: bx = bone.scaleX; by = bone.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bone.data.scaleX) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - bone.data.scaleY) * alpha; } } else { switch (blend) { case MixBlend.setup: bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x); by = Math.abs(bone.data.scaleY) * MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = Math.abs(bone.scaleX) * MathUtils.signum(x); by = Math.abs(bone.scaleY) * MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; case MixBlend.add: bx = MathUtils.signum(x); by = MathUtils.signum(y); bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha; bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha; } } } } } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export class ShearTimeline extends TranslateTimeline { constructor (frameCount: number) { super(frameCount); } getPropertyId () { return (TimelineType.shear << 24) + this.boneIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; return; case MixBlend.first: bone.shearX += (bone.data.shearX - bone.shearX) * alpha; bone.shearY += (bone.data.shearY - bone.shearY) * alpha; } return; } let x = 0, y = 0; if (time >= frames[frames.length - ShearTimeline.ENTRIES]) { // Time is after last frame. x = frames[frames.length + ShearTimeline.PREV_X]; y = frames[frames.length + ShearTimeline.PREV_Y]; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES); x = frames[frame + ShearTimeline.PREV_X]; y = frames[frame + ShearTimeline.PREV_Y]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime)); x = x + (frames[frame + ShearTimeline.X] - x) * percent; y = y + (frames[frame + ShearTimeline.Y] - y) * percent; } switch (blend) { case MixBlend.setup: bone.shearX = bone.data.shearX + x * alpha; bone.shearY = bone.data.shearY + y * alpha; break; case MixBlend.first: case MixBlend.replace: bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; break; case MixBlend.add: bone.shearX += x * alpha; bone.shearY += y * alpha; } } } /** Changes a slot's {@link Slot#color}. */ export class ColorTimeline extends CurveTimeline { static ENTRIES = 5; static PREV_TIME = -5; static PREV_R = -4; static PREV_G = -3; static PREV_B = -2; static PREV_A = -1; static R = 1; static G = 2; static B = 3; static A = 4; /** The index of the slot in {@link Skeleton#slots} that will be changed. */ slotIndex: number; /** The time in seconds, red, green, blue, and alpha values for each key frame. */ frames: ArrayLike; // time, r, g, b, a, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES); } getPropertyId () { return (TimelineType.color << 24) + this.slotIndex; } /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame (frameIndex: number, time: number, r: number, g: number, b: number, a: number) { frameIndex *= ColorTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + ColorTimeline.R] = r; this.frames[frameIndex + ColorTimeline.G] = g; this.frames[frameIndex + ColorTimeline.B] = b; this.frames[frameIndex + ColorTimeline.A] = a; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: slot.color.setFromColor(slot.data.color); return; case MixBlend.first: let color = slot.color, setup = slot.data.color; color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha); } return; } let r = 0, g = 0, b = 0, a = 0; if (time >= frames[frames.length - ColorTimeline.ENTRIES]) { // Time is after last frame. let i = frames.length; r = frames[i + ColorTimeline.PREV_R]; g = frames[i + ColorTimeline.PREV_G]; b = frames[i + ColorTimeline.PREV_B]; a = frames[i + ColorTimeline.PREV_A]; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES); r = frames[frame + ColorTimeline.PREV_R]; g = frames[frame + ColorTimeline.PREV_G]; b = frames[frame + ColorTimeline.PREV_B]; a = frames[frame + ColorTimeline.PREV_A]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime)); r += (frames[frame + ColorTimeline.R] - r) * percent; g += (frames[frame + ColorTimeline.G] - g) * percent; b += (frames[frame + ColorTimeline.B] - b) * percent; a += (frames[frame + ColorTimeline.A] - a) * percent; } if (alpha == 1) slot.color.set(r, g, b, a); else { let color = slot.color; if (blend == MixBlend.setup) color.setFromColor(slot.data.color); color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); } } } /** Changes a slot's {@link Slot#color} and {@link Slot#darkColor} for two color tinting. */ export class TwoColorTimeline extends CurveTimeline { static ENTRIES = 8; static PREV_TIME = -8; static PREV_R = -7; static PREV_G = -6; static PREV_B = -5; static PREV_A = -4; static PREV_R2 = -3; static PREV_G2 = -2; static PREV_B2 = -1; static R = 1; static G = 2; static B = 3; static A = 4; static R2 = 5; static G2 = 6; static B2 = 7; /** The index of the slot in {@link Skeleton#slots()} that will be changed. The {@link Slot#darkColor()} must not be * null. */ slotIndex: number; /** The time in seconds, red, green, blue, and alpha values of the color, red, green, blue of the dark color, for each key frame. */ frames: ArrayLike; // time, r, g, b, a, r2, g2, b2, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES); } getPropertyId () { return (TimelineType.twoColor << 24) + this.slotIndex; } /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame (frameIndex: number, time: number, r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number) { frameIndex *= TwoColorTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + TwoColorTimeline.R] = r; this.frames[frameIndex + TwoColorTimeline.G] = g; this.frames[frameIndex + TwoColorTimeline.B] = b; this.frames[frameIndex + TwoColorTimeline.A] = a; this.frames[frameIndex + TwoColorTimeline.R2] = r2; this.frames[frameIndex + TwoColorTimeline.G2] = g2; this.frames[frameIndex + TwoColorTimeline.B2] = b2; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: slot.color.setFromColor(slot.data.color); slot.darkColor.setFromColor(slot.data.darkColor); return; case MixBlend.first: let light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = 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; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) { // Time is after last frame. let i = frames.length; r = frames[i + TwoColorTimeline.PREV_R]; g = frames[i + TwoColorTimeline.PREV_G]; b = frames[i + TwoColorTimeline.PREV_B]; a = frames[i + TwoColorTimeline.PREV_A]; r2 = frames[i + TwoColorTimeline.PREV_R2]; g2 = frames[i + TwoColorTimeline.PREV_G2]; b2 = frames[i + TwoColorTimeline.PREV_B2]; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES); r = frames[frame + TwoColorTimeline.PREV_R]; g = frames[frame + TwoColorTimeline.PREV_G]; b = frames[frame + TwoColorTimeline.PREV_B]; a = frames[frame + TwoColorTimeline.PREV_A]; r2 = frames[frame + TwoColorTimeline.PREV_R2]; g2 = frames[frame + TwoColorTimeline.PREV_G2]; b2 = frames[frame + TwoColorTimeline.PREV_B2]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime)); r += (frames[frame + TwoColorTimeline.R] - r) * percent; g += (frames[frame + TwoColorTimeline.G] - g) * percent; b += (frames[frame + TwoColorTimeline.B] - b) * percent; a += (frames[frame + TwoColorTimeline.A] - a) * percent; r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent; g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent; b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent; } if (alpha == 1) { slot.color.set(r, g, b, a); slot.darkColor.set(r2, g2, b2, 1); } else { let light = slot.color, dark = slot.darkColor; if (blend == MixBlend.setup) { light.setFromColor(slot.data.color); dark.setFromColor(slot.data.darkColor); } light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha); dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0); } } } /** Changes a slot's {@link Slot#attachment}. */ export class AttachmentTimeline implements Timeline { /** The index of the slot in {@link Skeleton#slots} that will be changed. */ slotIndex: number; /** The time in seconds for each key frame. */ frames: ArrayLike // time, ... /** The attachment name for each key frame. May contain null values to clear the attachment. */ attachmentNames: Array; constructor (frameCount: number) { this.frames = Utils.newFloatArray(frameCount); this.attachmentNames = new Array(frameCount); } getPropertyId () { return (TimelineType.attachment << 24) + this.slotIndex; } /** The number of key frames for this timeline. */ getFrameCount () { return this.frames.length; } /** Sets the time in seconds and the attachment name for the specified key frame. */ setFrame (frameIndex: number, time: number, attachmentName: string) { this.frames[frameIndex] = time; this.attachmentNames[frameIndex] = attachmentName; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; if (direction == MixDirection.mixOut) { if (blend == MixBlend.setup) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } let frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } let frameIndex = 0; if (time >= frames[frames.length - 1]) // Time is after last frame. frameIndex = frames.length - 1; else frameIndex = Animation.binarySearch(frames, time, 1) - 1; let attachmentName = this.attachmentNames[frameIndex]; skeleton.slots[this.slotIndex] .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); } setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string) { slot.attachment = attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName); } } let zeros : ArrayLike = null; /** Changes a slot's {@link Slot#deform} to deform a {@link VertexAttachment}. */ export class DeformTimeline extends CurveTimeline { /** The index of the slot in {@link Skeleton#getSlots()} that will be changed. */ slotIndex: number; /** The attachment that will be deformed. */ attachment: VertexAttachment; /** The time in seconds for each key frame. */ frames: ArrayLike; // time, ... /** The vertices for each key frame. */ frameVertices: Array>; constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount); this.frameVertices = new Array>(frameCount); if (zeros == null) zeros = Utils.newFloatArray(64); } getPropertyId () { return (TimelineType.deform << 27) + + this.attachment.id + this.slotIndex; } /** Sets the time in seconds and the vertices for the specified key frame. * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */ setFrame (frameIndex: number, time: number, vertices: ArrayLike) { this.frames[frameIndex] = time; this.frameVertices[frameIndex] = vertices; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let slot: Slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let slotAttachment: Attachment = slot.getAttachment(); if (!(slotAttachment instanceof VertexAttachment) || !((slotAttachment).deformAttachment == this.attachment)) return; let deformArray: Array = slot.deform; if (deformArray.length == 0) blend = MixBlend.setup; let frameVertices = this.frameVertices; let vertexCount = frameVertices[0].length; let frames = this.frames; if (time < frames[0]) { let vertexAttachment = slotAttachment; switch (blend) { case MixBlend.setup: deformArray.length = 0; return; case MixBlend.first: if (alpha == 1) { deformArray.length = 0; break; } let deform: Array = Utils.setArraySize(deformArray, vertexCount); if (vertexAttachment.bones == null) { // Unweighted vertex positions. let setupVertices = vertexAttachment.vertices; for (var i = 0; i < vertexCount; i++) deform[i] += (setupVertices[i] - deform[i]) * alpha; } else { // Weighted deform offsets. alpha = 1 - alpha; for (var i = 0; i < vertexCount; i++) deform[i] *= alpha; } } return; } let deform: Array = Utils.setArraySize(deformArray, vertexCount); if (time >= frames[frames.length - 1]) { // Time is after last frame. let lastVertices = frameVertices[frames.length - 1]; if (alpha == 1) { if (blend == MixBlend.add) { let vertexAttachment = slotAttachment as VertexAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) { deform[i] += lastVertices[i] - setupVertices[i]; } } else { // Weighted deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) deform[i] += lastVertices[i]; } } else { Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount); } } else { switch (blend) { case MixBlend.setup: { let vertexAttachment = slotAttachment as VertexAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) { let setup = setupVertices[i]; deform[i] = setup + (lastVertices[i] - setup) * alpha; } } else { // Weighted deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) deform[i] = lastVertices[i] * alpha; } break; } case MixBlend.first: case MixBlend.replace: for (let i = 0; i < vertexCount; i++) deform[i] += (lastVertices[i] - deform[i]) * alpha; break; case MixBlend.add: let vertexAttachment = slotAttachment as VertexAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) { deform[i] += (lastVertices[i] - setupVertices[i]) * alpha; } } else { // Weighted deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) deform[i] += lastVertices[i] * alpha; } } } return; } // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time); let prevVertices = frameVertices[frame - 1]; let nextVertices = frameVertices[frame]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime)); if (alpha == 1) { if (blend == MixBlend.add) { let vertexAttachment = slotAttachment as VertexAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] += prev + (nextVertices[i] - prev) * percent - setupVertices[i]; } } else { // Weighted deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] += prev + (nextVertices[i] - prev) * percent; } } } else { for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] = prev + (nextVertices[i] - prev) * percent; } } } else { switch (blend) { case MixBlend.setup: { let vertexAttachment = slotAttachment as VertexAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i], setup = setupVertices[i]; deform[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha; } } else { // Weighted deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] = (prev + (nextVertices[i] - prev) * percent) * alpha; } } break; } case MixBlend.first: case MixBlend.replace: for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] += (prev + (nextVertices[i] - prev) * percent - deform[i]) * alpha; } break; case MixBlend.add: let vertexAttachment = slotAttachment as VertexAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] += (prev + (nextVertices[i] - prev) * percent - setupVertices[i]) * alpha; } } else { // Weighted deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] += (prev + (nextVertices[i] - prev) * percent) * alpha; } } } } } } /** Fires an {@link Event} when specific animation times are reached. */ export class EventTimeline implements Timeline { /** The time in seconds for each key frame. */ frames: ArrayLike; // time, ... /** The event for each key frame. */ events: Array; constructor (frameCount: number) { this.frames = Utils.newFloatArray(frameCount); this.events = new Array(frameCount); } getPropertyId () { return TimelineType.event << 24; } /** The number of key frames for this timeline. */ getFrameCount () { return this.frames.length; } /** Sets the time in seconds and the event for the specified key frame. */ setFrame (frameIndex: number, event: Event) { this.frames[frameIndex] = event.time; this.events[frameIndex] = event; } /** Fires events for frames > `lastTime` and <= `time`. */ apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { if (firedEvents == null) return; let frames = this.frames; let frameCount = this.frames.length; if (lastTime > time) { // Fire events after last time for looped animations. this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction); lastTime = -1; } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. return; if (time < frames[0]) return; // Time is before first frame. let frame = 0; if (lastTime < frames[0]) frame = 0; else { frame = Animation.binarySearch(frames, lastTime); let frameTime = frames[frame]; while (frame > 0) { // Fire multiple events with the same frame. if (frames[frame - 1] != frameTime) break; frame--; } } for (; frame < frameCount && time >= frames[frame]; frame++) firedEvents.push(this.events[frame]); } } /** Changes a skeleton's {@link Skeleton#drawOrder}. */ export class DrawOrderTimeline implements Timeline { /** The time in seconds for each key frame. */ frames: ArrayLike; // time, ... /** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */ drawOrders: Array>; constructor (frameCount: number) { this.frames = Utils.newFloatArray(frameCount); this.drawOrders = new Array>(frameCount); } getPropertyId () { return TimelineType.drawOrder << 24; } /** The number of key frames for this timeline. */ getFrameCount () { return this.frames.length; } /** Sets the time in seconds and the draw order for the specified key frame. * @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose * draw order. */ setFrame (frameIndex: number, time: number, drawOrder: Array) { this.frames[frameIndex] = time; this.drawOrders[frameIndex] = drawOrder; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let drawOrder: Array = skeleton.drawOrder; let slots: Array = skeleton.slots; if (direction == MixDirection.mixOut) { if (blend == MixBlend.setup) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } let frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } let frame = 0; if (time >= frames[frames.length - 1]) // Time is after last frame. frame = frames.length - 1; else frame = Animation.binarySearch(frames, time) - 1; let drawOrderToSetupIndex = this.drawOrders[frame]; if (drawOrderToSetupIndex == null) Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length); else { for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++) drawOrder[i] = slots[drawOrderToSetupIndex[i]]; } } } /** Changes an IK constraint's {@link IkConstraint#mix}, {@link IkConstraint#softness}, * {@link IkConstraint#bendDirection}, {@link IkConstraint#stretch}, and {@link IkConstraint#compress}. */ export class IkConstraintTimeline extends CurveTimeline { static ENTRIES = 6; static PREV_TIME = -6; static PREV_MIX = -5; static PREV_SOFTNESS = -4; static PREV_BEND_DIRECTION = -3; static PREV_COMPRESS = -2; static PREV_STRETCH = -1; static MIX = 1; static SOFTNESS = 2; static BEND_DIRECTION = 3; static COMPRESS = 4; static STRETCH = 5; /** The index of the IK constraint slot in {@link Skeleton#ikConstraints} that will be changed. */ ikConstraintIndex: number; /** The time in seconds, mix, softness, bend direction, compress, and stretch for each key frame. */ frames: ArrayLike; // time, mix, softness, bendDirection, compress, stretch, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES); } getPropertyId () { return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex; } /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */ setFrame (frameIndex: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean) { frameIndex *= IkConstraintTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + IkConstraintTimeline.MIX] = mix; this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness; this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection; this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0; this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let constraint: IkConstraint = skeleton.ikConstraints[this.ikConstraintIndex]; if (!constraint.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.mix = constraint.data.mix; constraint.softness = constraint.data.softness; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; return; case MixBlend.first: constraint.mix += (constraint.data.mix - constraint.mix) * alpha; constraint.softness += (constraint.data.softness - constraint.softness) * alpha; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } return; } if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) { // Time is after last frame. if (blend == MixBlend.setup) { constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha; constraint.softness = constraint.data.softness + (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.data.softness) * alpha; if (direction == MixDirection.mixOut) { constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } else { constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION] constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; } } else { constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha; constraint.softness += (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.softness) * alpha; if (direction == MixDirection.mixIn) { constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; } } return; } // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES); let mix = frames[frame + IkConstraintTimeline.PREV_MIX]; let softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime)); if (blend == MixBlend.setup) { constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha; constraint.softness = constraint.data.softness + (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.data.softness) * alpha; if (direction == MixDirection.mixOut) { constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } else { constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; } } else { constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha; constraint.softness += (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.softness) * alpha; if (direction == MixDirection.mixIn) { constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; } } } } /** Changes a transform constraint's {@link TransformConstraint#rotateMix}, {@link TransformConstraint#translateMix}, * {@link TransformConstraint#scaleMix}, and {@link TransformConstraint#shearMix}. */ export class TransformConstraintTimeline extends CurveTimeline { static ENTRIES = 5; static PREV_TIME = -5; static PREV_ROTATE = -4; static PREV_TRANSLATE = -3; static PREV_SCALE = -2; static PREV_SHEAR = -1; static ROTATE = 1; static TRANSLATE = 2; static SCALE = 3; static SHEAR = 4; /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */ transformConstraintIndex: number; /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for each key frame. */ frames: ArrayLike; // time, rotate mix, translate mix, scale mix, shear mix, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES); } getPropertyId () { return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex; } /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */ setFrame (frameIndex: number, time: number, rotateMix: number, translateMix: number, scaleMix: number, shearMix: number) { frameIndex *= TransformConstraintTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix; this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix; this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix; this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let constraint: TransformConstraint = skeleton.transformConstraints[this.transformConstraintIndex]; if (!constraint.active) return; if (time < frames[0]) { let data = constraint.data; switch (blend) { case MixBlend.setup: constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; constraint.scaleMix = data.scaleMix; constraint.shearMix = data.shearMix; return; case MixBlend.first: 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; } let rotate = 0, translate = 0, scale = 0, shear = 0; if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) { // Time is after last frame. let i = frames.length; rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE]; translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE]; scale = frames[i + TransformConstraintTimeline.PREV_SCALE]; shear = frames[i + TransformConstraintTimeline.PREV_SHEAR]; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES); rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE]; translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE]; scale = frames[frame + TransformConstraintTimeline.PREV_SCALE]; shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime)); rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent; translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent; scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent; shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent; } if (blend == MixBlend.setup) { let 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 += (rotate - constraint.rotateMix) * alpha; constraint.translateMix += (translate - constraint.translateMix) * alpha; constraint.scaleMix += (scale - constraint.scaleMix) * alpha; constraint.shearMix += (shear - constraint.shearMix) * alpha; } } } /** Changes a path constraint's {@link PathConstraint#position}. */ export class PathConstraintPositionTimeline extends CurveTimeline { static ENTRIES = 2; static PREV_TIME = -2; static PREV_VALUE = -1; static VALUE = 1; /** The index of the path constraint slot in {@link Skeleton#pathConstraints} that will be changed. */ pathConstraintIndex: number; /** The time in seconds and path constraint position for each key frame. */ frames: ArrayLike; // time, position, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES); } getPropertyId () { return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex; } /** Sets the time in seconds and path constraint position for the specified key frame. */ setFrame (frameIndex: number, time: number, value: number) { frameIndex *= PathConstraintPositionTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let constraint: PathConstraint = skeleton.pathConstraints[this.pathConstraintIndex]; if (!constraint.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.position = constraint.data.position; return; case MixBlend.first: constraint.position += (constraint.data.position - constraint.position) * alpha; } return; } let position = 0; if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) // Time is after last frame. position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE]; else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES); position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime)); position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent; } if (blend == MixBlend.setup) constraint.position = constraint.data.position + (position - constraint.data.position) * alpha; else constraint.position += (position - constraint.position) * alpha; } } /** Changes a path constraint's {@link PathConstraint#spacing}. */ export class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline { constructor (frameCount: number) { super(frameCount); } getPropertyId () { return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let constraint: PathConstraint = skeleton.pathConstraints[this.pathConstraintIndex]; if (!constraint.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.spacing = constraint.data.spacing; return; case MixBlend.first: constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha; } return; } let spacing = 0; if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) // Time is after last frame. spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE]; else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES); spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime)); spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent; } if (blend == MixBlend.setup) constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha; else constraint.spacing += (spacing - constraint.spacing) * alpha; } } /** Changes a transform constraint's {@link PathConstraint#rotateMix} and * {@link TransformConstraint#translateMix}. */ export class PathConstraintMixTimeline extends CurveTimeline { static ENTRIES = 3; static PREV_TIME = -3; static PREV_ROTATE = -2; static PREV_TRANSLATE = -1; static ROTATE = 1; static TRANSLATE = 2; /** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */ pathConstraintIndex: number; /** The time in seconds, rotate mix, and translate mix for each key frame. */ frames: ArrayLike; // time, rotate mix, translate mix, ... constructor (frameCount: number) { super(frameCount); this.frames = Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES); } getPropertyId () { return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex; } /** The time in seconds, rotate mix, and translate mix for the specified key frame. */ setFrame (frameIndex: number, time: number, rotateMix: number, translateMix: number) { frameIndex *= PathConstraintMixTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix; this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; let constraint: PathConstraint = skeleton.pathConstraints[this.pathConstraintIndex]; if (!constraint.active) return; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.rotateMix = constraint.data.rotateMix; constraint.translateMix = constraint.data.translateMix; return; case MixBlend.first: constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha; constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha; } return; } let rotate = 0, translate = 0; if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) { // Time is after last frame. rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE]; translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE]; } else { // Interpolate between the previous frame and the current frame. let frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES); rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE]; translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE]; let frameTime = frames[frame]; let percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime)); rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent; translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent; } if (blend == MixBlend.setup) { constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha; constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha; } else { constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; constraint.translateMix += (translate - constraint.translateMix) * alpha; } } } }