/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ import { VertexAttachment, Attachment } from "./attachments/Attachment.js"; import { PathConstraint } from "./PathConstraint.js"; import { Skeleton } from "./Skeleton.js"; import { Slot } from "./Slot.js"; import { StringSet, Utils, MathUtils, NumberArrayLike } from "./Utils.js"; import { Event } from "./Event.js"; import { HasTextureRegion } from "./attachments/HasTextureRegion.js"; import { SequenceMode, SequenceModeValues } from "./attachments/Sequence.js"; import { PhysicsConstraint } from "./PhysicsConstraint.js"; import { PhysicsConstraintData } from "./PhysicsConstraintData.js"; import { Inherit } from "./BoneData.js"; import { BoneLocal } from "./BoneLocal.js"; import { SlotPose } from "./SlotPose.js"; import { PhysicsConstraintPose } from "./PhysicsConstraintPose.js"; /** 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. */ readonly name: string; /** If the returned array or the timelines it contains are modified, {@link setTimelines()} must be called. */ timelines: Array = []; readonly timelineIds: StringSet; readonly bones: Array; /** The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is * used to know when it has completed and when it should loop back to the start. */ duration: number; constructor (name: string, timelines: Array, duration: number) { if (!name) throw new Error("name cannot be null."); this.name = name; this.duration = duration; this.timelineIds = new StringSet(); this.bones = new Array(); this.setTimelines(timelines); } setTimelines (timelines: Array) { if (!timelines) throw new Error("timelines cannot be null."); this.timelines = timelines; const n = timelines.length; this.timelineIds.clear(); this.bones.length = 0; const boneSet = new Set(); const items = timelines; for (let i = 0; i < n; i++) { const timeline = items[i]; this.timelineIds.addAll(timeline.getPropertyIds()); if (isBoneTimeline(timeline) && boneSet.add(timeline.boneIndex)) this.bones.push(timeline.boneIndex); } } hasTimeline (ids: string[]): boolean { for (let i = 0; i < ids.length; i++) if (this.timelineIds.contains(ids[i])) return true; return false; } /** Applies the animation's timelines to the specified skeleton. * * See Timeline {@link Timeline.apply}. * @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton * components the timelines may change. * @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather * than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered. * @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after * this time and interpolate between the frame values. If beyond the {@link duration} and loop is * true then the animation will repeat, else the last frame will be applied. * @param loop If true, the animation repeats after the {@link duration}. * @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines * fire events. * @param alpha 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between * 0 and 1 applies values between the current or setup values and the timeline values. 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 timelines are mixing in or out. Used by timelines which perform instant transitions, * such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. * @param appliedPose True to to modify the applied pose. */ apply (skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array | null, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { if (!skeleton) 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, appliedPose); } } /** 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}. */ export enum MixBlend { /** Transitions between the setup and timeline values (the current value is not used). Before the first frame, the setup * value is used. *

* setup is intended to transition to or from the setup pose, not for animations layered on top of others. */ setup, /** Transitions between the current and timeline values. Before the first frame, transitions between the current and setup * values. Timelines which perform instant transitions, such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}, use * the setup value before the first frame. *

* first is intended for the first animations applied, not for animations layered on top of others. */ first, /** Transitions between the current and timeline values. No change is made before the first frame. *

* replace is intended for animations layered on top of others, not for the first animations applied. */ replace, /** Transitions between the current value and the current plus timeline values. No change is made before the first frame. *

* add is intended for animations layered on top of others, not for the first animations applied. *

* Properties set by additive animations must be set manually or by another animation before applying the additive * animations, else the property values will increase each time the additive animations are applied. */ 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}. */ export enum MixDirection { in, out } export enum Property { rotate, x, y, scaleX, scaleY, shearX, shearY, inherit, rgb, alpha, rgb2, attachment, deform, event, drawOrder, ikConstraint, transformConstraint, pathConstraintPosition, pathConstraintSpacing, pathConstraintMix, physicsConstraintInertia, physicsConstraintStrength, physicsConstraintDamping, physicsConstraintMass, physicsConstraintWind, physicsConstraintGravity, physicsConstraintMix, physicsConstraintReset, sequence, sliderTime, sliderMix, } /** The interface for all timelines. */ export abstract class Timeline { propertyIds: string[]; frames: NumberArrayLike; constructor (frameCount: number, ...propertyIds: string[]) { this.propertyIds = propertyIds; this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries()); } getPropertyIds () { return this.propertyIds; } getFrameEntries (): number { return 1; } getFrameCount () { return this.frames.length / this.getFrameEntries(); } getDuration (): number { return this.frames[this.frames.length - this.getFrameEntries()]; } /** Applies this timeline to the skeleton. * @param skeleton The skeleton to which the timeline is being applied. This provides access to the bones, slots, and other * skeleton components that the timeline may change. * @param lastTime The last time in seconds this timeline was 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). Pass -1 the first time an animation is * applied to ensure frame 0 is triggered. * @param time The time in seconds that the skeleton is being posed for. Most timelines find the frame before and the frame * after this time and interpolate between the frame values. If beyond the last frame, the last frame will be * applied. * @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}, and others such as {@link ScaleTimeline}. * @param appliedPose True to to modify the applied pose. */ abstract apply (skeleton: Skeleton, lastTime: number, time: number, events: Array | null, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean): void; /** Linear search using the specified stride (default 1). * @param time Must be >= the first value in frames. * @return The index of the first value <= time. */ static search (frames: NumberArrayLike, time: number, step = 1) { let n = frames.length; for (let i = step; i < n; i += step) if (frames[i] > time) return i - step; return n - step; } } /** An interface for timelines which change the property of a slot. */ export interface SlotTimeline { /** The index of the slot in {@link Skeleton.slots} that will be changed when this timeline is applied. */ slotIndex: number; } export function isSlotTimeline (obj: any): obj is SlotTimeline { return typeof obj === 'object' && obj !== null && typeof obj.slotIndex === 'number'; } /** The base class for timelines that interpolate between frame values using stepped, linear, or a Bezier curve. */ export abstract class CurveTimeline extends Timeline { protected curves: NumberArrayLike; // type, x, y, ... constructor (frameCount: number, bezierCount: number, ...propertyIds: string[]) { super(frameCount, ...propertyIds); this.curves = Utils.newFloatArray(frameCount + bezierCount * 18/*BEZIER_SIZE*/); this.curves[frameCount - 1] = 1/*STEPPED*/; } /** Sets the specified key frame to linear interpolation. */ setLinear (frame: number) { this.curves[frame] = 0/*LINEAR*/; } /** Sets the specified key frame to stepped interpolation. */ setStepped (frame: number) { this.curves[frame] = 1/*STEPPED*/; } /** Shrinks the storage for Bezier curves, for use when bezierCount (specified in the constructor) was larger * than the actual number of Bezier curves. */ shrink (bezierCount: number) { let size = this.getFrameCount() + bezierCount * 18/*BEZIER_SIZE*/; if (this.curves.length > size) { let newCurves = Utils.newFloatArray(size); Utils.arrayCopy(this.curves, 0, newCurves, 0, size); this.curves = newCurves; } } /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than * one curve per frame. * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified * in the constructor), inclusive. * @param frame Between 0 and frameCount - 1, inclusive. * @param value The index of the value for this frame that this curve is used for. * @param time1 The time for the first key. * @param value1 The value for the first key. * @param cx1 The time for the first Bezier handle. * @param cy1 The value for the first Bezier handle. * @param cx2 The time of the second Bezier handle. * @param cy2 The value for the second Bezier handle. * @param time2 The time for the second key. * @param value2 The value for the second key. */ setBezier (bezier: number, frame: number, value: number, time1: number, value1: number, cx1: number, cy1: number, cx2: number, cy2: number, time2: number, value2: number) { let curves = this.curves; let i = this.getFrameCount() + bezier * 18/*BEZIER_SIZE*/; if (value == 0) curves[frame] = 2/*BEZIER*/ + i; let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03; let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 0.006, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 0.006; let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy; let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667; let x = time1 + dx, y = value1 + dy; for (let n = i + 18/*BEZIER_SIZE*/; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dx += ddx; dy += ddy; ddx += dddx; ddy += dddy; x += dx; y += dy; } } /** Returns the Bezier interpolated value for the specified time. * @param frameIndex The index into {@link #getFrames()} for the values of the frame before time. * @param valueOffset The offset from frameIndex to the value this curve is used for. * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */ getBezierValue (time: number, frameIndex: number, valueOffset: number, i: number) { let curves = this.curves; if (curves[i] > time) { let x = this.frames[frameIndex], y = this.frames[frameIndex + valueOffset]; return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y); } let n = i + 18/*BEZIER_SIZE*/; for (i += 2; i < n; i += 2) { if (curves[i] >= time) { let x = curves[i - 2], y = curves[i - 1]; return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y); } } frameIndex += this.getFrameEntries(); let x = curves[n - 2], y = curves[n - 1]; return y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y); } } export abstract class CurveTimeline1 extends CurveTimeline { constructor (frameCount: number, bezierCount: number, propertyId: string) { super(frameCount, bezierCount, propertyId); } getFrameEntries () { return 2/*ENTRIES*/; } /** Sets the time and value for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame (frame: number, time: number, value: number) { frame <<= 1; this.frames[frame] = time; this.frames[frame + 1/*VALUE*/] = value; } /** Returns the interpolated value for the specified time. */ getCurveValue (time: number) { let frames = this.frames; let i = frames.length - 2; for (let ii = 2; ii <= i; ii += 2) { if (frames[ii] > time) { i = ii - 2; break; } } let curveType = this.curves[i >> 1]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i], value = frames[i + 1/*VALUE*/]; return value + (time - before) / (frames[i + 2/*ENTRIES*/] - before) * (frames[i + 2/*ENTRIES*/ + 1/*VALUE*/] - value); case 1/*STEPPED*/: return frames[i + 1/*VALUE*/]; } return this.getBezierValue(time, i, 1/*VALUE*/, curveType - 2/*BEZIER*/); } getRelativeValue (time: number, alpha: number, blend: MixBlend, current: number, setup: number) { if (time < this.frames[0]) { switch (blend) { case MixBlend.setup: return setup; case MixBlend.first: return current + (setup - current) * alpha; } return current; } let value = this.getCurveValue(time); switch (blend) { case MixBlend.setup: return setup + value * alpha; case MixBlend.first: case MixBlend.replace: return current + (value + setup - current) * alpha; case MixBlend.add: return current + value * alpha;; } } getAbsoluteValue (time: number, alpha: number, blend: MixBlend, current: number, setup: number, value?: number) { if (value === undefined) return this.getAbsoluteValue1(time, alpha, blend, current, setup); else return this.getAbsoluteValue2(time, alpha, blend, current, setup, value); } private getAbsoluteValue1 (time: number, alpha: number, blend: MixBlend, current: number, setup: number) { if (time < this.frames[0]) { switch (blend) { case MixBlend.setup: return setup; case MixBlend.first: return current + (setup - current) * alpha; default: return current; } } let value = this.getCurveValue(time); switch (blend) { case MixBlend.setup: return setup + (value - setup) * alpha; case MixBlend.first: case MixBlend.replace: return current + (value - current) * alpha; case MixBlend.add: return current + value * alpha; } } private getAbsoluteValue2 (time: number, alpha: number, blend: MixBlend, current: number, setup: number, value: number) { if (time < this.frames[0]) { switch (blend) { case MixBlend.setup: return setup; case MixBlend.first: return current + (setup - current) * alpha; default: return current; } } switch (blend) { case MixBlend.setup: return setup + (value - setup) * alpha; case MixBlend.first: case MixBlend.replace: return current + (value - current) * alpha; case MixBlend.add: return current + value * alpha; } } getScaleValue (time: number, alpha: number, blend: MixBlend, direction: MixDirection, current: number, setup: number) { const frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: return setup; case MixBlend.first: return current + (setup - current) * alpha; default: return current; } } let value = this.getCurveValue(time) * setup; if (alpha === 1) return blend === MixBlend.add ? current + value - setup : value; // Mixing out uses sign of setup or current pose, else use sign of key. if (direction == MixDirection.out) { switch (blend) { case MixBlend.setup: return setup + (Math.abs(value) * MathUtils.signum(setup) - setup) * alpha; case MixBlend.first: case MixBlend.replace: return current + (Math.abs(value) * MathUtils.signum(current) - current) * alpha; } } else { let s = 0; switch (blend) { case MixBlend.setup: s = Math.abs(setup) * MathUtils.signum(value); return s + (value - s) * alpha; case MixBlend.first: case MixBlend.replace: s = Math.abs(current) * MathUtils.signum(value); return s + (value - s) * alpha; } } return current + (value - setup) * alpha; } } /** The base class for a {@link CurveTimeline} that is a {@link BoneTimeline} and sets two properties. */ export abstract class BoneTimeline2 extends CurveTimeline implements BoneTimeline { readonly boneIndex; /** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}. * @param propertyIds Unique identifiers for the properties the timeline modifies. */ constructor (frameCount: number, bezierCount: number, boneIndex: number, property1: Property, property2: Property) { super(frameCount, bezierCount, property1 + "|" + boneIndex, property2 + "|" + boneIndex); this.boneIndex = boneIndex; } getFrameEntries () { return 3/*ENTRIES*/; } /** Sets the time and values for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame (frame: number, time: number, value1: number, value2: number) { frame *= 3/*ENTRIES*/; this.frames[frame] = time; this.frames[frame + 1/*VALUE1*/] = value1; this.frames[frame + 2/*VALUE2*/] = value2; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array | null, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean): void { let bone = skeleton.bones[this.boneIndex]; if (bone.active) this.apply1(appliedPose ? bone.applied : bone.pose, bone.data.setup, time, alpha, blend, direction); } protected abstract apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection): void; } export interface BoneTimeline { /** The index of the bone in {@link Skeleton.bones} that will be changed when this timeline is applied. */ boneIndex: number; } export function isBoneTimeline (obj: any): obj is BoneTimeline { return typeof obj === 'object' && obj !== null && typeof obj.boneIndex === 'number'; } export abstract class BoneTimeline1 extends CurveTimeline1 implements BoneTimeline { readonly boneIndex: number; constructor (frameCount: number, bezierCount: number, boneIndex: number, property: Property) { super(frameCount, bezierCount, property + "|" + boneIndex); this.boneIndex = boneIndex; } public apply (skeleton: Skeleton, lastTime: number, time: number, events: Array | null, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const bone = skeleton.bones[this.boneIndex]; if (bone.active) this.apply1(appliedPose ? bone.applied : bone.pose, bone.data.setup, time, alpha, blend, direction); } protected abstract apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#rotation}. */ export class RotateTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.rotate); } apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.rotation = this.getRelativeValue(time, alpha, blend, pose.rotation, setup.rotation); } } /** Changes a bone's local {@link BoneLocal.x} and {@link BoneLocal.y}. */ export class TranslateTimeline extends BoneTimeline2 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.x, Property.y); } apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: pose.x = setup.x; pose.y = setup.y; return; case MixBlend.first: pose.x += (setup.x - pose.x) * alpha; pose.y += (setup.y - pose.y) * alpha; } return; } let x = 0, y = 0; let i = Timeline.search(frames, time, 3/*ENTRIES*/); let curveType = this.curves[i / 3/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; x = frames[i + 1/*VALUE1*/]; y = frames[i + 2/*VALUE2*/]; let t = (time - before) / (frames[i + 3/*ENTRIES*/] - before); x += (frames[i + 3/*ENTRIES*/ + 1/*VALUE1*/] - x) * t; y += (frames[i + 3/*ENTRIES*/ + 2/*VALUE2*/] - y) * t; break; case 1/*STEPPED*/: x = frames[i + 1/*VALUE1*/]; y = frames[i + 2/*VALUE2*/]; break; default: x = this.getBezierValue(time, i, 1/*VALUE1*/, curveType - 2/*BEZIER*/); y = this.getBezierValue(time, i, 2/*VALUE2*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); } switch (blend) { case MixBlend.setup: pose.x = setup.x + x * alpha; pose.y = setup.y + y * alpha; break; case MixBlend.first: case MixBlend.replace: pose.x += (setup.x + x - pose.x) * alpha; pose.y += (setup.y + y - pose.y) * alpha; break; case MixBlend.add: pose.x += x * alpha; pose.y += y * alpha; } } } /** Changes a bone's local {@link BoneLocal.x}. */ export class TranslateXTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.x); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.x = this.getRelativeValue(time, alpha, blend, pose.x, setup.x); } } /** Changes a bone's local {@link BoneLocal.y}. */ export class TranslateYTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.y); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.y = this.getRelativeValue(time, alpha, blend, pose.y, setup.y); } } /** Changes a bone's local {@link BoneLocal.scaleX} and {@link BoneLocal.scaleY}. */ export class ScaleTimeline extends BoneTimeline2 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.scaleX, Property.scaleY); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: pose.scaleX = setup.scaleX; pose.scaleY = setup.scaleY; return; case MixBlend.first: pose.scaleX += (setup.scaleX - pose.scaleX) * alpha; pose.scaleY += (setup.scaleY - pose.scaleY) * alpha; } return; } let x, y; let i = Timeline.search(frames, time, 3/*ENTRIES*/); let curveType = this.curves[i / 3/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; x = frames[i + 1/*VALUE1*/]; y = frames[i + 2/*VALUE2*/]; let t = (time - before) / (frames[i + 3/*ENTRIES*/] - before); x += (frames[i + 3/*ENTRIES*/ + 1/*VALUE1*/] - x) * t; y += (frames[i + 3/*ENTRIES*/ + 2/*VALUE2*/] - y) * t; break; case 1/*STEPPED*/: x = frames[i + 1/*VALUE1*/]; y = frames[i + 2/*VALUE2*/]; break; default: x = this.getBezierValue(time, i, 1/*VALUE1*/, curveType - 2/*BEZIER*/); y = this.getBezierValue(time, i, 2/*VALUE2*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); } x *= setup.scaleX; y *= setup.scaleY; if (alpha == 1) { if (blend == MixBlend.add) { pose.scaleX += x - setup.scaleX; pose.scaleY += y - setup.scaleY; } else { pose.scaleX = x; pose.scaleY = y; } } else { let bx = 0, by = 0; if (direction == MixDirection.out) { switch (blend) { case MixBlend.setup: bx = setup.scaleX; by = setup.scaleY; pose.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; pose.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = pose.scaleX; by = pose.scaleY; pose.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; pose.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case MixBlend.add: pose.scaleX += (x - setup.scaleX) * alpha; pose.scaleY += (y - setup.scaleY) * alpha; } } else { switch (blend) { case MixBlend.setup: bx = Math.abs(setup.scaleX) * MathUtils.signum(x); by = Math.abs(setup.scaleY) * MathUtils.signum(y); pose.scaleX = bx + (x - bx) * alpha; pose.scaleY = by + (y - by) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = Math.abs(pose.scaleX) * MathUtils.signum(x); by = Math.abs(pose.scaleY) * MathUtils.signum(y); pose.scaleX = bx + (x - bx) * alpha; pose.scaleY = by + (y - by) * alpha; break; case MixBlend.add: pose.scaleX += (x - setup.scaleX) * alpha; pose.scaleY += (y - setup.scaleY) * alpha; } } } } } /** Changes a bone's local {@link BoneLocal.scaleX}. */ export class ScaleXTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.scaleX); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.scaleX = this.getScaleValue(time, alpha, blend, direction, pose.scaleX, setup.scaleX); } } /** Changes a bone's local {@link BoneLocal.scaleY}. */ export class ScaleYTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.scaleY); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.scaleY = this.getScaleValue(time, alpha, blend, direction, pose.scaleY, setup.scaleY); } } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export class ShearTimeline extends BoneTimeline2 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.shearX, Property.shearY); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { let frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: pose.shearX = setup.shearX; pose.shearY = setup.shearY; return; case MixBlend.first: pose.shearX += (setup.shearX - pose.shearX) * alpha; pose.shearY += (setup.shearY - pose.shearY) * alpha; } return; } let x = 0, y = 0; let i = Timeline.search(frames, time, 3/*ENTRIES*/); let curveType = this.curves[i / 3/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; x = frames[i + 1/*VALUE1*/]; y = frames[i + 2/*VALUE2*/]; let t = (time - before) / (frames[i + 3/*ENTRIES*/] - before); x += (frames[i + 3/*ENTRIES*/ + 1/*VALUE1*/] - x) * t; y += (frames[i + 3/*ENTRIES*/ + 2/*VALUE2*/] - y) * t; break; case 1/*STEPPED*/: x = frames[i + 1/*VALUE1*/]; y = frames[i + 2/*VALUE2*/]; break; default: x = this.getBezierValue(time, i, 1/*VALUE1*/, curveType - 2/*BEZIER*/); y = this.getBezierValue(time, i, 2/*VALUE2*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); } switch (blend) { case MixBlend.setup: pose.shearX = setup.shearX + x * alpha; pose.shearY = setup.shearY + y * alpha; break; case MixBlend.first: case MixBlend.replace: pose.shearX += (setup.shearX + x - pose.shearX) * alpha; pose.shearY += (setup.shearY + y - pose.shearY) * alpha; break; case MixBlend.add: pose.shearX += x * alpha; pose.shearY += y * alpha; } } } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export class ShearXTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.shearX); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.shearX = this.getRelativeValue(time, alpha, blend, pose.shearX, setup.shearX); } } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export class ShearYTimeline extends BoneTimeline1 { constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, boneIndex, Property.shearY); } protected apply1 (pose: BoneLocal, setup: BoneLocal, time: number, alpha: number, blend: MixBlend, direction: MixDirection) { pose.shearY = this.getRelativeValue(time, alpha, blend, pose.shearY, setup.shearY); } } /** Changes a bone's {@link BoneLocal.inherit}. */ export class InheritTimeline extends Timeline implements BoneTimeline { readonly boneIndex: number; constructor (frameCount: number, boneIndex: number) { super(frameCount, Property.inherit + "|" + boneIndex); this.boneIndex = boneIndex; } public getFrameEntries () { return 2/*ENTRIES*/; } /** Sets the inherit transform mode for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ public setFrame (frame: number, time: number, inherit: Inherit) { frame *= 2/*ENTRIES*/; this.frames[frame] = time; this.frames[frame + 1/*INHERIT*/] = inherit; } public apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; const pose = appliedPose ? bone.applied : bone.pose; if (direction === MixDirection.out) { if (blend === MixBlend.setup) pose.inherit = bone.data.setup.inherit; return; } let frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) pose.inherit = bone.data.setup.inherit; } else pose.inherit = this.frames[Timeline.search(frames, time, 2/*ENTRIES*/) + 1/*INHERIT*/]; } } export abstract class SlotCurveTimeline extends CurveTimeline implements SlotTimeline { readonly slotIndex: number; constructor (frameCount: number, bezierCount: number, slotIndex: number, ...propertyIds: string[]) { super(frameCount, bezierCount, ...propertyIds); this.slotIndex = slotIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const slot = skeleton.slots[this.slotIndex]; if (slot.bone.active) this.apply1(slot, appliedPose ? slot.applied : slot.pose, time, alpha, blend); } protected abstract apply1 (slot: Slot, pose: SlotPose, time: number, alpha: number, blend: MixBlend): void; } /** Changes a slot's {@link SlotPose.color}. */ export class RGBATimeline extends SlotCurveTimeline { constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, slotIndex, // Property.rgb + "|" + slotIndex, // Property.alpha + "|" + slotIndex); } getFrameEntries () { return 5/*ENTRIES*/; } /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame (frame: number, time: number, r: number, g: number, b: number, a: number) { frame *= 5/*ENTRIES*/; this.frames[frame] = time; this.frames[frame + 1/*R*/] = r; this.frames[frame + 2/*G*/] = g; this.frames[frame + 3/*B*/] = b; this.frames[frame + 4/*A*/] = a; } protected apply1 (slot: Slot, pose: SlotPose, time: number, alpha: number, blend: MixBlend) { let frames = this.frames; let color = pose.color; if (time < frames[0]) { let setup = slot.data.setup.color; switch (blend) { case MixBlend.setup: color.setFromColor(setup); break; case MixBlend.first: color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha); break; } return; } let r = 0, g = 0, b = 0, a = 0; let i = Timeline.search(frames, time, 5/*ENTRIES*/); let curveType = this.curves[i / 5/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; a = frames[i + 4/*A*/]; let t = (time - before) / (frames[i + 5/*ENTRIES*/] - before); r += (frames[i + 5/*ENTRIES*/ + 1/*R*/] - r) * t; g += (frames[i + 5/*ENTRIES*/ + 2/*G*/] - g) * t; b += (frames[i + 5/*ENTRIES*/ + 3/*B*/] - b) * t; a += (frames[i + 5/*ENTRIES*/ + 4/*A*/] - a) * t; break; case 1/*STEPPED*/: r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; a = frames[i + 4/*A*/]; break; default: r = this.getBezierValue(time, i, 1/*R*/, curveType - 2/*BEZIER*/); g = this.getBezierValue(time, i, 2/*G*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); b = this.getBezierValue(time, i, 3/*B*/, curveType + 18/*BEZIER_SIZE*/ * 2 - 2/*BEZIER*/); a = this.getBezierValue(time, i, 4/*A*/, curveType + 18/*BEZIER_SIZE*/ * 3 - 2/*BEZIER*/); } if (alpha == 1) color.set(r, g, b, a); else { if (blend == MixBlend.setup) color.setFromColor(slot.data.setup.color); color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); } } } /** Changes the RGB for a slot's {@link SlotPose.color}. */ export class RGBTimeline extends SlotCurveTimeline { constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, slotIndex, Property.rgb + "|" + slotIndex); } getFrameEntries () { return 4/*ENTRIES*/; } /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame (frame: number, time: number, r: number, g: number, b: number) { frame <<= 2; this.frames[frame] = time; this.frames[frame + 1/*R*/] = r; this.frames[frame + 2/*G*/] = g; this.frames[frame + 3/*B*/] = b; } protected apply1 (slot: Slot, pose: SlotPose, time: number, alpha: number, blend: MixBlend) { let frames = this.frames; let color = pose.color; if (time < frames[0]) { let setup = slot.data.setup.color; switch (blend) { case MixBlend.setup: color.r = setup.r; color.g = setup.g; color.b = setup.b; return; case MixBlend.first: color.r += (setup.r - color.r) * alpha; color.g += (setup.g - color.g) * alpha; color.b += (setup.b - color.b) * alpha; } return; } let r = 0, g = 0, b = 0; let i = Timeline.search(frames, time, 4/*ENTRIES*/); let curveType = this.curves[i >> 2]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; let t = (time - before) / (frames[i + 4/*ENTRIES*/] - before); r += (frames[i + 4/*ENTRIES*/ + 1/*R*/] - r) * t; g += (frames[i + 4/*ENTRIES*/ + 2/*G*/] - g) * t; b += (frames[i + 4/*ENTRIES*/ + 3/*B*/] - b) * t; break; case 1/*STEPPED*/: r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; break; default: r = this.getBezierValue(time, i, 1/*R*/, curveType - 2/*BEZIER*/); g = this.getBezierValue(time, i, 2/*G*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); b = this.getBezierValue(time, i, 3/*B*/, curveType + 18/*BEZIER_SIZE*/ * 2 - 2/*BEZIER*/); } if (alpha == 1) { color.r = r; color.g = g; color.b = b; } else { if (blend == MixBlend.setup) { let setup = slot.data.setup.color; color.r = setup.r; color.g = setup.g; color.b = setup.b; } color.r += (r - color.r) * alpha; color.g += (g - color.g) * alpha; color.b += (b - color.b) * alpha; } } } /** Changes the alpha for a slot's {@link SlotPose.color}. */ export class AlphaTimeline extends CurveTimeline1 implements SlotTimeline { slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, Property.alpha + "|" + slotIndex); this.slotIndex = slotIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; const color = (appliedPose ? slot.applied : slot.pose).color; const frames = this.frames; if (time < this.frames[0]) { let setup = slot.data.setup.color; switch (blend) { case MixBlend.setup: color.a = setup.a; break; case MixBlend.first: color.a += (setup.a - color.a) * alpha; break; } return; } let a = this.getCurveValue(time); if (alpha == 1) color.a = a; else { if (blend == MixBlend.setup) color.a = slot.data.setup.color.a; color.a += (a - color.a) * alpha; } } } /** Changes a slot's {@link SlotPose.color} and {@link SlotPose.darkColor} for two color tinting. */ export class RGBA2Timeline extends SlotCurveTimeline { constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, slotIndex, // Property.rgb + "|" + slotIndex, // Property.alpha + "|" + slotIndex, // Property.rgb2 + "|" + slotIndex); } getFrameEntries () { return 8/*ENTRIES*/; } /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame (frame: number, time: number, r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number) { frame <<= 3; this.frames[frame] = time; this.frames[frame + 1/*R*/] = r; this.frames[frame + 2/*G*/] = g; this.frames[frame + 3/*B*/] = b; this.frames[frame + 4/*A*/] = a; this.frames[frame + 5/*R2*/] = r2; this.frames[frame + 6/*G2*/] = g2; this.frames[frame + 7/*B2*/] = b2; } protected apply1 (slot: Slot, pose: SlotPose, time: number, alpha: number, blend: MixBlend) { const frames = this.frames; const light = pose.color, dark = pose.darkColor!; if (time < frames[0]) { const setup = slot.data.setup; const setupLight = setup.color, setupDark = setup.darkColor!; switch (blend) { case MixBlend.setup: light.setFromColor(setupLight); dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; return; case MixBlend.first: light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha); dark.r += (setupDark.r - dark.r) * alpha; dark.g += (setupDark.g - dark.g) * alpha; dark.b += (setupDark.b - dark.b) * alpha; } return; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; let i = Timeline.search(frames, time, 8/*ENTRIES*/); let curveType = this.curves[i >> 3]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; a = frames[i + 4/*A*/]; r2 = frames[i + 5/*R2*/]; g2 = frames[i + 6/*G2*/]; b2 = frames[i + 7/*B2*/]; let t = (time - before) / (frames[i + 8/*ENTRIES*/] - before); r += (frames[i + 8/*ENTRIES*/ + 1/*R*/] - r) * t; g += (frames[i + 8/*ENTRIES*/ + 2/*G*/] - g) * t; b += (frames[i + 8/*ENTRIES*/ + 3/*B*/] - b) * t; a += (frames[i + 8/*ENTRIES*/ + 4/*A*/] - a) * t; r2 += (frames[i + 8/*ENTRIES*/ + 5/*R2*/] - r2) * t; g2 += (frames[i + 8/*ENTRIES*/ + 6/*G2*/] - g2) * t; b2 += (frames[i + 8/*ENTRIES*/ + 7/*B2*/] - b2) * t; break; case 1/*STEPPED*/: r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; a = frames[i + 4/*A*/]; r2 = frames[i + 5/*R2*/]; g2 = frames[i + 6/*G2*/]; b2 = frames[i + 7/*B2*/]; break; default: r = this.getBezierValue(time, i, 1/*R*/, curveType - 2/*BEZIER*/); g = this.getBezierValue(time, i, 2/*G*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); b = this.getBezierValue(time, i, 3/*B*/, curveType + 18/*BEZIER_SIZE*/ * 2 - 2/*BEZIER*/); a = this.getBezierValue(time, i, 4/*A*/, curveType + 18/*BEZIER_SIZE*/ * 3 - 2/*BEZIER*/); r2 = this.getBezierValue(time, i, 5/*R2*/, curveType + 18/*BEZIER_SIZE*/ * 4 - 2/*BEZIER*/); g2 = this.getBezierValue(time, i, 6/*G2*/, curveType + 18/*BEZIER_SIZE*/ * 5 - 2/*BEZIER*/); b2 = this.getBezierValue(time, i, 7/*B2*/, curveType + 18/*BEZIER_SIZE*/ * 6 - 2/*BEZIER*/); } if (alpha == 1) { light.set(r, g, b, a); dark.r = r2; dark.g = g2; dark.b = b2; } else { if (blend == MixBlend.setup) { const setup = slot.data.setup; light.setFromColor(setup.color); let setupDark = setup.darkColor!; dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; } light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha); dark.r += (r2 - dark.r) * alpha; dark.g += (g2 - dark.g) * alpha; dark.b += (b2 - dark.b) * alpha; } } } /** Changes a slot's {@link SlotPose.color} and {@link SlotPose.darkColor} for two color tinting. */ export class RGB2Timeline extends SlotCurveTimeline { constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, slotIndex, // Property.rgb + "|" + slotIndex, // Property.rgb2 + "|" + slotIndex); } getFrameEntries () { return 7/*ENTRIES*/; } /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame (frame: number, time: number, r: number, g: number, b: number, r2: number, g2: number, b2: number) { frame *= 7/*ENTRIES*/; this.frames[frame] = time; this.frames[frame + 1/*R*/] = r; this.frames[frame + 2/*G*/] = g; this.frames[frame + 3/*B*/] = b; this.frames[frame + 4/*R2*/] = r2; this.frames[frame + 5/*G2*/] = g2; this.frames[frame + 6/*B2*/] = b2; } protected apply1 (slot: Slot, pose: SlotPose, time: number, alpha: number, blend: MixBlend) { const frames = this.frames; const light = pose.color, dark = pose.darkColor!; if (time < frames[0]) { const setup = slot.data.setup; const setupLight = setup.color, setupDark = setup.darkColor!; switch (blend) { case MixBlend.setup: light.r = setupLight.r; light.g = setupLight.g; light.b = setupLight.b; dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; return; case MixBlend.first: light.r += (setupLight.r - light.r) * alpha; light.g += (setupLight.g - light.g) * alpha; light.b += (setupLight.b - light.b) * alpha; dark.r += (setupDark.r - dark.r) * alpha; dark.g += (setupDark.g - dark.g) * alpha; dark.b += (setupDark.b - dark.b) * alpha; } return; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; let i = Timeline.search(frames, time, 7/*ENTRIES*/); let curveType = this.curves[i / 7/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; r2 = frames[i + 4/*R2*/]; g2 = frames[i + 5/*G2*/]; b2 = frames[i + 6/*B2*/]; let t = (time - before) / (frames[i + 7/*ENTRIES*/] - before); r += (frames[i + 7/*ENTRIES*/ + 1/*R*/] - r) * t; g += (frames[i + 7/*ENTRIES*/ + 2/*G*/] - g) * t; b += (frames[i + 7/*ENTRIES*/ + 3/*B*/] - b) * t; r2 += (frames[i + 7/*ENTRIES*/ + 4/*R2*/] - r2) * t; g2 += (frames[i + 7/*ENTRIES*/ + 5/*G2*/] - g2) * t; b2 += (frames[i + 7/*ENTRIES*/ + 6/*B2*/] - b2) * t; break; case 1/*STEPPED*/: r = frames[i + 1/*R*/]; g = frames[i + 2/*G*/]; b = frames[i + 3/*B*/]; r2 = frames[i + 4/*R2*/]; g2 = frames[i + 5/*G2*/]; b2 = frames[i + 6/*B2*/]; break; default: r = this.getBezierValue(time, i, 1/*R*/, curveType - 2/*BEZIER*/); g = this.getBezierValue(time, i, 2/*G*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); b = this.getBezierValue(time, i, 3/*B*/, curveType + 18/*BEZIER_SIZE*/ * 2 - 2/*BEZIER*/); r2 = this.getBezierValue(time, i, 4/*R2*/, curveType + 18/*BEZIER_SIZE*/ * 3 - 2/*BEZIER*/); g2 = this.getBezierValue(time, i, 5/*G2*/, curveType + 18/*BEZIER_SIZE*/ * 4 - 2/*BEZIER*/); b2 = this.getBezierValue(time, i, 6/*B2*/, curveType + 18/*BEZIER_SIZE*/ * 5 - 2/*BEZIER*/); } if (alpha == 1) { light.r = r; light.g = g; light.b = b; dark.r = r2; dark.g = g2; dark.b = b2; } else { if (blend == MixBlend.setup) { const setup = slot.data.setup; const setupLight = setup.color, setupDark = setup.darkColor!; light.r = setupLight.r; light.g = setupLight.g; light.b = setupLight.b; dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; } light.r += (r - light.r) * alpha; light.g += (g - light.g) * alpha; light.b += (b - light.b) * alpha; dark.r += (r2 - dark.r) * alpha; dark.g += (g2 - dark.g) * alpha; dark.b += (b2 - dark.b) * alpha; } } } /** Changes a slot's {@link SlotPose.ttachment}. */ export class AttachmentTimeline extends Timeline implements SlotTimeline { slotIndex = 0; /** The attachment name for each key frame. May contain null values to clear the attachment. */ attachmentNames: Array; constructor (frameCount: number, slotIndex: number) { super(frameCount, Property.attachment + "|" + slotIndex); this.slotIndex = slotIndex; this.attachmentNames = new Array(frameCount); } getFrameCount () { return this.frames.length; } /** Sets the time in seconds and the attachment name for the specified key frame. */ setFrame (frame: number, time: number, attachmentName: string | null) { this.frames[frame] = time; this.attachmentNames[frame] = attachmentName; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; const pose = appliedPose ? slot.applied : slot.pose; if (direction == MixDirection.out) { if (blend == MixBlend.setup) this.setAttachment(skeleton, pose, slot.data.attachmentName); } else if (time < this.frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) this.setAttachment(skeleton, pose, slot.data.attachmentName); } else this.setAttachment(skeleton, pose, this.attachmentNames[Timeline.search(this.frames, time)]); } setAttachment (skeleton: Skeleton, pose: SlotPose, attachmentName: string | null) { pose.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); } } /** Changes a slot's {@link SlotPose.deform} to deform a {@link VertexAttachment}. */ export class DeformTimeline extends SlotCurveTimeline { /** The attachment that will be deformed. * * See {@link VertexAttachment.getTimelineAttachment()}. */ readonly attachment: VertexAttachment; /** The vertices for each key frame. */ vertices: Array; constructor (frameCount: number, bezierCount: number, slotIndex: number, attachment: VertexAttachment) { super(frameCount, bezierCount, slotIndex, Property.deform + "|" + slotIndex + "|" + attachment.id); this.attachment = attachment; this.vertices = new Array(frameCount); } getFrameCount () { return this.frames.length; } /** Sets the time and vertices for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */ setFrame (frame: number, time: number, vertices: NumberArrayLike) { this.frames[frame] = time; this.vertices[frame] = vertices; } /** @param value1 Ignored (0 is used for a deform timeline). * @param value2 Ignored (1 is used for a deform timeline). */ setBezier (bezier: number, frame: number, value: number, time1: number, value1: number, cx1: number, cy1: number, cx2: number, cy2: number, time2: number, value2: number) { let curves = this.curves; let i = this.getFrameCount() + bezier * 18/*BEZIER_SIZE*/; if (value == 0) curves[frame] = 2/*BEZIER*/ + i; let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06; let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 0.006, dddy = (cy1 - cy2 + 0.33333333) * 0.018; let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy; let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = cy1 * 0.3 + tmpy + dddy * 0.16666667; let x = time1 + dx, y = dy; for (let n = i + 18/*BEZIER_SIZE*/; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dx += ddx; dy += ddy; ddx += dddx; ddy += dddy; x += dx; y += dy; } } getCurvePercent (time: number, frame: number) { let curves = this.curves; let i = curves[frame]; switch (i) { case 0/*LINEAR*/: let x = this.frames[frame]; return (time - x) / (this.frames[frame + this.getFrameEntries()] - x); case 1/*STEPPED*/: return 0; } i -= 2/*BEZIER*/; if (curves[i] > time) { let x = this.frames[frame]; return curves[i + 1] * (time - x) / (curves[i] - x); } let n = i + 18/*BEZIER_SIZE*/; for (i += 2; i < n; i += 2) { if (curves[i] >= time) { let x = curves[i - 2], y = curves[i - 1]; return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y); } } let x = curves[n - 2], y = curves[n - 1]; return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x); } protected apply1 (slot: Slot, pose: SlotPose, time: number, alpha: number, blend: MixBlend) { if (!(pose.attachment instanceof VertexAttachment)) return; let vertexAttachment = pose.attachment; if (vertexAttachment.timelineAttachment != this.attachment) return; let deform = pose.deform; if (deform.length == 0) blend = MixBlend.setup; let vertices = this.vertices; let vertexCount = vertices[0].length; let frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: deform.length = 0; return; case MixBlend.first: if (alpha == 1) { deform.length = 0; return; } deform.length = vertexCount; if (!vertexAttachment.bones) { // 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; } deform.length = vertexCount; if (time >= frames[frames.length - 1]) { // Time is after last frame. let lastVertices = vertices[frames.length - 1]; if (alpha == 1) { if (blend == MixBlend.add) { if (!vertexAttachment.bones) { // Unweighted vertex positions, no alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) deform[i] += lastVertices[i] - setupVertices[i]; } else { // Weighted deform offsets, no alpha. for (let i = 0; i < vertexCount; i++) deform[i] += lastVertices[i]; } } else // Vertex positions or deform offsets, no alpha. Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount); } else { switch (blend) { case MixBlend.setup: { if (!vertexAttachment.bones) { // 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: // Vertex positions or deform offsets, with alpha. for (let i = 0; i < vertexCount; i++) deform[i] += (lastVertices[i] - deform[i]) * alpha; break; case MixBlend.add: if (!vertexAttachment.bones) { // Unweighted vertex positions, no alpha. let setupVertices = vertexAttachment.vertices; for (let i = 0; i < vertexCount; i++) deform[i] += (lastVertices[i] - setupVertices[i]) * alpha; } else { // Weighted deform offsets, alpha. for (let i = 0; i < vertexCount; i++) deform[i] += lastVertices[i] * alpha; } } } return; } let frame = Timeline.search(frames, time); let percent = this.getCurvePercent(time, frame); let prevVertices = vertices[frame]; let nextVertices = vertices[frame + 1]; if (alpha == 1) { if (blend == MixBlend.add) { if (!vertexAttachment.bones) { // Unweighted vertex positions, no 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, no alpha. for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] += prev + (nextVertices[i] - prev) * percent; } } } else if (percent === 0) Utils.arrayCopy(prevVertices, 0, deform, 0, vertexCount) else { // Vertex positions or deform offsets, no alpha. for (let i = 0; i < vertexCount; i++) { let prev = prevVertices[i]; deform[i] = prev + (nextVertices[i] - prev) * percent; } } } else { switch (blend) { case MixBlend.setup: { if (!vertexAttachment.bones) { // 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: // Vertex positions or deform offsets, with alpha. 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: if (!vertexAttachment.bones) { // 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; } } } } } } /** Changes a slot's {@link Slot#getSequenceIndex()} for an attachment's {@link Sequence}. */ export class SequenceTimeline extends Timeline implements SlotTimeline { static ENTRIES = 3; static MODE = 1; static DELAY = 2; readonly slotIndex: number; readonly attachment: HasTextureRegion; constructor (frameCount: number, slotIndex: number, attachment: HasTextureRegion) { super(frameCount, Property.sequence + "|" + slotIndex + "|" + attachment.sequence!.id); this.slotIndex = slotIndex; this.attachment = attachment; } getFrameEntries () { return SequenceTimeline.ENTRIES; } getSlotIndex () { return this.slotIndex; } getAttachment () { return this.attachment as unknown as Attachment; } /** Sets the time, mode, index, and frame time for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time Seconds between frames. */ setFrame (frame: number, time: number, mode: SequenceMode, index: number, delay: number) { let frames = this.frames; frame *= SequenceTimeline.ENTRIES; frames[frame] = time; frames[frame + SequenceTimeline.MODE] = mode | (index << 4); frames[frame + SequenceTimeline.DELAY] = delay; } apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; const pose = appliedPose ? slot.applied : slot.pose; let slotAttachment = pose.attachment; let attachment = this.attachment as unknown as Attachment; if (slotAttachment !== attachment) { if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment !== attachment) return; } const sequence = (slotAttachment as unknown as HasTextureRegion).sequence; if (!sequence) return; if (direction === MixDirection.out) { if (blend === MixBlend.setup) pose.sequenceIndex = -1; return; } let frames = this.frames; if (time < frames[0]) { if (blend === MixBlend.setup || blend === MixBlend.first) pose.sequenceIndex = -1; return; } const i = Timeline.search(frames, time, SequenceTimeline.ENTRIES); const before = frames[i]; const modeAndIndex = frames[i + SequenceTimeline.MODE]; const delay = frames[i + SequenceTimeline.DELAY]; let index = modeAndIndex >> 4, count = sequence.regions.length; const mode = SequenceModeValues[modeAndIndex & 0xf]; if (mode !== SequenceMode.hold) { index += (((time - before) / delay + 0.00001) | 0); switch (mode) { case SequenceMode.once: index = Math.min(count - 1, index); break; case SequenceMode.loop: index %= count; break; case SequenceMode.pingpong: { let n = (count << 1) - 2; index = n === 0 ? 0 : index % n; if (index >= count) index = n - index; break; } case SequenceMode.onceReverse: index = Math.max(count - 1 - index, 0); break; case SequenceMode.loopReverse: index = count - 1 - (index % count); break; case SequenceMode.pingpongReverse: { let n = (count << 1) - 2; index = n == 0 ? 0 : (index + count - 1) % n; if (index >= count) index = n - index; } } } pose.sequenceIndex = index; } } /** Fires an {@link Event} when specific animation times are reached. */ export class EventTimeline extends Timeline { static propertyIds = ["" + Property.event]; /** The event for each key frame. */ events: Array; constructor (frameCount: number) { super(frameCount, ...EventTimeline.propertyIds); this.events = new Array(frameCount); } getFrameCount () { return this.frames.length; } /** Sets the time in seconds and the event for the specified key frame. */ setFrame (frame: number, event: Event) { this.frames[frame] = event.time; this.events[frame] = event; } /** Fires events for frames > `lastTime` and <= `time`. */ apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { if (!firedEvents) return; let frames = this.frames; let frameCount = this.frames.length; if (lastTime > time) { // Apply after lastTime for looped animations. this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction, appliedPose); lastTime = -1; } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. return; if (time < frames[0]) return; let i = 0; if (lastTime < frames[0]) i = 0; else { i = Timeline.search(frames, lastTime) + 1; let frameTime = frames[i]; while (i > 0) { // Fire multiple events with the same frame. if (frames[i - 1] != frameTime) break; i--; } } for (; i < frameCount && time >= frames[i]; i++) firedEvents.push(this.events[i]); } } /** Changes a skeleton's {@link Skeleton#drawOrder}. */ export class DrawOrderTimeline extends Timeline { static propertyIds = ["" + Property.drawOrder]; /** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */ drawOrders: Array | null>; constructor (frameCount: number) { super(frameCount, ...DrawOrderTimeline.propertyIds); this.drawOrders = new Array | null>(frameCount); } 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 (frame: number, time: number, drawOrder: Array | null) { this.frames[frame] = time; this.drawOrders[frame] = drawOrder; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { if (direction == MixDirection.out) { if (blend == MixBlend.setup) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } if (time < this.frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } let idx = Timeline.search(this.frames, time); let drawOrderToSetupIndex = this.drawOrders[idx]; if (!drawOrderToSetupIndex) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); else { let drawOrder: Array = skeleton.drawOrder; let slots: Array = skeleton.slots; for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++) drawOrder[i] = slots[drawOrderToSetupIndex[i]]; } } } export interface ConstraintTimeline { /** The index of the constraint in {@link Skeleton.constraints} that will be changed when this timeline is applied. */ readonly constraintIndex: number; } export function isConstraintTimeline (obj: any): obj is ConstraintTimeline { return typeof obj === 'object' && obj !== null && typeof obj.constraintIndex === 'number'; } /** Changes an IK constraint's {@link IkConstraintPose.mix)}, {@link IkConstraintPose.softness}, * {@link IkConstraintPose.bendDirection}, {@link IkConstraintPose.stretch}, and * {@link IkConstraintPose.compress}. */ export class IkConstraintTimeline extends CurveTimeline implements ConstraintTimeline { readonly constraintIndex: number = 0; constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, Property.ikConstraint + "|" + constraintIndex); this.constraintIndex = constraintIndex; } getFrameEntries () { return 6/*ENTRIES*/; } /** Sets the time, mix, softness, bend direction, compress, and stretch for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. * @param bendDirection 1 or -1. */ setFrame (frame: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean) { frame *= 6/*ENTRIES*/; this.frames[frame] = time; this.frames[frame + 1/*MIX*/] = mix; this.frames[frame + 2/*SOFTNESS*/] = softness; this.frames[frame + 3/*BEND_DIRECTION*/] = bendDirection; this.frames[frame + 4/*COMPRESS*/] = compress ? 1 : 0; this.frames[frame + 5/*STRETCH*/] = stretch ? 1 : 0; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (!constraint.active) return; const pose = appliedPose ? constraint.applied : constraint.pose; let frames = this.frames; if (time < frames[0]) { const setup = constraint.data.setup; switch (blend) { case MixBlend.setup: pose.mix = setup.mix; pose.softness = setup.softness; pose.bendDirection = setup.bendDirection; pose.compress = setup.compress; pose.stretch = setup.stretch; return; case MixBlend.first: pose.mix += (setup.mix - pose.mix) * alpha; pose.softness += (setup.softness - pose.softness) * alpha; pose.bendDirection = setup.bendDirection; pose.compress = setup.compress; pose.stretch = setup.stretch; } return; } let mix = 0, softness = 0; let i = Timeline.search(frames, time, 6/*ENTRIES*/) let curveType = this.curves[i / 6/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; mix = frames[i + 1/*MIX*/]; softness = frames[i + 2/*SOFTNESS*/]; let t = (time - before) / (frames[i + 6/*ENTRIES*/] - before); mix += (frames[i + 6/*ENTRIES*/ + 1/*MIX*/] - mix) * t; softness += (frames[i + 6/*ENTRIES*/ + 2/*SOFTNESS*/] - softness) * t; break; case 1/*STEPPED*/: mix = frames[i + 1/*MIX*/]; softness = frames[i + 2/*SOFTNESS*/]; break; default: mix = this.getBezierValue(time, i, 1/*MIX*/, curveType - 2/*BEZIER*/); softness = this.getBezierValue(time, i, 2/*SOFTNESS*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); } switch (blend) { case MixBlend.setup: const setup = constraint.data.setup; pose.mix = setup.mix + (mix - setup.mix) * alpha; pose.softness = setup.softness + (softness - setup.softness) * alpha; if (direction === MixDirection.out) { pose.bendDirection = setup.bendDirection; pose.compress = setup.compress; pose.stretch = setup.stretch; return; } break; case MixBlend.first: case MixBlend.replace: pose.mix += (mix - pose.mix) * alpha; pose.softness += (softness - pose.softness) * alpha; if (direction === MixDirection.out) return; break; case MixBlend.add: pose.mix += mix * alpha; pose.softness += softness * alpha; if (direction === MixDirection.out) return; break; } pose.bendDirection = frames[i + 3/*BEND_DIRECTION*/]; pose.compress = frames[i + 4/*COMPRESS*/] != 0; pose.stretch = frames[i + 5/*STRETCH*/] != 0; } } /** Changes a transform constraint's {@link TransformConstraintPose.mixRotate}, {@link TransformConstraintPose.mixX}, * {@link TransformConstraintPose.mixY}, {@link TransformConstraintPose.mixScaleX}, * {@link TransformConstraintPose.mixScaleY}, and {@link TransformConstraintPose.mixShearY}. */ export class TransformConstraintTimeline extends CurveTimeline implements ConstraintTimeline { /** The index of the transform constraint slot in {@link Skeleton.transformConstraints} that will be changed. */ constraintIndex: number = 0; constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, Property.transformConstraint + "|" + constraintIndex); this.constraintIndex = constraintIndex; } getFrameEntries () { return 7/*ENTRIES*/; } /** Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame (frame: number, time: number, mixRotate: number, mixX: number, mixY: number, mixScaleX: number, mixScaleY: number, mixShearY: number) { let frames = this.frames; frame *= 7/*ENTRIES*/; frames[frame] = time; frames[frame + 1/*ROTATE*/] = mixRotate; frames[frame + 2/*X*/] = mixX; frames[frame + 3/*Y*/] = mixY; frames[frame + 4/*SCALEX*/] = mixScaleX; frames[frame + 5/*SCALEY*/] = mixScaleY; frames[frame + 6/*SHEARY*/] = mixShearY; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (!constraint.active) return; const pose = appliedPose ? constraint.applied : constraint.pose; let frames = this.frames; if (time < frames[0]) { const setup = constraint.data.setup; switch (blend) { case MixBlend.setup: pose.mixRotate = setup.mixRotate; pose.mixX = setup.mixX; pose.mixY = setup.mixY; pose.mixScaleX = setup.mixScaleX; pose.mixScaleY = setup.mixScaleY; pose.mixShearY = setup.mixShearY; return; case MixBlend.first: pose.mixRotate += (setup.mixRotate - pose.mixRotate) * alpha; pose.mixX += (setup.mixX - pose.mixX) * alpha; pose.mixY += (setup.mixY - pose.mixY) * alpha; pose.mixScaleX += (setup.mixScaleX - pose.mixScaleX) * alpha; pose.mixScaleY += (setup.mixScaleY - pose.mixScaleY) * alpha; pose.mixShearY += (setup.mixShearY - pose.mixShearY) * alpha; } return; } let rotate, x, y, scaleX, scaleY, shearY; let i = Timeline.search(frames, time, 7/*ENTRIES*/); let curveType = this.curves[i / 7/*ENTRIES*/]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; rotate = frames[i + 1/*ROTATE*/]; x = frames[i + 2/*X*/]; y = frames[i + 3/*Y*/]; scaleX = frames[i + 4/*SCALEX*/]; scaleY = frames[i + 5/*SCALEY*/]; shearY = frames[i + 6/*SHEARY*/]; let t = (time - before) / (frames[i + 7/*ENTRIES*/] - before); rotate += (frames[i + 7/*ENTRIES*/ + 1/*ROTATE*/] - rotate) * t; x += (frames[i + 7/*ENTRIES*/ + 2/*X*/] - x) * t; y += (frames[i + 7/*ENTRIES*/ + 3/*Y*/] - y) * t; scaleX += (frames[i + 7/*ENTRIES*/ + 4/*SCALEX*/] - scaleX) * t; scaleY += (frames[i + 7/*ENTRIES*/ + 5/*SCALEY*/] - scaleY) * t; shearY += (frames[i + 7/*ENTRIES*/ + 6/*SHEARY*/] - shearY) * t; break; case 1/*STEPPED*/: rotate = frames[i + 1/*ROTATE*/]; x = frames[i + 2/*X*/]; y = frames[i + 3/*Y*/]; scaleX = frames[i + 4/*SCALEX*/]; scaleY = frames[i + 5/*SCALEY*/]; shearY = frames[i + 6/*SHEARY*/]; break; default: rotate = this.getBezierValue(time, i, 1/*ROTATE*/, curveType - 2/*BEZIER*/); x = this.getBezierValue(time, i, 2/*X*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); y = this.getBezierValue(time, i, 3/*Y*/, curveType + 18/*BEZIER_SIZE*/ * 2 - 2/*BEZIER*/); scaleX = this.getBezierValue(time, i, 4/*SCALEX*/, curveType + 18/*BEZIER_SIZE*/ * 3 - 2/*BEZIER*/); scaleY = this.getBezierValue(time, i, 5/*SCALEY*/, curveType + 18/*BEZIER_SIZE*/ * 4 - 2/*BEZIER*/); shearY = this.getBezierValue(time, i, 6/*SHEARY*/, curveType + 18/*BEZIER_SIZE*/ * 5 - 2/*BEZIER*/); } switch (blend) { case MixBlend.setup: const setup = constraint.data.setup; pose.mixRotate = setup.mixRotate + (rotate - setup.mixRotate) * alpha; pose.mixX = setup.mixX + (x - setup.mixX) * alpha; pose.mixY = setup.mixY + (y - setup.mixY) * alpha; pose.mixScaleX = setup.mixScaleX + (scaleX - setup.mixScaleX) * alpha; pose.mixScaleY = setup.mixScaleY + (scaleY - setup.mixScaleY) * alpha; pose.mixShearY = setup.mixShearY + (shearY - setup.mixShearY) * alpha; break; case MixBlend.first: case MixBlend.replace: pose.mixRotate += (rotate - pose.mixRotate) * alpha; pose.mixX += (x - pose.mixX) * alpha; pose.mixY += (y - pose.mixY) * alpha; pose.mixScaleX += (scaleX - pose.mixScaleX) * alpha; pose.mixScaleY += (scaleY - pose.mixScaleY) * alpha; pose.mixShearY += (shearY - pose.mixShearY) * alpha; break; case MixBlend.add: pose.mixRotate += rotate * alpha; pose.mixX += x * alpha; pose.mixY += y * alpha; pose.mixScaleX += scaleX * alpha; pose.mixScaleY += scaleY * alpha; pose.mixShearY += shearY * alpha; break; } } } export abstract class ConstraintTimeline1 extends CurveTimeline1 implements ConstraintTimeline { readonly constraintIndex: number; constructor (frameCount: number, bezierCount: number, constraintIndex: number, property: Property) { super(frameCount, bezierCount, property + "|" + constraintIndex); this.constraintIndex = constraintIndex; } } /** Changes a path constraint's {@link PathConstraintPose.position}. */ export class PathConstraintPositionTimeline extends ConstraintTimeline1 { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.pathConstraintPosition); } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (constraint.active) { const pose = appliedPose ? constraint.applied : constraint.pose; pose.position = this.getAbsoluteValue(time, alpha, blend, pose.position, constraint.data.setup.position); } } } /** Changes a path constraint's {@link PathConstraintPose.spacing}. */ export class PathConstraintSpacingTimeline extends ConstraintTimeline1 { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.pathConstraintSpacing); } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (constraint.active) { const pose = appliedPose ? constraint.applied : constraint.pose; pose.spacing = this.getAbsoluteValue(time, alpha, blend, pose.spacing, constraint.data.setup.spacing); } } } /** Changes a transform constraint's {@link PathConstraint.mixRotate()}, {@link PathConstraint.mixX()}, and * {@link PathConstraint.mixY()}. */ export class PathConstraintMixTimeline extends CurveTimeline implements ConstraintTimeline { readonly constraintIndex: number; constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, Property.pathConstraintMix + "|" + constraintIndex); this.constraintIndex = constraintIndex; } getFrameEntries () { return 4/*ENTRIES*/; } /** Sets the time and color for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame (frame: number, time: number, mixRotate: number, mixX: number, mixY: number) { let frames = this.frames; frame <<= 2; frames[frame] = time; frames[frame + 1/*ROTATE*/] = mixRotate; frames[frame + 2/*X*/] = mixX; frames[frame + 3/*Y*/] = mixY; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (!constraint.active) return; const pose = appliedPose ? constraint.applied : constraint.pose; let frames = this.frames; if (time < frames[0]) { const setup = constraint.data.setup; switch (blend) { case MixBlend.setup: pose.mixRotate = setup.mixRotate; pose.mixX = setup.mixX; pose.mixY = setup.mixY; return; case MixBlend.first: pose.mixRotate += (setup.mixRotate - pose.mixRotate) * alpha; pose.mixX += (setup.mixX - pose.mixX) * alpha; pose.mixY += (setup.mixY - pose.mixY) * alpha; } return; } let rotate, x, y; let i = Timeline.search(frames, time, 4/*ENTRIES*/); let curveType = this.curves[i >> 2]; switch (curveType) { case 0/*LINEAR*/: let before = frames[i]; rotate = frames[i + 1/*ROTATE*/]; x = frames[i + 2/*X*/]; y = frames[i + 3/*Y*/]; let t = (time - before) / (frames[i + 4/*ENTRIES*/] - before); rotate += (frames[i + 4/*ENTRIES*/ + 1/*ROTATE*/] - rotate) * t; x += (frames[i + 4/*ENTRIES*/ + 2/*X*/] - x) * t; y += (frames[i + 4/*ENTRIES*/ + 3/*Y*/] - y) * t; break; case 1/*STEPPED*/: rotate = frames[i + 1/*ROTATE*/]; x = frames[i + 2/*X*/]; y = frames[i + 3/*Y*/]; break; default: rotate = this.getBezierValue(time, i, 1/*ROTATE*/, curveType - 2/*BEZIER*/); x = this.getBezierValue(time, i, 2/*X*/, curveType + 18/*BEZIER_SIZE*/ - 2/*BEZIER*/); y = this.getBezierValue(time, i, 3/*Y*/, curveType + 18/*BEZIER_SIZE*/ * 2 - 2/*BEZIER*/); } switch (blend) { case MixBlend.setup: const setup = constraint.data.setup; pose.mixRotate = setup.mixRotate + (rotate - setup.mixRotate) * alpha; pose.mixX = setup.mixX + (x - setup.mixX) * alpha; pose.mixY = setup.mixY + (y - setup.mixY) * alpha; break; case MixBlend.first: case MixBlend.replace: pose.mixRotate += (rotate - pose.mixRotate) * alpha; pose.mixX += (x - pose.mixX) * alpha; pose.mixY += (y - pose.mixY) * alpha; break; case MixBlend.add: pose.mixRotate += rotate * alpha; pose.mixX += x * alpha; pose.mixY += y * alpha; break; } } } /** The base class for most {@link PhysicsConstraint} timelines. */ export abstract class PhysicsConstraintTimeline extends ConstraintTimeline1 { /** @param constraintIndex -1 for all physics constraints in the skeleton. */ constructor (frameCount: number, bezierCount: number, constraintIndex: number, property: number) { super(frameCount, bezierCount, constraintIndex, property); } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { if (this.constraintIndex == -1) { const value = time >= this.frames[0] ? this.getCurveValue(time) : 0; const constraints = skeleton.physics; for (const constraint of constraints) { if (constraint.active && this.global(constraint.data)) { const pose = appliedPose ? constraint.applied : constraint.pose; this.set(pose, this.getAbsoluteValue(time, alpha, blend, this.get(pose), this.get(constraint.data.setup), value)); } } } else { const constraint = skeleton.constraints[this.constraintIndex]; if (constraint.active) { const pose = appliedPose ? constraint.applied : constraint.pose; this.set(pose, this.getAbsoluteValue(time, alpha, blend, this.get(pose), this.get(constraint.data.setup))); } } } abstract get (pose: PhysicsConstraintPose): number; abstract set (pose: PhysicsConstraintPose, value: number): void; abstract global (constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraintPose.inertia}. */ export class PhysicsConstraintInertiaTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintInertia); } get (pose: PhysicsConstraintPose): number { return pose.inertia; } set (pose: PhysicsConstraintPose, value: number): void { pose.inertia = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.inertiaGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraintPose.strength}. */ export class PhysicsConstraintStrengthTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintStrength); } get (pose: PhysicsConstraintPose): number { return pose.strength; } set (pose: PhysicsConstraintPose, value: number): void { pose.strength = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.strengthGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraintPose.damping}. */ export class PhysicsConstraintDampingTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintDamping); } get (pose: PhysicsConstraintPose): number { return pose.damping; } set (pose: PhysicsConstraintPose, value: number): void { pose.damping = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.dampingGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraintPose.massInverse}. The timeline values are not inverted. */ export class PhysicsConstraintMassTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintMass); } get (pose: PhysicsConstraintPose): number { return 1 / pose.massInverse; } set (pose: PhysicsConstraintPose, value: number): void { pose.massInverse = 1 / value; } global (constraint: PhysicsConstraintData): boolean { return constraint.massGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraintPose.wind}. */ export class PhysicsConstraintWindTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintWind); } get (pose: PhysicsConstraintPose): number { return pose.wind; } set (pose: PhysicsConstraintPose, value: number): void { pose.wind = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.windGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraintPose.gravity}. */ export class PhysicsConstraintGravityTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintGravity); } get (pose: PhysicsConstraintPose): number { return pose.gravity; } set (pose: PhysicsConstraintPose, value: number): void { pose.gravity = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.gravityGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraintPose.mix}. */ export class PhysicsConstraintMixTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.physicsConstraintMix); } get (pose: PhysicsConstraintPose): number { return pose.mix; } set (pose: PhysicsConstraintPose, value: number): void { pose.mix = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.mixGlobal; } } /** Resets a physics constraint when specific animation times are reached. */ export class PhysicsConstraintResetTimeline extends Timeline implements ConstraintTimeline { private static propertyIds: string[] = [Property.physicsConstraintReset.toString()]; /** The index of the physics constraint in {@link Skeleton.contraints} that will be reset when this timeline is * applied, or -1 if all physics constraints in the skeleton will be reset. */ readonly constraintIndex: number; /** @param constraintIndex -1 for all physics constraints in the skeleton. */ constructor (frameCount: number, constraintIndex: number) { super(frameCount, ...PhysicsConstraintResetTimeline.propertyIds); this.constraintIndex = constraintIndex; } getFrameCount () { return this.frames.length; } /** Sets the time for the specified frame. * @param frame Between 0 and frameCount, inclusive. */ setFrame (frame: number, time: number) { this.frames[frame] = time; } /** Resets the physics constraint when frames > lastTime and <= time. */ apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { let constraint: PhysicsConstraint | undefined; if (this.constraintIndex !== -1) { constraint = skeleton.constraints[this.constraintIndex] as PhysicsConstraint; if (!constraint.active) return; } const frames = this.frames; if (lastTime > time) { // Apply after lastTime for looped animations. this.apply(skeleton, lastTime, Number.MAX_VALUE, [], alpha, blend, direction, appliedPose); lastTime = -1; } else if (lastTime >= frames[frames.length - 1]) // Last time is after last frame. return; if (time < frames[0]) return; if (lastTime < frames[0] || time >= frames[Timeline.search(frames, lastTime) + 1]) { if (constraint != null) constraint.reset(skeleton); else { for (const constraint of skeleton.physics) { if (constraint.active) constraint.reset(skeleton); } } } } } /** Changes a slider's {@link SliderPose.time()}. */ export class SliderTimeline extends ConstraintTimeline1 { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.sliderTime); } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (constraint.active) { const pose = appliedPose ? constraint.applied : constraint.pose; pose.time = this.getAbsoluteValue(time, alpha, blend, pose.time, constraint.data.setup.time); } } } /** Changes a slider's {@link SliderPose.mix()}. */ export class SliderMixTimeline extends ConstraintTimeline1 { constructor (frameCount: number, bezierCount: number, constraintIndex: number) { super(frameCount, bezierCount, constraintIndex, Property.sliderMix); } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection, appliedPose: boolean) { const constraint = skeleton.constraints[this.constraintIndex]; if (constraint.active) { const pose = appliedPose ? constraint.applied : constraint.pose; pose.mix = this.getAbsoluteValue(time, alpha, blend, pose.mix, constraint.data.setup.mix); } } }