/****************************************************************************** * 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: StringSet; /** 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 = new StringSet(); for (var i = 0; i < timelines.length; i++) this.timelineIds.addAll(timelines[i].getPropertyIds()); this.duration = duration; } hasTimeline(ids: string[]) { for (let i = 0; i < ids.length; i++) { if (this.timelineIds.contains(ids[i])) return true; } return false; } /** 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); } static search (frames: ArrayLike, time: number) { let n = frames.length; for (let i = 1; i < n; i++) if (frames[i] > time) return i - 1; return n - 1; } static search2 (values: ArrayLike, time: number, step: number) { let n = values.length; for (let i = step; i < n; i += step) if (values[i] > time) return i - step; return n - step; } } /** 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 Property { rotate, x, y, scaleX, scaleY, shearX, shearY, // rgb, alpha, rgb2, // attachment, deform, // event, drawOrder, // ikConstraint, transformConstraint, // pathConstraintPosition, pathConstraintSpacing, pathConstraintMix } /** The interface for all timelines. */ export abstract class Timeline { propertyIds: string[]; frames: ArrayLike; constructor(frameCount: number, propertyIds: string[]) { this.propertyIds = propertyIds; this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries()); } getPropertyIds () { return this.propertyIds; } abstract getFrameEntries (): number; getFrameCount () { return this.frames.length / this.getFrameEntries(); } getDuration (): number { return this.frames[this.frames.length - this.getFrameEntries()]; } abstract apply (skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; } export interface BoneTimeline { /** The index of the bone in {@link Skeleton#bones} that will be changed. */ boneIndex: number; } export interface SlotTimeline { /** The index of the slot in {@link Skeleton#slots} that will be changed. */ slotIndex: number; } /** The base class for timelines that use interpolation between key frame values. */ export abstract class CurveTimeline extends Timeline { static LINEAR = 0; static STEPPED = 1; static BEZIER = 2; static BEZIER_SIZE = 18; protected curves: ArrayLike; // type, x, y, ... constructor (frameCount: number, bezierCount: number, propertyIds: string[]) { super(frameCount, propertyIds); this.curves = Utils.newFloatArray(frameCount + bezierCount * CurveTimeline.BEZIER_SIZE); this.curves[frameCount - 1] = CurveTimeline.STEPPED; } /** Sets the specified key frame to linear interpolation. */ setLinear (frame: number) { this.curves[frame] = CurveTimeline.LINEAR; } /** Sets the specified key frame to stepped interpolation. */ setStepped (frame: number) { this.curves[frame] = CurveTimeline.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 * CurveTimeline.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 * CurveTimeline.BEZIER_SIZE; if (value == 0) curves[frame] = CurveTimeline.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 + CurveTimeline.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; let frames = this.frames; if (curves[i] > time) { let x = frames[frameIndex], y = frames[frameIndex + valueOffset]; return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y); } let n = i + CurveTimeline.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) / (frames[frameIndex] - x) * (frames[frameIndex + valueOffset] - y); } } export abstract class CurveTimeline1 extends CurveTimeline { static ENTRIES = 2; static VALUE = 1; constructor(frameCount: number, bezierCount: number, propertyIds: string[]) { super(frameCount, bezierCount, propertyIds); } getFrameEntries() { return CurveTimeline1.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 + CurveTimeline1.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 CurveTimeline.LINEAR: let before = frames[i], value = frames[i + CurveTimeline1.VALUE]; return value + (time - before) / (frames[i + CurveTimeline1.ENTRIES] - before) * (frames[i + CurveTimeline1.ENTRIES + CurveTimeline1.VALUE] - value); case CurveTimeline.STEPPED: return frames[i + CurveTimeline1.VALUE]; } return this.getBezierValue(time, i, CurveTimeline1.VALUE, curveType - CurveTimeline1.BEZIER); } } /** The base class for a {@link CurveTimeline} which sets two properties. */ export abstract class CurveTimeline2 extends CurveTimeline { static ENTRIES = 3; static VALUE1 = 1; static VALUE2 = 2; /** @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, propertyIds: string[]) { super(frameCount, bezierCount, propertyIds); } getFrameEntries () { return CurveTimeline2.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 *= CurveTimeline2.ENTRIES; let frames = this.frames; frames[frame] = time; frames[frame + CurveTimeline2.VALUE1] = value1; frames[frame + CurveTimeline2.VALUE2] = value2; } } /** Changes a bone's local {@link Bone#rotation}. */ export class RotateTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.rotate + "|" + boneIndex ]); this.boneIndex = 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.rotation = bone.data.rotation; return; case MixBlend.first: bone.rotation += (bone.data.rotation - bone.rotation) * alpha; } return; } let r = this.getCurveValue(time); 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; case MixBlend.add: bone.rotation += r * alpha; } } } /** Changes a bone's local {@link Bone#x} and {@link Bone#y}. */ export class TranslateTimeline extends CurveTimeline2 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.x + "|" + boneIndex, Property.y + "|" + boneIndex, ]); this.boneIndex = 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.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; let i = Animation.search2(frames, time, CurveTimeline2.ENTRIES); let curveType = this.curves[i / CurveTimeline2.ENTRIES]; switch (curveType) { case CurveTimeline.LINEAR: let before = frames[i]; x = frames[i + CurveTimeline2.VALUE1]; y = frames[i + CurveTimeline2.VALUE2]; let t = (time - before) / (frames[i + CurveTimeline2.ENTRIES] - before); x += (frames[i + CurveTimeline2.ENTRIES + CurveTimeline2.VALUE1] - x) * t; y += (frames[i + CurveTimeline2.ENTRIES + CurveTimeline2.VALUE2] - y) * t; break; case CurveTimeline.STEPPED: x = frames[i + CurveTimeline2.VALUE1]; y = frames[i + CurveTimeline2.VALUE2]; break; default: x = this.getBezierValue(time, i, CurveTimeline2.VALUE1, curveType - CurveTimeline.BEZIER); y = this.getBezierValue(time, i, CurveTimeline2.VALUE2, curveType + CurveTimeline.BEZIER_SIZE - CurveTimeline.BEZIER); } 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#x}. */ export class TranslateXTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.x + "|" + boneIndex ]); this.boneIndex = 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.x = bone.data.x; return; case MixBlend.first: bone.x += (bone.data.x - bone.x) * alpha; } return; } let x = this.getCurveValue(time); switch (blend) { case MixBlend.setup: bone.x = bone.data.x + x * alpha; break; case MixBlend.first: case MixBlend.replace: bone.x += (bone.data.x + x - bone.x) * alpha; break; case MixBlend.add: bone.x += x * alpha; } } } /** Changes a bone's local {@link Bone#x}. */ export class TranslateYTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.y + "|" + boneIndex ]); this.boneIndex = 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.y = bone.data.y; return; case MixBlend.first: bone.y += (bone.data.y - bone.y) * alpha; } return; } let y = this.getCurveValue(time); switch (blend) { case MixBlend.setup: bone.y = bone.data.y + y * alpha; break; case MixBlend.first: case MixBlend.replace: bone.y += (bone.data.y + y - bone.y) * alpha; break; case MixBlend.add: bone.y += y * alpha; } } } /** Changes a bone's local {@link Bone#scaleX)} and {@link Bone#scaleY}. */ export class ScaleTimeline extends CurveTimeline2 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.scaleX + "|" + boneIndex, Property.scaleY + "|" + boneIndex ]); this.boneIndex = 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; let i = Animation.search2(frames, time, CurveTimeline2.ENTRIES); let curveType = this.curves[i / CurveTimeline2.ENTRIES]; switch (curveType) { case CurveTimeline.LINEAR: let before = frames[i]; x = frames[i + CurveTimeline2.VALUE1]; y = frames[i + CurveTimeline2.VALUE2]; let t = (time - before) / (frames[i + CurveTimeline2.ENTRIES] - before); x += (frames[i + CurveTimeline2.ENTRIES + CurveTimeline2.VALUE1] - x) * t; y += (frames[i + CurveTimeline2.ENTRIES + CurveTimeline2.VALUE2] - y) * t; break; case CurveTimeline.STEPPED: x = frames[i + CurveTimeline2.VALUE1]; y = frames[i + CurveTimeline2.VALUE2]; break; default: x = this.getBezierValue(time, i, CurveTimeline2.VALUE1, curveType - CurveTimeline2.BEZIER); y = this.getBezierValue(time, i, CurveTimeline2.VALUE2, curveType + CurveTimeline2.BEZIER_SIZE - CurveTimeline2.BEZIER); } x *= bone.data.scaleX; y *= 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#scaleX)} and {@link Bone#scaleY}. */ export class ScaleXTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.scaleX + "|" + boneIndex ]); this.boneIndex = 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; return; case MixBlend.first: bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; } return; } let x = this.getCurveValue(time) * bone.data.scaleX; if (alpha == 1) { if (blend == MixBlend.add) bone.scaleX += x - bone.data.scaleX; else bone.scaleX = x; } else { // Mixing out uses sign of setup or current pose, else use sign of key. let bx = 0; if (direction == MixDirection.mixOut) { switch (blend) { case MixBlend.setup: bx = bone.data.scaleX; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = bone.scaleX; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; break; case MixBlend.add: bx = bone.scaleX; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bone.data.scaleX) * alpha; } } else { switch (blend) { case MixBlend.setup: bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x); bone.scaleX = bx + (x - bx) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = Math.abs(bone.scaleX) * MathUtils.signum(x); bone.scaleX = bx + (x - bx) * alpha; break; case MixBlend.add: bx = MathUtils.signum(x); bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha; } } } } } /** Changes a bone's local {@link Bone#scaleX)} and {@link Bone#scaleY}. */ export class ScaleYTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.scaleY + "|" + boneIndex ]); this.boneIndex = 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.scaleY = bone.data.scaleY; return; case MixBlend.first: bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; } return; } let y = this.getCurveValue(time) * bone.data.scaleY; if (alpha == 1) { if (blend == MixBlend.add) bone.scaleY += y - bone.data.scaleY; else bone.scaleY = y; } else { // Mixing out uses sign of setup or current pose, else use sign of key. let by = 0; if (direction == MixDirection.mixOut) { switch (blend) { case MixBlend.setup: by = bone.data.scaleY; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case MixBlend.first: case MixBlend.replace: by = bone.scaleY; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case MixBlend.add: by = bone.scaleY; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - bone.data.scaleY) * alpha; } } else { switch (blend) { case MixBlend.setup: by = Math.abs(bone.data.scaleY) * MathUtils.signum(y); bone.scaleY = by + (y - by) * alpha; break; case MixBlend.first: case MixBlend.replace: by = Math.abs(bone.scaleY) * MathUtils.signum(y); bone.scaleY = by + (y - by) * alpha; break; case MixBlend.add: by = MathUtils.signum(y); 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 CurveTimeline2 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.shearX + "|" + boneIndex, Property.shearY + "|" + boneIndex ]); this.boneIndex = 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; let i = Animation.search2(frames, time, CurveTimeline2.ENTRIES); let curveType = this.curves[i / CurveTimeline2.ENTRIES]; switch (curveType) { case CurveTimeline2.LINEAR: let before = frames[i]; x = frames[i + CurveTimeline2.VALUE1]; y = frames[i + CurveTimeline2.VALUE2]; let t = (time - before) / (frames[i + CurveTimeline2.ENTRIES] - before); x += (frames[i + CurveTimeline2.ENTRIES + CurveTimeline2.VALUE1] - x) * t; y += (frames[i + CurveTimeline2.ENTRIES + CurveTimeline2.VALUE2] - y) * t; break; case CurveTimeline2.STEPPED: x = frames[i + CurveTimeline2.VALUE1]; y = frames[i + CurveTimeline2.VALUE2]; break; default: x = this.getBezierValue(time, i, CurveTimeline2.VALUE1, curveType - CurveTimeline2.BEZIER); y = this.getBezierValue(time, i, CurveTimeline2.VALUE2, curveType + CurveTimeline2.BEZIER_SIZE - CurveTimeline2.BEZIER); } 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 bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export class ShearXTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.shearX + "|" + boneIndex ]); this.boneIndex = 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; return; case MixBlend.first: bone.shearX += (bone.data.shearX - bone.shearX) * alpha; } return; } let x = this.getCurveValue(time); switch (blend) { case MixBlend.setup: bone.shearX = bone.data.shearX + x * alpha; break; case MixBlend.first: case MixBlend.replace: bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; break; case MixBlend.add: bone.shearX += x * alpha; } } } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export class ShearYTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, bezierCount: number, boneIndex: number) { super(frameCount, bezierCount, [ Property.shearY + "|" + boneIndex ]); this.boneIndex = 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.shearY = bone.data.shearY; return; case MixBlend.first: bone.shearY += (bone.data.shearY - bone.shearY) * alpha; } return; } let y = this.getCurveValue(time); switch (blend) { case MixBlend.setup: bone.shearY = bone.data.shearY + y * alpha; break; case MixBlend.first: case MixBlend.replace: bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; break; case MixBlend.add: bone.shearY += y * alpha; } } } /** Changes a slot's {@link Slot#color}. */ export class RGBATimeline extends CurveTimeline implements SlotTimeline { static ENTRIES = 5; static R = 1; static G = 2; static B = 3; static A = 4; slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries () { return RGBATimeline.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 *= RGBATimeline.ENTRIES; this.frames[frame] = time; this.frames[frame + RGBATimeline.R] = r; this.frames[frame + RGBATimeline.G] = g; this.frames[frame + RGBATimeline.B] = b; this.frames[frame + RGBATimeline.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]) { let color = slot.color, setup = slot.data.color; switch (blend) { case MixBlend.setup: color.setFromColor(slot.data.color); return; 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); } return; } let r = 0, g = 0, b = 0, a = 0; let i = Animation.search2(frames, time, RGBATimeline.ENTRIES); let curveType = this.curves[i / RGBATimeline.ENTRIES]; switch (curveType) { case RGBATimeline.LINEAR: let before = frames[i]; r = frames[i + RGBATimeline.R]; g = frames[i + RGBATimeline.G]; b = frames[i + RGBATimeline.B]; a = frames[i + RGBATimeline.A]; let t = (time - before) / (frames[i + RGBATimeline.ENTRIES] - before); r += (frames[i + RGBATimeline.ENTRIES + RGBATimeline.R] - r) * t; g += (frames[i + RGBATimeline.ENTRIES + RGBATimeline.G] - g) * t; b += (frames[i + RGBATimeline.ENTRIES + RGBATimeline.B] - b) * t; a += (frames[i + RGBATimeline.ENTRIES + RGBATimeline.A] - a) * t; break; case RGBATimeline.STEPPED: r = frames[i + RGBATimeline.R]; g = frames[i + RGBATimeline.G]; b = frames[i + RGBATimeline.B]; a = frames[i + RGBATimeline.A]; break; default: r = this.getBezierValue(time, i, RGBATimeline.R, curveType - RGBATimeline.BEZIER); g = this.getBezierValue(time, i, RGBATimeline.G, curveType + RGBATimeline.BEZIER_SIZE - RGBATimeline.BEZIER); b = this.getBezierValue(time, i, RGBATimeline.B, curveType + RGBATimeline.BEZIER_SIZE * 2 - RGBATimeline.BEZIER); a = this.getBezierValue(time, i, RGBATimeline.A, curveType + RGBATimeline.BEZIER_SIZE * 3 - RGBATimeline.BEZIER); } let color = slot.color; if (alpha == 1) color.set(r, g, b, a); else { 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}. */ export class RGBTimeline extends CurveTimeline implements SlotTimeline { static ENTRIES = 4; static R = 1; static G = 2; static B = 3; slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries () { return RGBTimeline.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 *= RGBTimeline.ENTRIES; this.frames[frame] = time; this.frames[frame + RGBTimeline.R] = r; this.frames[frame + RGBTimeline.G] = g; this.frames[frame + RGBTimeline.B] = b; } 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]) { let color = slot.color, setup = slot.data.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 = Animation.search2(frames, time, RGBTimeline.ENTRIES); let curveType = this.curves[i / RGBTimeline.ENTRIES]; switch (curveType) { case RGBTimeline.LINEAR: let before = frames[i]; r = frames[i + RGBTimeline.R]; g = frames[i + RGBTimeline.G]; b = frames[i + RGBTimeline.B]; let t = (time - before) / (frames[i + RGBTimeline.ENTRIES] - before); r += (frames[i + RGBTimeline.ENTRIES + RGBTimeline.R] - r) * t; g += (frames[i + RGBTimeline.ENTRIES + RGBTimeline.G] - g) * t; b += (frames[i + RGBTimeline.ENTRIES + RGBTimeline.B] - b) * t; break; case RGBATimeline.STEPPED: r = frames[i + RGBTimeline.R]; g = frames[i + RGBTimeline.G]; b = frames[i + RGBTimeline.B]; break; default: r = this.getBezierValue(time, i, RGBTimeline.R, curveType - RGBTimeline.BEZIER); g = this.getBezierValue(time, i, RGBTimeline.G, curveType + RGBTimeline.BEZIER_SIZE - RGBTimeline.BEZIER); b = this.getBezierValue(time, i, RGBTimeline.B, curveType + RGBTimeline.BEZIER_SIZE * 2 - RGBTimeline.BEZIER); } let color = slot.color; if (alpha == 1) { color.r = r; color.g = g; color.b = b; } else { if (blend == MixBlend.setup) { let setup = slot.data.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 a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ 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) { let frames = this.frames; let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; if (time < frames[0]) { // Time is before first frame. let color = slot.color, setup = slot.data.color; switch (blend) { case MixBlend.setup: color.a = setup.a; return; case MixBlend.first: color.a += (setup.a - color.a) * alpha; } return; } let a = this.getCurveValue(time); if (alpha == 1) slot.color.a = a; else { if (blend == MixBlend.setup) slot.color.a = slot.data.color.a; slot.color.a += (a - slot.color.a) * alpha; } } } /** Changes a slot's {@link Slot#color} and {@link Slot#darkColor} for two color tinting. */ export class RGBA2Timeline extends CurveTimeline implements SlotTimeline{ static ENTRIES = 8; static R = 1; static G = 2; static B = 3; static A = 4; static R2 = 5; static G2 = 6; static B2 = 7; slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries () { return RGBA2Timeline.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 *= RGBA2Timeline.ENTRIES; this.frames[frame] = time; this.frames[frame + RGBA2Timeline.R] = r; this.frames[frame + RGBA2Timeline.G] = g; this.frames[frame + RGBA2Timeline.B] = b; this.frames[frame + RGBA2Timeline.A] = a; this.frames[frame + RGBA2Timeline.R2] = r2; this.frames[frame + RGBA2Timeline.G2] = g2; this.frames[frame + RGBA2Timeline.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]) { let light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.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 = Animation.search2(frames, time, RGBA2Timeline.ENTRIES); let curveType = this.curves[i >> 3]; switch (curveType) { case RGBA2Timeline.LINEAR: let before = frames[i]; r = frames[i + RGBA2Timeline.R]; g = frames[i + RGBA2Timeline.G]; b = frames[i + RGBA2Timeline.B]; a = frames[i + RGBA2Timeline.A]; r2 = frames[i + RGBA2Timeline.R2]; g2 = frames[i + RGBA2Timeline.G2]; b2 = frames[i + RGBA2Timeline.B2]; let t = (time - before) / (frames[i + RGBA2Timeline.ENTRIES] - before); r += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.R] - r) * t; g += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.G] - g) * t; b += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.B] - b) * t; a += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.A] - a) * t; r2 += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.R2] - r2) * t; g2 += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.G2] - g2) * t; b2 += (frames[i + RGBA2Timeline.ENTRIES + RGBA2Timeline.B2] - b2) * t; break; case RGBA2Timeline.STEPPED: r = frames[i + RGBA2Timeline.R]; g = frames[i + RGBA2Timeline.G]; b = frames[i + RGBA2Timeline.B]; a = frames[i + RGBA2Timeline.A]; r2 = frames[i + RGBA2Timeline.R2]; g2 = frames[i + RGBA2Timeline.G2]; b2 = frames[i + RGBA2Timeline.B2]; break; default: r = this.getBezierValue(time, i, RGBA2Timeline.R, curveType - RGBA2Timeline.BEZIER); g = this.getBezierValue(time, i, RGBA2Timeline.G, curveType + RGBA2Timeline.BEZIER_SIZE - RGBA2Timeline.BEZIER); b = this.getBezierValue(time, i, RGBA2Timeline.B, curveType + RGBA2Timeline.BEZIER_SIZE * 2 - RGBA2Timeline.BEZIER); a = this.getBezierValue(time, i, RGBA2Timeline.A, curveType + RGBA2Timeline.BEZIER_SIZE * 3 - RGBA2Timeline.BEZIER); r2 = this.getBezierValue(time, i, RGBA2Timeline.R2, curveType + RGBA2Timeline.BEZIER_SIZE * 4 - RGBA2Timeline.BEZIER); g2 = this.getBezierValue(time, i, RGBA2Timeline.G2, curveType + RGBA2Timeline.BEZIER_SIZE * 5 - RGBA2Timeline.BEZIER); b2 = this.getBezierValue(time, i, RGBA2Timeline.B2, curveType + RGBA2Timeline.BEZIER_SIZE * 6 - RGBA2Timeline.BEZIER); } let light = slot.color, dark = slot.darkColor; if (alpha == 1) { light.set(r, g, b, a); dark.r = r2; dark.g = g2; dark.b = b2; } else { 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.r += (r2 - dark.r) * alpha; dark.g += (g2 - dark.g) * alpha; dark.b += (b2 - dark.b) * alpha; } } } /** Changes a slot's {@link Slot#color} and {@link Slot#darkColor} for two color tinting. */ export class RGB2Timeline extends CurveTimeline implements SlotTimeline{ static ENTRIES = 7; static R = 1; static G = 2; static B = 3; static R2 = 4; static G2 = 5; static B2 = 6; slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries () { return RGB2Timeline.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 *= RGB2Timeline.ENTRIES; this.frames[frame] = time; this.frames[frame + RGB2Timeline.R] = r; this.frames[frame + RGB2Timeline.G] = g; this.frames[frame + RGB2Timeline.B] = b; this.frames[frame + RGB2Timeline.R2] = r2; this.frames[frame + RGB2Timeline.G2] = g2; this.frames[frame + RGB2Timeline.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]) { let light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.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 = Animation.search2(frames, time, RGB2Timeline.ENTRIES); let curveType = this.curves[i >> 3]; switch (curveType) { case RGB2Timeline.LINEAR: let before = frames[i]; r = frames[i + RGB2Timeline.R]; g = frames[i + RGB2Timeline.G]; b = frames[i + RGB2Timeline.B]; r2 = frames[i + RGB2Timeline.R2]; g2 = frames[i + RGB2Timeline.G2]; b2 = frames[i + RGB2Timeline.B2]; let t = (time - before) / (frames[i + RGB2Timeline.ENTRIES] - before); r += (frames[i + RGB2Timeline.ENTRIES + RGB2Timeline.R] - r) * t; g += (frames[i + RGB2Timeline.ENTRIES + RGB2Timeline.G] - g) * t; b += (frames[i + RGB2Timeline.ENTRIES + RGB2Timeline.B] - b) * t; r2 += (frames[i + RGB2Timeline.ENTRIES + RGB2Timeline.R2] - r2) * t; g2 += (frames[i + RGB2Timeline.ENTRIES + RGB2Timeline.G2] - g2) * t; b2 += (frames[i + RGB2Timeline.ENTRIES + RGB2Timeline.B2] - b2) * t; break; case RGB2Timeline.STEPPED: r = frames[i + RGB2Timeline.R]; g = frames[i + RGB2Timeline.G]; b = frames[i + RGB2Timeline.B]; r2 = frames[i + RGB2Timeline.R2]; g2 = frames[i + RGB2Timeline.G2]; b2 = frames[i + RGB2Timeline.B2]; break; default: r = this.getBezierValue(time, i, RGB2Timeline.R, curveType - RGB2Timeline.BEZIER); g = this.getBezierValue(time, i, RGB2Timeline.G, curveType + RGB2Timeline.BEZIER_SIZE - RGB2Timeline.BEZIER); b = this.getBezierValue(time, i, RGB2Timeline.B, curveType + RGB2Timeline.BEZIER_SIZE * 2 - RGB2Timeline.BEZIER); r2 = this.getBezierValue(time, i, RGB2Timeline.R2, curveType + RGB2Timeline.BEZIER_SIZE * 3 - RGB2Timeline.BEZIER); g2 = this.getBezierValue(time, i, RGB2Timeline.G2, curveType + RGB2Timeline.BEZIER_SIZE * 4 - RGB2Timeline.BEZIER); b2 = this.getBezierValue(time, i, RGB2Timeline.B2, curveType + RGB2Timeline.BEZIER_SIZE * 5 - RGB2Timeline.BEZIER); } let light = slot.color, dark = slot.darkColor; 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) { let setupLight = slot.data.color, setupDark = slot.data.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 Slot#attachment}. */ 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); } getFrameEntries () { return 1; } /** 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 (frame: number, time: number, attachmentName: string) { this.frames[frame] = time; this.attachmentNames[frame] = 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; } this.setAttachment(skeleton, slot, this.attachmentNames[Animation.search(frames, time)]); } setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string) { slot.setAttachment(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 implements SlotTimeline { slotIndex = 0; /** The attachment that will be deformed. */ attachment: VertexAttachment; /** The vertices for each key frame. */ vertices: Array>; constructor (frameCount: number, bezierCount: number, slotIndex: number, attachment: VertexAttachment) { super(frameCount, bezierCount, [ Property.deform + "|" + slotIndex + "|" + attachment.id ]); this.slotIndex = slotIndex; this.attachment = attachment; this.vertices = new Array>(frameCount); if (zeros == null) zeros = Utils.newFloatArray(64); } getFrameEntries () { return 1; } /** 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 (frame: number, time: number, vertices: ArrayLike) { 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 * DeformTimeline.BEZIER_SIZE; if (value == 0) curves[frame] = DeformTimeline.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 + DeformTimeline.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 frames = this.frames; let i = curves[frame]; switch (i) { case DeformTimeline.LINEAR: let x = frames[frame]; return (time - x) / (frames[frame + this.getFrameEntries()] - x); case DeformTimeline.STEPPED: return 0; } i -= DeformTimeline.BEZIER; if (curves[i] > time) { let x = frames[frame]; return curves[i + 1] * (time - x) / (curves[i] - x); } let n = i + DeformTimeline.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) / (frames[frame + this.getFrameEntries()] - x); } 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 vertices = this.vertices; let vertexCount = vertices[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 = vertices[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.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) { 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 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); } getFrameEntries () { return 1; } /** 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) { 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 i = 0; if (lastTime < frames[0]) i = 0; else { i = Animation.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>; constructor (frameCount: number) { super(frameCount, DrawOrderTimeline.propertyIds); this.drawOrders = new Array>(frameCount); } getFrameEntries () { return 1; } /** 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) { this.frames[frame] = time; this.drawOrders[frame] = 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, drawOrder, 0, skeleton.slots.length); return; } let drawOrderToSetupIndex = this.drawOrders[Animation.search(frames, time)]; 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 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; constructor (frameCount: number, bezierCount: number, ikConstraintIndex: number) { super(frameCount, bezierCount, [ Property.ikConstraint + "|" + ikConstraintIndex ]); this.ikConstraintIndex = ikConstraintIndex; } getFrameEntries () { return IkConstraintTimeline.ENTRIES; } /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */ setFrame (frame: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean) { frame *= IkConstraintTimeline.ENTRIES; this.frames[frame] = time; this.frames[frame + IkConstraintTimeline.MIX] = mix; this.frames[frame + IkConstraintTimeline.SOFTNESS] = softness; this.frames[frame + IkConstraintTimeline.BEND_DIRECTION] = bendDirection; this.frames[frame + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0; this.frames[frame + 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; } let mix = 0, softness = 0; let i = Animation.search2(frames, time, IkConstraintTimeline.ENTRIES) let curveType = this.curves[i / IkConstraintTimeline.ENTRIES]; switch (curveType) { case IkConstraintTimeline.LINEAR: let before = frames[i]; mix = frames[i + IkConstraintTimeline.MIX]; softness = frames[i + IkConstraintTimeline.SOFTNESS]; let t = (time - before) / (frames[i + IkConstraintTimeline.ENTRIES] - before); mix += (frames[i + IkConstraintTimeline.ENTRIES + IkConstraintTimeline.MIX] - mix) * t; softness += (frames[i + IkConstraintTimeline.ENTRIES + IkConstraintTimeline.SOFTNESS] - softness) * t; break; case IkConstraintTimeline.STEPPED: mix = frames[i + IkConstraintTimeline.MIX]; softness = frames[i + IkConstraintTimeline.SOFTNESS]; break; default: mix = this.getBezierValue(time, i, IkConstraintTimeline.MIX, curveType - IkConstraintTimeline.BEZIER); softness = this.getBezierValue(time, i, IkConstraintTimeline.SOFTNESS, curveType + IkConstraintTimeline.BEZIER_SIZE - IkConstraintTimeline.BEZIER); } if (blend == MixBlend.setup) { constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha; constraint.softness = constraint.data.softness + (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[i + IkConstraintTimeline.BEND_DIRECTION]; constraint.compress = frames[i + IkConstraintTimeline.COMPRESS] != 0; constraint.stretch = frames[i + IkConstraintTimeline.STRETCH] != 0; } } else { constraint.mix += (mix - constraint.mix) * alpha; constraint.softness += (softness - constraint.softness) * alpha; if (direction == MixDirection.mixIn) { constraint.bendDirection = frames[i + IkConstraintTimeline.BEND_DIRECTION]; constraint.compress = frames[i + IkConstraintTimeline.COMPRESS] != 0; constraint.stretch = frames[i + IkConstraintTimeline.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 = 7; static ROTATE = 1; static X = 2; static Y = 3; static SCALEX = 4; static SCALEY = 5; static SHEARY = 6; /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */ transformConstraintIndex: number; constructor (frameCount: number, bezierCount: number, transformConstraintIndex: number) { super(frameCount, bezierCount, [ Property.transformConstraint + "|" + transformConstraintIndex ]); this.transformConstraintIndex = transformConstraintIndex; } getFrameEntries () { return TransformConstraintTimeline.ENTRIES; } /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */ setFrame (frame: number, time: number, mixRotate: number, mixX: number, mixY: number, mixScaleX: number, mixScaleY: number, mixShearY: number) { let frames = this.frames; frame *= TransformConstraintTimeline.ENTRIES; this.frames[frame] = time; frames[frame + TransformConstraintTimeline.ROTATE] = mixRotate; frames[frame + TransformConstraintTimeline.X] = mixX; frames[frame + TransformConstraintTimeline.Y] = mixY; frames[frame + TransformConstraintTimeline.SCALEX] = mixScaleX; frames[frame + TransformConstraintTimeline.SCALEY] = mixScaleY; frames[frame + TransformConstraintTimeline.SHEARY] = mixShearY; } 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.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; constraint.mixScaleX = data.mixScaleX; constraint.mixScaleY = data.mixScaleY; constraint.mixShearY = data.mixShearY; return; case MixBlend.first: constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha; constraint.mixX += (data.mixX - constraint.mixX) * alpha; constraint.mixY += (data.mixY - constraint.mixY) * alpha; constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha; constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha; constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha; } return; } let rotate, x, y, scaleX, scaleY, shearY; let i = Animation.search2(frames, time, TransformConstraintTimeline.ENTRIES); let curveType = this.curves[i / TransformConstraintTimeline.ENTRIES]; let ROTATE = TransformConstraintTimeline.ROTATE; let X = TransformConstraintTimeline.X; let Y = TransformConstraintTimeline.Y; let SCALEX = TransformConstraintTimeline.SCALEX; let SCALEY = TransformConstraintTimeline.SCALEY; let SHEARY = TransformConstraintTimeline.SHEARY; let ENTRIES = TransformConstraintTimeline.ENTRIES; let BEZIER = TransformConstraintTimeline.BEZIER; let BEZIER_SIZE = TransformConstraintTimeline.BEZIER_SIZE; switch (curveType) { case TransformConstraintTimeline.LINEAR: let before = frames[i]; rotate = frames[i + ROTATE]; x = frames[i + X]; y = frames[i + Y]; scaleX = frames[i + SCALEX]; scaleY = frames[i + SCALEY]; shearY = frames[i + SHEARY]; let t = (time - before) / (frames[i + ENTRIES] - before); rotate += (frames[i + ENTRIES + ROTATE] - rotate) * t; x += (frames[i + ENTRIES + X] - x) * t; y += (frames[i + ENTRIES + Y] - y) * t; scaleX += (frames[i + ENTRIES + SCALEX] - scaleX) * t; scaleY += (frames[i + ENTRIES + SCALEY] - scaleY) * t; shearY += (frames[i + ENTRIES + SHEARY] - shearY) * t; break; case TransformConstraintTimeline.STEPPED: rotate = frames[i + ROTATE]; x = frames[i + X]; y = frames[i + Y]; scaleX = frames[i + SCALEX]; scaleY = frames[i + SCALEY]; shearY = frames[i + SHEARY]; break; default: rotate = this.getBezierValue(time, i, ROTATE, curveType - BEZIER); x = this.getBezierValue(time, i, X, curveType + BEZIER_SIZE - BEZIER); y = this.getBezierValue(time, i, Y, curveType + BEZIER_SIZE * 2 - BEZIER); scaleX = this.getBezierValue(time, i, SCALEX, curveType + BEZIER_SIZE * 3 - BEZIER); scaleY = this.getBezierValue(time, i, SCALEY, curveType + BEZIER_SIZE * 4 - BEZIER); shearY = this.getBezierValue(time, i, SHEARY, curveType + BEZIER_SIZE * 5 - BEZIER); } if (blend == MixBlend.setup) { let data = constraint.data; constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; constraint.mixX = data.mixX + (x - data.mixX) * alpha; constraint.mixY = data.mixY + (y - data.mixY) * alpha; constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha; constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha; constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha; } else { constraint.mixRotate += (rotate - constraint.mixRotate) * alpha; constraint.mixX += (x - constraint.mixX) * alpha; constraint.mixY += (y - constraint.mixY) * alpha; constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha; constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha; constraint.mixShearY += (shearY - constraint.mixShearY) * alpha; } } } /** Changes a path constraint's {@link PathConstraint#position}. */ export class PathConstraintPositionTimeline extends CurveTimeline1 { /** The index of the path constraint slot in {@link Skeleton#pathConstraints} that will be changed. */ pathConstraintIndex: number; constructor (frameCount: number, bezierCount: number, pathConstraintIndex: number) { super(frameCount, bezierCount, [ Property.pathConstraintPosition + "|" + pathConstraintIndex ]); this.pathConstraintIndex = 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.position = constraint.data.position; return; case MixBlend.first: constraint.position += (constraint.data.position - constraint.position) * alpha; } return; } let position = this.getCurveValue(time); 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 CurveTimeline1 { /** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */ pathConstraintIndex = 0; constructor (frameCount: number, bezierCount: number, pathConstraintIndex: number) { super(frameCount, bezierCount, [ Property.pathConstraintSpacing + "|" + pathConstraintIndex ]); this.pathConstraintIndex = 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 = this.getCurveValue(time); 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#getMixRotate()}, {@link PathConstraint#getMixX()}, and * {@link PathConstraint#getMixY()}. */ export class PathConstraintMixTimeline extends CurveTimeline { /** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */ pathConstraintIndex = 0; static ENTRIES = 4; static ROTATE = 1; static X = 2; static Y = 3; constructor (frameCount: number, bezierCount: number, pathConstraintIndex: number) { super(frameCount, bezierCount, [ Property.pathConstraintMix + "|" + pathConstraintIndex ]); this.pathConstraintIndex = pathConstraintIndex; } getFrameEntries() { return PathConstraintMixTimeline.ENTRIES; } setFrame (frame: number, time: number, mixRotate: number, mixX: number, mixY: number) { let frames = this.frames; frame <<= 2; frames[frame] = time; frames[frame + PathConstraintMixTimeline.ROTATE] = mixRotate; frames[frame + PathConstraintMixTimeline.X] = mixX; frames[frame + PathConstraintMixTimeline.Y] = mixY; } 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.mixRotate = constraint.data.mixRotate; constraint.mixX = constraint.data.mixX; constraint.mixY = constraint.data.mixY; return; case MixBlend.first: constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha; constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha; constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha; } return; } let rotate, x, y; let i = Animation.search2(frames, time, PathConstraintMixTimeline.ENTRIES); let curveType = this.curves[i >> 2]; switch (curveType) { case PathConstraintMixTimeline.LINEAR: let before = frames[i]; rotate = frames[i + PathConstraintMixTimeline.ROTATE]; x = frames[i + PathConstraintMixTimeline.X]; y = frames[i + PathConstraintMixTimeline.Y]; let t = (time - before) / (frames[i + PathConstraintMixTimeline.ENTRIES] - before); rotate += (frames[i + PathConstraintMixTimeline.ENTRIES + PathConstraintMixTimeline.ROTATE] - rotate) * t; x += (frames[i + PathConstraintMixTimeline.ENTRIES + PathConstraintMixTimeline.X] - x) * t; y += (frames[i + PathConstraintMixTimeline.ENTRIES + PathConstraintMixTimeline.Y] - y) * t; break; case PathConstraintMixTimeline.STEPPED: rotate = frames[i + PathConstraintMixTimeline.ROTATE]; x = frames[i + PathConstraintMixTimeline.X]; y = frames[i + PathConstraintMixTimeline.Y]; break; default: rotate = this.getBezierValue(time, i, PathConstraintMixTimeline.ROTATE, curveType - PathConstraintMixTimeline.BEZIER); x = this.getBezierValue(time, i, PathConstraintMixTimeline.X, curveType + PathConstraintMixTimeline.BEZIER_SIZE - PathConstraintMixTimeline.BEZIER); y = this.getBezierValue(time, i, PathConstraintMixTimeline.Y, curveType + PathConstraintMixTimeline.BEZIER_SIZE * 2 - PathConstraintMixTimeline.BEZIER); } if (blend == MixBlend.setup) { let data = constraint.data; constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; constraint.mixX = data.mixX + (x - data.mixX) * alpha; constraint.mixY = data.mixY + (y - data.mixY) * alpha; } else { constraint.mixRotate += (rotate - constraint.mixRotate) * alpha; constraint.mixX += (x - constraint.mixX) * alpha; constraint.mixY += (y - constraint.mixY) * alpha; } } } }