/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 { IkConstraint } from "./IkConstraint.js"; import { PathConstraint } from "./PathConstraint.js"; import { Physics, Skeleton } from "./Skeleton.js"; import { Slot } from "./Slot.js"; import { TransformConstraint } from "./TransformConstraint.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"; /** 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 = new 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) throw new Error("name cannot be null."); this.name = name; this.setTimelines(timelines); this.duration = duration; } setTimelines (timelines: Array) { if (!timelines) throw new Error("timelines cannot be null."); this.timelines = timelines; this.timelineIds.clear(); for (var i = 0; i < timelines.length; i++) this.timelineIds.addAll(timelines[i].getPropertyIds()); } hasTimeline (ids: string[]): boolean { 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) 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); } } /** 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 } const Property = { rotate: 0, x: 1, y: 2, scaleX: 3, scaleY: 4, shearX: 5, shearY: 6, inherit: 7, rgb: 8, alpha: 9, rgb2: 10, attachment: 11, deform: 12, event: 13, drawOrder: 14, ikConstraint: 15, transformConstraint: 16, pathConstraintPosition: 17, pathConstraintSpacing: 18, pathConstraintMix: 19, physicsConstraintInertia: 20, physicsConstraintStrength: 21, physicsConstraintDamping: 22, physicsConstraintMass: 23, physicsConstraintWind: 24, physicsConstraintGravity: 25, physicsConstraintMix: 26, physicsConstraintReset: 27, sequence: 28, } /** 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()]; } abstract apply (skeleton: Skeleton, lastTime: number, time: number, events: Array | null, alpha: number, blend: MixBlend, direction: MixDirection): void; static search1 (frames: NumberArrayLike, time: number) { let n = frames.length; for (let i = 1; i < n; i++) if (frames[i] > time) return i - 1; return n - 1; } static search (frames: NumberArrayLike, time: number, step: number) { let n = frames.length; for (let i = step; i < n; i += step) if (frames[i] > time) return i - step; return n - step; } } 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 { 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: value += setup - current; } return current + value * alpha; } getAbsoluteValue (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); if (blend == MixBlend.setup) return setup + (value - setup) * alpha; return current + (value - current) * alpha; } 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; } return current; } if (blend == MixBlend.setup) return setup + (value - setup) * alpha; return current + (value - current) * 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; } return current; } let value = this.getCurveValue(time) * setup; if (alpha == 1) { if (blend == MixBlend.add) return current + value - setup; return value; } // Mixing out uses sign of setup or current pose, else use sign of key. if (direction == MixDirection.mixOut) { 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} which sets two properties. */ export abstract class CurveTimeline2 extends CurveTimeline { /** @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, propertyId1: string, propertyId2: string) { super(frameCount, bezierCount, [propertyId1, propertyId2]); } 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; } } /** 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 | null, alpha: number, blend: MixBlend, direction: MixDirection) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.rotation = this.getRelativeValue(time, alpha, blend, bone.rotation, bone.data.rotation); } } /** 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 bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; 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 = 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: 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 bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.x = this.getRelativeValue(time, alpha, blend, bone.x, bone.data.x); } } /** 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 bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.y = this.getRelativeValue(time, alpha, blend, bone.y, bone.data.y); } } /** 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 bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; 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, 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 *= 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: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - 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: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - bone.data.scaleY) * 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 bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.scaleX = this.getScaleValue(time, alpha, blend, direction, bone.scaleX, bone.data.scaleX); } } /** 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 bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.scaleY = this.getScaleValue(time, alpha, blend, direction, bone.scaleY, bone.data.scaleY); } } /** 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 bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; 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 = 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: 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 bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.shearX = this.getRelativeValue(time, alpha, blend, bone.shearX, bone.data.shearX); } } /** 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 bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.shearY = this.getRelativeValue(time, alpha, blend, bone.shearY, bone.data.shearY); } } export class InheritTimeline extends Timeline implements BoneTimeline { boneIndex = 0; constructor (frameCount: number, boneIndex: number) { super(frameCount, [Property.inherit + "|" + boneIndex]); this.boneIndex = boneIndex; } public getFrameEntries () { return 2/*ENTRIES*/; } /** Sets the 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) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) bone.inherit = bone.data.inherit; return; } bone.inherit = this.frames[Timeline.search(frames, time, 2/*ENTRIES*/) + 1/*INHERIT*/]; } } /** Changes a slot's {@link Slot#color}. */ export class RGBATimeline extends CurveTimeline implements SlotTimeline { slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex ]); this.slotIndex = 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; } 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; let color = slot.color; if (time < frames[0]) { let setup = slot.data.color; switch (blend) { case MixBlend.setup: color.setFromColor(setup); 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 = 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.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 { slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex ]); this.slotIndex = 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; } 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; let color = slot.color; if (time < frames[0]) { let 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 = 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.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 slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let color = slot.color; if (time < this.frames[0]) { let 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) color.a = a; else { if (blend == MixBlend.setup) color.a = slot.data.color.a; color.a += (a - 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 { 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 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; } 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; let light = slot.color, dark = slot.darkColor!; if (time < frames[0]) { let 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 = 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) { light.setFromColor(slot.data.color); let setupDark = slot.data.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 Slot#color} and {@link Slot#darkColor} for two color tinting. */ export class RGB2Timeline extends CurveTimeline implements SlotTimeline { slotIndex = 0; constructor (frameCount: number, bezierCount: number, slotIndex: number) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); this.slotIndex = 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; } 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; let light = slot.color, dark = slot.darkColor!; if (time < frames[0]) { let 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 = 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) { 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); } 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) { 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; } if (time < this.frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } this.setAttachment(skeleton, slot, this.attachmentNames[Timeline.search1(this.frames, time)]); } setAttachment (skeleton: Skeleton, slot: Slot, attachmentName: string | null) { slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); } } /** 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); } getFrameCount () { return this.frames.length; } /** 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: 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); } 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 | null = slot.getAttachment(); if (!slotAttachment) return; if (!(slotAttachment instanceof VertexAttachment) || (slotAttachment).timelineAttachment != this.attachment) return; let deform: Array = slot.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; let vertexAttachment = slotAttachment; 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]) { let lastVertices = vertices[frames.length - 1]; if (alpha == 1) { if (blend == MixBlend.add) { let vertexAttachment = slotAttachment as VertexAttachment; if (!vertexAttachment.bones) { // 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) { // 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) { // 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 = Timeline.search1(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) { // 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) { // 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) { // 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); } 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) { 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); 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.search1(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) { if (direction == MixDirection.mixOut) { 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.search1(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]]; } } } /** 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 { /** The index of the IK constraint in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is applied */ constraintIndex: number = 0; constructor (frameCount: number, bezierCount: number, ikConstraintIndex: number) { super(frameCount, bezierCount, [ Property.ikConstraint + "|" + ikConstraintIndex ]); this.constraintIndex = ikConstraintIndex; } getFrameEntries () { return 6/*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 *= 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) { let constraint: IkConstraint = skeleton.ikConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; 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 = 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*/); } 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 + 3/*BEND_DIRECTION*/]; constraint.compress = frames[i + 4/*COMPRESS*/] != 0; constraint.stretch = frames[i + 5/*STRETCH*/] != 0; } } else { constraint.mix += (mix - constraint.mix) * alpha; constraint.softness += (softness - constraint.softness) * alpha; if (direction == MixDirection.mixIn) { constraint.bendDirection = frames[i + 3/*BEND_DIRECTION*/]; constraint.compress = frames[i + 4/*COMPRESS*/] != 0; constraint.stretch = frames[i + 5/*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 { /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */ constraintIndex: number = 0; constructor (frameCount: number, bezierCount: number, transformConstraintIndex: number) { super(frameCount, bezierCount, [ Property.transformConstraint + "|" + transformConstraintIndex ]); this.constraintIndex = transformConstraintIndex; } getFrameEntries () { return 7/*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 *= 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) { let constraint: TransformConstraint = skeleton.transformConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; 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 = 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*/); } 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 in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex: number = 0; constructor (frameCount: number, bezierCount: number, pathConstraintIndex: number) { super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex); this.constraintIndex = pathConstraintIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let constraint: PathConstraint = skeleton.pathConstraints[this.constraintIndex]; if (constraint.active) constraint.position = this.getAbsoluteValue(time, alpha, blend, constraint.position, constraint.data.position); } } /** Changes a path constraint's {@link PathConstraint#spacing}. */ export class PathConstraintSpacingTimeline extends CurveTimeline1 { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex = 0; constructor (frameCount: number, bezierCount: number, pathConstraintIndex: number) { super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex); this.constraintIndex = pathConstraintIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let constraint: PathConstraint = skeleton.pathConstraints[this.constraintIndex]; if (constraint.active) constraint.spacing = this.getAbsoluteValue(time, alpha, blend, constraint.spacing, constraint.data.spacing); } } /** 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 in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex = 0; constructor (frameCount: number, bezierCount: number, pathConstraintIndex: number) { super(frameCount, bezierCount, [ Property.pathConstraintMix + "|" + pathConstraintIndex ]); this.constraintIndex = pathConstraintIndex; } getFrameEntries () { return 4/*ENTRIES*/; } 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) { let constraint: PathConstraint = skeleton.pathConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; 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 = 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*/); } 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; } } } /** The base class for most {@link PhysicsConstraint} timelines. */ export abstract class PhysicsConstraintTimeline extends CurveTimeline1 { /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be changed when this timeline * is applied, or -1 if all physics constraints in the skeleton will be changed. */ constraintIndex = 0; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number, property: number) { super(frameCount, bezierCount, property + "|" + physicsConstraintIndex); this.constraintIndex = physicsConstraintIndex; } apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection) { let constraint: PhysicsConstraint; if (this.constraintIndex == -1) { const value = time >= this.frames[0] ? this.getCurveValue(time) : 0; for (const constraint of skeleton.physicsConstraints) { if (constraint.active && this.global(constraint.data)) this.set(constraint, this.getAbsoluteValue2(time, alpha, blend, this.get(constraint), this.setup(constraint), value)); } } else { constraint = skeleton.physicsConstraints[this.constraintIndex]; if (constraint.active) this.set(constraint, this.getAbsoluteValue(time, alpha, blend, this.get(constraint), this.setup(constraint))); } } abstract setup (constraint: PhysicsConstraint): number; abstract get (constraint: PhysicsConstraint): number; abstract set (constraint: PhysicsConstraint, value: number): void; abstract global (constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getInertia()}. */ export class PhysicsConstraintInertiaTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintInertia); } setup (constraint: PhysicsConstraint): number { return constraint.data.inertia; } get (constraint: PhysicsConstraint): number { return constraint.inertia; } set (constraint: PhysicsConstraint, value: number): void { constraint.inertia = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.inertiaGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getStrength()}. */ export class PhysicsConstraintStrengthTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintStrength); } setup (constraint: PhysicsConstraint): number { return constraint.data.strength; } get (constraint: PhysicsConstraint): number { return constraint.strength; } set (constraint: PhysicsConstraint, value: number): void { constraint.strength = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.strengthGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getDamping()}. */ export class PhysicsConstraintDampingTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintDamping); } setup (constraint: PhysicsConstraint): number { return constraint.data.damping; } get (constraint: PhysicsConstraint): number { return constraint.damping; } set (constraint: PhysicsConstraint, value: number): void { constraint.damping = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.dampingGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getMassInverse()}. The timeline values are not inverted. */ export class PhysicsConstraintMassTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMass); } setup (constraint: PhysicsConstraint): number { return 1 / constraint.data.massInverse; } get (constraint: PhysicsConstraint): number { return 1 / constraint.massInverse; } set (constraint: PhysicsConstraint, value: number): void { constraint.massInverse = 1 / value; } global (constraint: PhysicsConstraintData): boolean { return constraint.massGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getWind()}. */ export class PhysicsConstraintWindTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintWind); } setup (constraint: PhysicsConstraint): number { return constraint.data.wind; } get (constraint: PhysicsConstraint): number { return constraint.wind; } set (constraint: PhysicsConstraint, value: number): void { constraint.wind = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.windGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getGravity()}. */ export class PhysicsConstraintGravityTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintGravity); } setup (constraint: PhysicsConstraint): number { return constraint.data.gravity; } get (constraint: PhysicsConstraint): number { return constraint.gravity; } set (constraint: PhysicsConstraint, value: number): void { constraint.gravity = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.gravityGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getMix()}. */ export class PhysicsConstraintMixTimeline extends PhysicsConstraintTimeline { constructor (frameCount: number, bezierCount: number, physicsConstraintIndex: number) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMix); } setup (constraint: PhysicsConstraint): number { return constraint.data.mix; } get (constraint: PhysicsConstraint): number { return constraint.mix; } set (constraint: PhysicsConstraint, value: number): void { constraint.mix = value; } global (constraint: PhysicsConstraintData): boolean { return constraint.mixGlobal; } } /** Resets a physics constraint when specific animation times are reached. */ export class PhysicsConstraintResetTimeline extends Timeline { private static propertyIds: string[] = [Property.physicsConstraintReset.toString()]; /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be reset when this timeline is * applied, or -1 if all physics constraints in the skeleton will be reset. */ constraintIndex: number; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ constructor (frameCount: number, physicsConstraintIndex: number) { super(frameCount, PhysicsConstraintResetTimeline.propertyIds); this.constraintIndex = physicsConstraintIndex; } 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) { let constraint: PhysicsConstraint | undefined; if (this.constraintIndex != -1) { constraint = skeleton.physicsConstraints[this.constraintIndex]; 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); 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.search1(frames, lastTime) + 1]) { if (constraint != null) constraint.reset(); else { for (const constraint of skeleton.physicsConstraints) { if (constraint.active) constraint.reset(); } } } } } /** 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; slotIndex: number; 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) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let slotAttachment = slot.attachment; let attachment = this.attachment as unknown as Attachment; if (slotAttachment != attachment) { if (!(slotAttachment instanceof VertexAttachment) || (slotAttachment as VertexAttachment).timelineAttachment != attachment) return; } let frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) slot.sequenceIndex = -1; return; } let i = Timeline.search(frames, time, SequenceTimeline.ENTRIES); let before = frames[i]; let modeAndIndex = frames[i + SequenceTimeline.MODE]; let delay = frames[i + SequenceTimeline.DELAY]; if (!this.attachment.sequence) return; let index = modeAndIndex >> 4, count = this.attachment.sequence!.regions.length; let 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; } } } slot.sequenceIndex = index; } }