mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
161 lines
6.3 KiB
Haxe
161 lines
6.3 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.animation;
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/** Changes a slot's spine.Slot.getColor() and spine.Slot.getDarkColor() for two color tinting. */
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class RGBA2Timeline extends CurveTimeline implements SlotTimeline {
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private static inline var ENTRIES:Int = 8;
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private static inline var R:Int = 1;
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private static inline var G:Int = 2;
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private static inline var B:Int = 3;
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private static inline var A:Int = 4;
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private static inline var R2:Int = 5;
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private static inline var G2:Int = 6;
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private static inline var B2:Int = 7;
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private var slotIndex:Int = 0;
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public function new(frameCount:Int, bezierCount:Int, slotIndex:Int) {
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super(frameCount, bezierCount, [
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Property.rgb + "|" + slotIndex,
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Property.alpha + "|" + slotIndex,
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Property.rgb2 + "|" + slotIndex
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]);
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this.slotIndex = slotIndex;
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}
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public override function getFrameEntries():Int {
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return ENTRIES;
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}
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/** The index of the slot in spine.Skeleton.getSlots() that will be changed when this timeline is applied. The
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* spine.Slot.getDarkColor() must not be null. */
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public function getSlotIndex():Int {
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return slotIndex;
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}
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/** Sets the time, light color, and dark color for the specified frame.
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* @param frame Between 0 and <code>frameCount</code>, inclusive.
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* @param time The frame time in seconds. */
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public function setFrame(frame:Int, time:Float, r:Float, g:Float, b:Float, a:Float, r2:Float, g2:Float, b2:Float):Void {
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frame <<= 3;
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frames[frame] = time;
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frames[frame + R] = r;
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frames[frame + G] = g;
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frames[frame + B] = b;
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frames[frame + A] = a;
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frames[frame + R2] = r2;
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frames[frame + G2] = g2;
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frames[frame + B2] = b2;
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}
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public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Array<Event>, alpha:Float, blend:MixBlend,
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direction:MixDirection):Void {
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var slot:Slot = skeleton.slots[slotIndex];
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if (!slot.bone.active)
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return;
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var light:Color = slot.color, dark:Color = slot.darkColor;
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if (time < frames[0]) {
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var setupLight:Color = slot.data.color,
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setupDark:Color = slot.data.darkColor;
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switch (blend) {
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case MixBlend.setup:
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light.setFromColor(setupLight);
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dark.r = setupDark.r;
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dark.g = setupDark.g;
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dark.b = setupDark.b;
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case MixBlend.first:
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light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
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(setupLight.a - light.a) * alpha);
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dark.r += (setupDark.r - dark.r) * alpha;
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dark.g += (setupDark.g - dark.g) * alpha;
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dark.b += (setupDark.b - dark.b) * alpha;
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}
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return;
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}
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var r:Float = 0, g:Float = 0, b:Float = 0, a:Float = 0, r2:Float = 0, g2:Float = 0, b2:Float = 0;
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var i:Int = Timeline.search(frames, time, ENTRIES);
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var curveType:Int = Std.int(curves[i >> 3]);
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switch (curveType) {
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case CurveTimeline.LINEAR:
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var before:Float = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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var t:Float = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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a += (frames[i + ENTRIES + A] - a) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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case CurveTimeline.STEPPED:
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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default:
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r = getBezierValue(time, i, R, curveType - CurveTimeline.BEZIER);
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g = getBezierValue(time, i, G, curveType + CurveTimeline.BEZIER_SIZE - CurveTimeline.BEZIER);
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b = getBezierValue(time, i, B, curveType + CurveTimeline.BEZIER_SIZE * 2 - CurveTimeline.BEZIER);
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a = getBezierValue(time, i, A, curveType + CurveTimeline.BEZIER_SIZE * 3 - CurveTimeline.BEZIER);
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r2 = getBezierValue(time, i, R2, curveType + CurveTimeline.BEZIER_SIZE * 4 - CurveTimeline.BEZIER);
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g2 = getBezierValue(time, i, G2, curveType + CurveTimeline.BEZIER_SIZE * 5 - CurveTimeline.BEZIER);
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b2 = getBezierValue(time, i, B2, curveType + CurveTimeline.BEZIER_SIZE * 6 - CurveTimeline.BEZIER);
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}
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if (alpha == 1) {
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light.set(r, g, b, a);
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dark.r = r2;
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dark.g = g2;
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dark.b = b2;
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} else {
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if (blend == MixBlend.setup) {
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light.setFromColor(slot.data.color);
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dark.setFromColor(slot.data.darkColor);
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}
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light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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dark.r += (r2 - dark.r) * alpha;
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dark.g += (g2 - dark.g) * alpha;
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dark.b += (b2 - dark.b) * alpha;
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}
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}
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}
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