97 lines
3.8 KiB
ActionScript

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.animation {
import spine.Bone;
import spine.Event;
import spine.Skeleton;
public class RotateTimeline extends CurveTimeline {
static private const LAST_FRAME_TIME:int = -2;
static private const FRAME_VALUE:int = 1;
public var boneIndex:int;
public var frames:Vector.<Number> = new Vector.<Number>(); // time, value, ...
public function RotateTimeline (frameCount:int) {
super(frameCount);
frames.length = frameCount * 2;
}
/** Sets the time and angle of the specified keyframe. */
public function setFrame (frameIndex:int, time:Number, angle:Number) : void {
frameIndex *= 2;
frames[frameIndex] = time;
frames[frameIndex + 1] = angle;
}
override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
if (time < frames[0])
return; // Time is before first frame.
var bone:Bone = skeleton.bones[boneIndex];
var amount:Number;
if (time >= frames[frames.length - 2]) { // Time is after last frame.
amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
return;
}
// Interpolate between the last frame and the current frame.
var frameIndex:int = Animation.binarySearch(frames, time, 2);
var lastFrameValue:Number = frames[frameIndex - 1];
var frameTime:Number = frames[frameIndex];
var percent:Number = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = getCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
}
}
}