mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
1230 lines
39 KiB
Lua
1230 lines
39 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License v2.5
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--
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-- Copyright (c) 2013-2016, Esoteric Software
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-- All rights reserved.
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--
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-- You are granted a perpetual, non-exclusive, non-sublicensable, and
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-- non-transferable license to use, install, execute, and perform the Spine
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-- Runtimes software and derivative works solely for personal or internal
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-- use. Without the written permission of Esoteric Software (see Section 2 of
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-- the Spine Software License Agreement), you may not (a) modify, translate,
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-- adapt, or develop new applications using the Spine Runtimes or otherwise
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-- create derivative works or improvements of the Spine Runtimes or (b) remove,
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-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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-- or other intellectual property or proprietary rights notices on or in the
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-- Software, including any copy thereof. Redistributions in binary or source
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-- form must include this license and terms.
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--
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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS Owelp,F
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-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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-- POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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-- FIXME
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-- All the indexing in this file is zero based. We use zlen()
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-- instead of the # operator. Initialization of number arrays
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-- is performed via utils.newNumberArrayZero. This needs
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-- to be rewritten using one-based indexing for better performance
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local utils = require "spine-lua.utils"
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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local math_floor = math.floor
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local math_abs = math.abs
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local math_signum = utils.signum
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local function zlen(array)
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return #array + 1
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end
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local Animation = {}
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function Animation.new (name, timelines, duration)
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if not timelines then error("timelines cannot be nil", 2) end
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local self = {
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name = name,
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timelines = timelines,
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duration = duration
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}
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function self:apply (skeleton, lastTime, time, loop, events, alpha, setupPose, mixingOut)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then
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time = time % self.duration
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if lastTime > 0 then lastTime = lastTime % self.duration end
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut)
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end
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end
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return self
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end
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local function binarySearch (values, target, step)
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local low = 0
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local high = math.floor(zlen(values) / step - 2)
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if high == 0 then return step end
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local current = math.floor(high / 2)
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while true do
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if values[(current + 1) * step] <= target then
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low = current + 1
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else
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high = current
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end
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if low == high then return (low + 1) * step end
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current = math.floor((low + high) / 2)
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end
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end
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Animation.binarySearch = binarySearch
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local function binarySearch1 (values, target)
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local low = 0
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local high = math.floor(zlen(values) - 2)
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if high == 0 then return 1 end
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local current = math.floor(high / 2)
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while true do
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if values[current + 1] <= target then
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low = current + 1
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else
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high = current
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end
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if low == high then return low + 1 end
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current = math.floor((low + high) / 2)
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end
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end
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local function linearSearch (values, target, step)
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local i = 0
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local last = zlen(values) - step
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while i <= last do
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if (values[i] > target) then return i end
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i = i + step
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end
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return -1
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end
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Animation.TimelineType = {
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rotate = 0, translate = 1, scale = 2, shear = 3,
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attachment = 4, color = 5, deform = 6,
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event = 7, drawOrder = 8,
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ikConstraint = 9, transformConstraint = 10,
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pathConstraintPosition = 11, pathConstraintSpacing = 12, pathConstraintMix = 13
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}
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local TimelineType = Animation.TimelineType
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local SHL_24 = 16777216
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Animation.CurveTimeline = {}
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function Animation.CurveTimeline.new (frameCount)
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local LINEAR = 0
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local STEPPED = 1
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local BEZIER = 2
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local BEZIER_SIZE = 10 * 2 - 1
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local self = {
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curves = utils.newNumberArrayZero((frameCount - 1) * BEZIER_SIZE) -- type, x, y, ...
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}
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function self:getFrameCount ()
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return math.floor(zlen(self.curves) / BEZIER_SIZE) + 1
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end
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function self:setStepped (frameIndex)
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self.curves[frameIndex * BEZIER_SIZE] = STEPPED
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end
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function self:getCurveType (frameIndex)
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local index = frameIndex * BEZIER_SIZE
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if index == zlen(self.curves) then return LINEAR end
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local type = self.curves[index]
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if type == LINEAR then return LINEAR end
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if type == STEPPED then return STEPPED end
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return BEZIER
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end
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function self:setCurve (frameIndex, cx1, cy1, cx2, cy2)
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local tmpx = (-cx1 * 2 + cx2) * 0.03
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local tmpy = (-cy1 * 2 + cy2) * 0.03
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local dddfx = ((cx1 - cx2) * 3 + 1) * 0.006
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local dddfy = ((cy1 - cy2) * 3 + 1) * 0.006
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local ddfx = tmpx * 2 + dddfx
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local ddfy = tmpy * 2 + dddfy
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local dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667
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local dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667
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local i = frameIndex * BEZIER_SIZE
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local curves = self.curves
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curves[i] = BEZIER
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i = i + 1
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local x = dfx
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local y = dfy
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local n = i + BEZIER_SIZE - 1
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while i < n do
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curves[i] = x
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curves[i + 1] = y
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dfx = dfx + ddfx
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dfy = dfy + ddfy
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ddfx = ddfx + dddfx
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ddfy = ddfy + dddfy
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x = x + dfx
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y = y + dfy
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i = i + 2
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end
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end
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function self:getCurvePercent (frameIndex, percent)
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percent = utils.clamp(percent, 0, 1)
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local curves = self.curves
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local i = frameIndex * BEZIER_SIZE
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local type = curves[i]
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if type == LINEAR then return percent end
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if type == STEPPED then return 0 end
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i = i + 1
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local x
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local n = i + BEZIER_SIZE - 1
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local start = i
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while i < n do
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x = curves[i]
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if x >= percent then
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local prevX, prevY
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if i == start then
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prevX = 0
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prevY = 0
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else
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prevX = curves[i - 2]
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prevY = curves[i - 1]
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end
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return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX)
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end
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i = i + 2
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end
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local y = curves[i - 1]
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return y + (1 - y) * (percent - x) / (1 - x) -- Last point is 1,1.
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end
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return self
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end
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Animation.RotateTimeline = {}
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Animation.RotateTimeline.ENTRIES = 2
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Animation.RotateTimeline.PREV_TIME = -2
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Animation.RotateTimeline.PREV_ROTATION = -1
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Animation.RotateTimeline.ROTATION = 1
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function Animation.RotateTimeline.new (frameCount)
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local ENTRIES = Animation.RotateTimeline.ENTRIES
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local PREV_TIME = Animation.RotateTimeline.PREV_TIME
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local PREV_ROTATION = Animation.RotateTimeline.PREV_ROTATION
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local ROTATION = Animation.RotateTimeline.ROTATION
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local self = Animation.CurveTimeline.new(frameCount)
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self.boneIndex = -1
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self.frames = utils.newNumberArrayZero(frameCount * 2)
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self.type = TimelineType.rotate
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function self:getPropertyId ()
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return TimelineType.rotate * SHL_24 + self.boneIndex
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end
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function self:setFrame (frameIndex, time, degrees)
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frameIndex = frameIndex * 2
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self.frames[frameIndex] = time
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self.frames[frameIndex + ROTATION] = degrees
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if setupPose then
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bone.rotation = bone.data.rotation
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end
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return
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end
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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if setupPose then
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bone.rotation = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] * alpha
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else
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local r = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] - bone.rotation
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360 -- Wrap within -180 and 180.
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bone.rotation = bone.rotation + r * alpha;
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end
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return;
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end
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-- Interpolate between the last frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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local prevRotation = frames[frame + PREV_ROTATION]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent((math.floor(frame / 2)) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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local r = frames[frame + ROTATION] - prevRotation
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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r = prevRotation + r * percent
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if setupPose then
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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bone.rotation = bone.data.rotation + r * alpha
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else
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r = bone.data.rotation + r - bone.rotation;
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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bone.rotation = bone.rotation + r * alpha
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end
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end
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return self
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end
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Animation.TranslateTimeline = {}
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Animation.TranslateTimeline.ENTRIES = 3
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function Animation.TranslateTimeline.new (frameCount)
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local ENTRIES = Animation.TranslateTimeline.ENTRIES
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local PREV_TIME = -3
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local PREV_X = -2
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local PREV_Y = -1
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local X = 1
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local Y = 2
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local self = Animation.CurveTimeline.new(frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.boneIndex = -1
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self.type = TimelineType.translate
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function self:getPropertyId ()
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return TimelineType.translate * SHL_24 + self.boneIndex
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end
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function self:setFrame (frameIndex, time, x, y)
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frameIndex = frameIndex * ENTRIES
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self.frames[frameIndex] = time
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self.frames[frameIndex + X] = x
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self.frames[frameIndex + Y] = y
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if (setupPose) then
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bone.x = bone.data.x
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bone.y = bone.data.y
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end
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return
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end
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local x = 0
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local y = 0
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if time >= frames[zlen(frames) - ENTRIES] then -- // Time is after last frame.
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x = frames[zlen(frames) + PREV_X];
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y = frames[zlen(frames) + PREV_Y];
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else
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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x = frames[frame + PREV_X]
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y = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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x = x + (frames[frame + X] - x) * percent
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y = y + (frames[frame + Y] - y) * percent
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end
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if setupPose then
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bone.x = bone.data.x + x * alpha
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bone.y = bone.data.y + y * alpha
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else
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bone.x = bone.x + (bone.data.x + x - bone.x) * alpha
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bone.y = bone.y + (bone.data.y + y - bone.y) * alpha
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end
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end
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return self
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end
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Animation.ScaleTimeline = {}
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Animation.ScaleTimeline.ENTRIES = Animation.TranslateTimeline.ENTRIES
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function Animation.ScaleTimeline.new (frameCount)
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local ENTRIES = Animation.ScaleTimeline.ENTRIES
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local PREV_TIME = -3
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local PREV_X = -2
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local PREV_Y = -1
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local X = 1
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local Y = 2
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local self = Animation.TranslateTimeline.new(frameCount)
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self.type = TimelineType.scale
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function self:getPropertyId ()
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return TimelineType.scale * SHL_24 + self.boneIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if setupPose then
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bone.scaleX = bone.data.scaleX
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bone.scaleY = bone.data.scaleY
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end
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return
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end
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local x = 0
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local y = 0
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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x = frames[zlen(frames) + PREV_X] * bone.data.scaleX
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y = frames[zlen(frames) + PREV_Y] * bone.data.scaleY
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else
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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x = frames[frame + PREV_X]
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y = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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x = (x + (frames[frame + X] - x) * percent) * bone.data.scaleX
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y = (y + (frames[frame + Y] - y) * percent) * bone.data.scaleY
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end
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if alpha == 1 then
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bone.scaleX = x
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bone.scaleY = y
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else
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local bx = 0
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local by = 0
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if setupPose then
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bx = bone.data.scaleX
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by = bone.data.scaleY
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else
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bx = bone.scaleX
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by = bone.scaleY
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end
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-- Mixing out uses sign of setup or current pose, else use sign of key.
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if mixingOut then
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x = math_abs(x) * math_signum(bx)
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y = math_abs(y) * math_signum(by)
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else
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bx = math_abs(bx) * math_signum(x)
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by = math_abs(by) * math_signum(y)
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end
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bone.scaleX = bx + (x - bx) * alpha
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bone.scaleY = by + (y - by) * alpha
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end
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end
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return self
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end
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Animation.ShearTimeline = {}
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Animation.ShearTimeline.ENTRIES = Animation.TranslateTimeline.ENTRIES
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function Animation.ShearTimeline.new (frameCount)
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local ENTRIES = Animation.ShearTimeline.ENTRIES
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local PREV_TIME = -3
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local PREV_X = -2
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local PREV_Y = -1
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local X = 1
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local Y = 2
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local self = Animation.TranslateTimeline.new(frameCount)
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self.type = TimelineType.shear
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function self:getPropertyId ()
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return TimelineType.shear * SHL_24 + self.boneIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if setupPose then
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bone.shearX = bone.data.shearX
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bone.shearY = bone.data.shearY
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end
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return
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end
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local x = 0
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local y = 0
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if time >= frames[zlen(frames) - ENTRIES] then -- // Time is after last frame.
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x = frames[zlen(frames) + PREV_X]
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y = frames[zlen(frames) + PREV_Y]
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else
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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x = frames[frame + PREV_X]
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y = frames[frame + PREV_Y]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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x = x + (frames[frame + X] - x) * percent
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y = y + (frames[frame + Y] - y) * percent
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end
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if setupPose then
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bone.shearX = bone.data.shearX + x * alpha
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bone.shearY = bone.data.shearY + y * alpha
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else
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bone.shearX = bone.shearX + (bone.data.shearX + x - bone.shearX) * alpha
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bone.shearY = bone.shearY + (bone.data.shearY + y - bone.shearY) * alpha
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end
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end
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return self
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end
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|
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Animation.ColorTimeline = {}
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Animation.ColorTimeline.ENTRIES = 5
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function Animation.ColorTimeline.new (frameCount)
|
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local ENTRIES = Animation.ColorTimeline.ENTRIES
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local PREV_TIME = -5
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local PREV_R = -4
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local PREV_G = -3
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local PREV_B = -2
|
|
local PREV_A = -1
|
|
local R = 1
|
|
local G = 2
|
|
local B = 3
|
|
local A = 4
|
|
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
|
self.slotIndex = -1
|
|
self.type = TimelineType.color
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.color * SHL_24 + self.slotIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, r, g, b, a)
|
|
frameIndex = frameIndex * ENTRIES
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + R] = r
|
|
self.frames[frameIndex + G] = g
|
|
self.frames[frameIndex + B] = b
|
|
self.frames[frameIndex + A] = a
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local frames = self.frames
|
|
local slot = skeleton.slots[self.slotIndex]
|
|
if time < frames[0] then
|
|
if setupPose then
|
|
slot.color:setFrom(slot.data.color)
|
|
end
|
|
return
|
|
end
|
|
|
|
local r, g, b, a
|
|
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
|
local i = zlen(frames)
|
|
r = frames[i + PREV_R]
|
|
g = frames[i + PREV_G]
|
|
b = frames[i + PREV_B]
|
|
a = frames[i + PREV_A]
|
|
else
|
|
-- Interpolate between the last frame and the current frame.
|
|
local frame = binarySearch(frames, time, ENTRIES)
|
|
r = frames[frame + PREV_R]
|
|
g = frames[frame + PREV_G]
|
|
b = frames[frame + PREV_B]
|
|
a = frames[frame + PREV_A]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
|
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
|
|
|
r = r + (frames[frame + R] - r) * percent
|
|
g = g + (frames[frame + G] - g) * percent
|
|
b = b + (frames[frame + B] - b) * percent
|
|
a = a + (frames[frame + A] - a) * percent
|
|
end
|
|
if alpha == 1 then
|
|
slot.color:set(r, g, b, a)
|
|
else
|
|
local color = slot.color
|
|
if setupPose then color.setFrom(slot.data.color) end
|
|
color:add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha)
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.AttachmentTimeline = {}
|
|
function Animation.AttachmentTimeline.new (frameCount)
|
|
local self = {
|
|
frames = utils.newNumberArrayZero(frameCount), -- time, ...
|
|
attachmentNames = {},
|
|
slotIndex = -1,
|
|
type = TimelineType.attachment
|
|
}
|
|
|
|
function self:getFrameCount ()
|
|
return zlen(self.frames)
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, attachmentName)
|
|
self.frames[frameIndex] = time
|
|
self.attachmentNames[frameIndex] = attachmentName
|
|
end
|
|
|
|
function self:getPropertyId ()
|
|
return Timeline.attachment * SHL_24 + self.slotIndex
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local slot = skeleton.slots[self.slotIndex]
|
|
local attachmentName
|
|
if mixingOut and setupPose then
|
|
attachmentName = slot.data.attachmentName
|
|
if not attachmentName then
|
|
slot:setAttachment(nil)
|
|
else
|
|
skeleton:setAttachment(skeleton:getAttachmentByIndex(self.slotIndex, attachmentName))
|
|
end
|
|
return;
|
|
end
|
|
|
|
local frames = self.frames
|
|
if time < frames[0] then
|
|
if setupPose then
|
|
attachmentName = slot.data.attachmentName
|
|
if not attachmentName then
|
|
slot:setAttachment(nil)
|
|
else
|
|
skeleton:setAttachment(skeleton:getAttachmentByIndex(self.slotIndex, attachmentName))
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
local frameIndex = 0
|
|
if time >= frames[zlen(frames) - 1] then
|
|
frameIndex = zlen(frames) - 1
|
|
else
|
|
frameIndex = binarySearch(frames, time, 1) - 1
|
|
end
|
|
|
|
attachmentName = self.attachmentNames[frameIndex]
|
|
if not attachmentName then
|
|
skeleton.slots[self.slotIndex]:setAttachment(nil)
|
|
else
|
|
skeleton.slots[self.slotIndex]:setAttachment(skeleton:getAttachmentByIndex(self.slotIndex, attachmentName))
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.DeformTimeline = {}
|
|
function Animation.DeformTimeline.new (frameCount)
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount)
|
|
self.frameVertices = utils.newNumberArrayZero(frameCount)
|
|
self.slotIndex = -1
|
|
self.attachment = nil
|
|
self.type = TimelineType.deform
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.deform * SHL_24 + self.slotIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, vertices)
|
|
self.frames[frameIndex] = time
|
|
self.frameVertices[frameIndex] = vertices
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local slot = skeleton.slots[self.slotIndex]
|
|
local slotAttachment = slot.attachment
|
|
if not slotAttachment then return end
|
|
if not (slotAttachment.type == AttachmentType.mesh or slotAttachment.type == AttachmentType.linkedmesh or slotAttachment.type == AttachmentType.path or slotAttachment.type == AttachmentType.boundingbox) then return end
|
|
if not slotAttachment:applyDeform(self.attachment) then return end
|
|
|
|
local frames = self.frames
|
|
local verticesArray = slot.attachmentVertices
|
|
if time < frames[0] then
|
|
if setupPose then
|
|
verticesArray = {}
|
|
slot.attachmentVertices = verticesArray
|
|
end
|
|
return
|
|
end
|
|
|
|
local frameVertices = self.frameVertices
|
|
local vertexCount = #(frameVertices[0])
|
|
|
|
if (#verticesArray ~= vertexCount) then alpha = 1 end -- Don't mix from uninitialized slot vertices.
|
|
local vertices = utils.setArraySize(verticesArray, vertexCount)
|
|
|
|
if time >= frames[zlen(frames) - 1] then -- Time is after last frame.
|
|
local lastVertices = frameVertices[zlen(frames) - 1]
|
|
if alpha == 1 then
|
|
-- Vertex positions or deform offsets, no alpha.
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
vertices[i] = lastVertices[i]
|
|
i = i + 1
|
|
end
|
|
elseif setupPose then
|
|
local vertexAttachment = slotAttachment
|
|
if vertexAttachment.bones == nil then
|
|
-- Unweighted vertex positions, with alpha.
|
|
local setupVertices = vertexAttachment.vertices
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
local setup = setupVertices[i]
|
|
vertices[i] = setup + (lastVertices[i] - setup) * alpha
|
|
i = i + 1
|
|
end
|
|
else
|
|
-- Weighted deform offsets, with alpha.
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
vertices[i] = lastVertices[i] * alpha
|
|
i = i + 1
|
|
end
|
|
end
|
|
else
|
|
-- Vertex positions or deform offsets, with alpha.
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
vertices[i] = vertices[i] + (lastVertices[i] - vertices[i]) * alpha
|
|
i = i + 1
|
|
end
|
|
end
|
|
return;
|
|
end
|
|
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frame = binarySearch(frames, time, 1)
|
|
local prevVertices = frameVertices[frame - 1]
|
|
local nextVertices = frameVertices[frame]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime))
|
|
|
|
if alpha == 1 then
|
|
-- Vertex positions or deform offsets, no alpha.
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
local prev = prevVertices[i]
|
|
vertices[i] = prev + (nextVertices[i] - prev) * percent
|
|
i = i + 1
|
|
end
|
|
elseif setupPose then
|
|
local vertexAttachment = slotAttachment
|
|
if vertexAttachment.bones == nil then
|
|
-- Unweighted vertex positions, with alpha.
|
|
local setupVertices = vertexAttachment.vertices
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
local prev = prevVertices[i]
|
|
local setup = setupVertices[i]
|
|
vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha
|
|
i = i + 1
|
|
end
|
|
else
|
|
-- Weighted deform offsets, with alpha.
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
local prev = prevVertices[i]
|
|
vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha
|
|
i = i + 1
|
|
end
|
|
end
|
|
else
|
|
-- Vertex positions or deform offsets, with alpha.
|
|
local i = 1
|
|
while i <= vertexCount do
|
|
local prev = prevVertices[i]
|
|
vertices[i] = vertices[i] + (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha
|
|
i = i + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.EventTimeline = {}
|
|
function Animation.EventTimeline.new (frameCount)
|
|
local self = {
|
|
frames = utils.newNumberArrayZero(frameCount),
|
|
events = {},
|
|
type = TimelineType.event
|
|
}
|
|
|
|
function self:getPropertyId ()
|
|
return Timeline.event * SHL_24
|
|
end
|
|
|
|
function self:getFrameCount ()
|
|
return zlen(self.frames)
|
|
end
|
|
|
|
function self:setFrame (frameIndex, event)
|
|
self.frames[frameIndex] = event.time
|
|
self.events[frameIndex] = event
|
|
end
|
|
|
|
-- Fires events for frames > lastTime and <= time.
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
if not firedEvents then return end
|
|
|
|
local frames = self.frames
|
|
local frameCount = zlen(frames)
|
|
|
|
if lastTime > time then -- Fire events after last time for looped animations.
|
|
self:apply(skeleton, lastTime, 999999, firedEvents, alpha, setupPose, mixingOut)
|
|
lastTime = -1
|
|
elseif lastTime >= frames[frameCount - 1] then -- Last time is after last frame.
|
|
return
|
|
end
|
|
if time < frames[0] then return end -- Time is before first frame.
|
|
|
|
local frame
|
|
if lastTime < frames[0] then
|
|
frame = 0
|
|
else
|
|
frame = binarySearch1(frames, lastTime)
|
|
local frame = frames[frame]
|
|
while frame > 0 do -- Fire multiple events with the same frame.
|
|
if frames[frame - 1] ~= frame then break end
|
|
frame = frame - 1
|
|
end
|
|
end
|
|
local events = self.events
|
|
while frame < frameCount and time >= frames[frame] do
|
|
table.insert(firedEvents, events[frame])
|
|
frame = frame + 1
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.DrawOrderTimeline = {}
|
|
function Animation.DrawOrderTimeline.new (frameCount)
|
|
local self = {
|
|
frames = utils.newNumberArrayZero(frameCount),
|
|
drawOrders = {},
|
|
type = TimelineType.drawOrder
|
|
}
|
|
|
|
function self:getPropertyId ()
|
|
return Timeline.drawOrder * SHL_24
|
|
end
|
|
|
|
function self:getFrameCount ()
|
|
return zlen(self.frames)
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, drawOrder)
|
|
self.frames[frameIndex] = time
|
|
self.drawOrders[frameIndex] = drawOrder
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local drawOrder = skeleton.drawOrder
|
|
local slots = skeleton.slots
|
|
if mixingOut and setupPose then
|
|
for i,slot in ipairs(slots) do
|
|
drawOrder[i] = slots[i]
|
|
end
|
|
return;
|
|
end
|
|
local frames = self.frames
|
|
if time < frames[0] then
|
|
if setupPose then
|
|
for i,slot in ipairs(slots) do
|
|
drawOrder[i] = slots[i]
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
local frame
|
|
if time >= frames[zlen(frames) - 1] then -- Time is after last frame.
|
|
frame = zlen(frames) - 1
|
|
else
|
|
frame = binarySearch1(frames, time) - 1
|
|
end
|
|
|
|
local drawOrderToSetupIndex = self.drawOrders[frame]
|
|
if not drawOrderToSetupIndex then
|
|
for i,slot in ipairs(slots) do
|
|
drawOrder[i] = slots[i]
|
|
end
|
|
else
|
|
for i,setupIndex in ipairs(drawOrderToSetupIndex) do
|
|
drawOrder[i] = skeleton.slots[setupIndex]
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.IkConstraintTimeline = {}
|
|
Animation.IkConstraintTimeline.ENTRIES = 3
|
|
function Animation.IkConstraintTimeline.new (frameCount)
|
|
local ENTRIES = Animation.IkConstraintTimeline.ENTRIES
|
|
local PREV_TIME = -3
|
|
local PREV_MIX = -2
|
|
local PREV_BEND_DIRECTION = -1
|
|
local MIX = 1
|
|
local BEND_DIRECTION = 2
|
|
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, ...
|
|
self.ikConstraintIndex = -1
|
|
self.type = TimelineType.ikConstraint
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, mix, bendDirection)
|
|
frameIndex = frameIndex * ENTRIES
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + MIX] = mix
|
|
self.frames[frameIndex + BEND_DIRECTION] = bendDirection
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local frames = self.frames
|
|
|
|
local constraint = skeleton.ikConstraints[self.ikConstraintIndex]
|
|
if time < frames[0] then
|
|
if setupPose then
|
|
constraint.mix = constraint.data.mix
|
|
constraint.bendDirection = constraint.data.bendDirection
|
|
end
|
|
return
|
|
end
|
|
|
|
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
|
if setupPose then
|
|
constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
|
|
if mixingOut then
|
|
constraint.bendDirection = constraint.data.bendDirection
|
|
else
|
|
constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]);
|
|
end
|
|
else
|
|
constraint.mix = constraint.mix + (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
|
|
if not mixingOut then constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]) end
|
|
end
|
|
return
|
|
end
|
|
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frame = binarySearch(frames, time, ENTRIES)
|
|
local mix = frames[frame + PREV_MIX]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
|
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
|
|
|
if setupPose then
|
|
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
|
|
if mixingOut then
|
|
constraint.bendDirection = constraint.data.bendDirection
|
|
else
|
|
constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
|
|
end
|
|
else
|
|
constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
|
|
if not mixingOut then constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION]) end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.TransformConstraintTimeline = {}
|
|
Animation.TransformConstraintTimeline.ENTRIES = 5
|
|
function Animation.TransformConstraintTimeline.new (frameCount)
|
|
local ENTRIES = Animation.TransformConstraintTimeline.ENTRIES
|
|
local PREV_TIME = -5
|
|
local PREV_ROTATE = -4
|
|
local PREV_TRANSLATE = -3
|
|
local PREV_SCALE = -2
|
|
local PREV_SHEAR = -1
|
|
local ROTATE = 1
|
|
local TRANSLATE = 2
|
|
local SCALE = 3
|
|
local SHEAR = 4
|
|
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
|
self.transformConstraintIndex = -1
|
|
self.type = TimelineType.transformConstraint
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.transformConstraint * SHL_24 + self.transformConstraintIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix)
|
|
frameIndex = frameIndex * ENTRIES
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + ROTATE] = rotateMix
|
|
self.frames[frameIndex + TRANSLATE] = translateMix
|
|
self.frames[frameIndex + SCALE] = scaleMix
|
|
self.frames[frameIndex + SHEAR] = shearMix
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local frames = self.frames
|
|
|
|
local constraint = skeleton.transformConstraints[self.transformConstraintIndex]
|
|
if time < frames[0] then
|
|
if setupPose then
|
|
local data = constraint.data
|
|
constraint.rotateMix = data.rotateMix
|
|
constraint.translateMix = data.translateMix
|
|
constraint.scaleMix = data.scaleMix
|
|
constraint.shearMix = data.shearMix
|
|
end
|
|
return
|
|
end
|
|
|
|
local rotate = 0
|
|
local translate = 0
|
|
local scale = 0
|
|
local shear = 0
|
|
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
|
local i = zlen(frames.length)
|
|
rotate = frames[i + PREV_ROTATE]
|
|
translate = frames[i + PREV_TRANSLATE]
|
|
scale = frames[i + PREV_SCALE]
|
|
shear = frames[i + PREV_SHEAR]
|
|
else
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frame = binarySearch(frames, time, ENTRIES)
|
|
rotate = frames[frame + PREV_ROTATE]
|
|
translate = frames[frame + PREV_TRANSLATE]
|
|
scale = frames[frame + PREV_SCALE]
|
|
shear = frames[frame + PREV_SHEAR]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
|
|
|
rotate = rotate + (frames[frame + ROTATE] - rotate) * percent
|
|
translate = translate + (frames[frame + TRANSLATE] - translate) * percent
|
|
scale = scale + (frames[frame + SCALE] - scale) * percent
|
|
shear = shear + (frames[frame + SHEAR] - shear) * percent
|
|
end
|
|
if setupPose then
|
|
local data = constraint.data
|
|
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha
|
|
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha
|
|
constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha
|
|
constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha
|
|
else
|
|
constraint.rotateMix = constraint.rotateMix + (rotate - constraint.rotateMix) * alpha
|
|
constraint.translateMix = constraint.translateMix + (translate - constraint.translateMix) * alpha
|
|
constraint.scaleMix = constraint.scaleMix + (scale - constraint.scaleMix) * alpha
|
|
constraint.shearMix = constraint.shearMix + (shear - constraint.shearMix) * alpha
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.PathConstraintPositionTimeline = {}
|
|
Animation.PathConstraintPositionTimeline.ENTRIES = 2
|
|
function Animation.PathConstraintPositionTimeline.new (frameCount)
|
|
local ENTRIES = Animation.PathConstraintPositionTimeline.ENTRIES
|
|
local PREV_TIME = -2
|
|
local PREV_VALUE = -1
|
|
local VALUE = 1
|
|
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
|
self.pathConstraintIndex = -1
|
|
self.type = TimelineType.pathConstraintPosition
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.pathConstraintPosition * SHL_24 + self.pathConstraintIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, value)
|
|
frameIndex = frameIndex * ENTRIES
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + VALUE] = value
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local frames = self.frames
|
|
|
|
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
|
if (time < frames[0]) then
|
|
if setupPose then
|
|
constraint.position = constraint.data.position
|
|
end
|
|
return
|
|
end
|
|
|
|
local position = 0
|
|
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
|
position = frames[zlen(frames) + PREV_VALUE]
|
|
else
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frame = binarySearch(frames, time, ENTRIES)
|
|
position = frames[frame + PREV_VALUE]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
|
|
|
position = position + (frames[frame + VALUE] - position) * percent
|
|
end
|
|
if setupPose then
|
|
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha
|
|
else
|
|
constraint.position = constraint.position + (position - constraint.position) * alpha
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.PathConstraintSpacingTimeline = {}
|
|
Animation.PathConstraintSpacingTimeline.ENTRIES = 2
|
|
function Animation.PathConstraintSpacingTimeline.new (frameCount)
|
|
local ENTRIES = Animation.PathConstraintSpacingTimeline.ENTRIES
|
|
local PREV_TIME = -2
|
|
local PREV_VALUE = -1
|
|
local VALUE = 1
|
|
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
|
self.pathConstraintIndex = -1
|
|
self.type = TimelineType.pathConstraintSpacing
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.pathConstraintSpacing * SHL_24 + self.pathConstraintIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, value)
|
|
frameIndex = frameIndex * ENTRIES
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + VALUE] = value
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local frames = self.frames
|
|
|
|
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
|
if (time < frames[0]) then
|
|
if setupPose then
|
|
constraint.spacing = constraint.data.spacing
|
|
end
|
|
return
|
|
end
|
|
|
|
local spacing = 0
|
|
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
|
spacing = frames[zlen(frames) + PREV_VALUE]
|
|
else
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frame = binarySearch(frames, time, ENTRIES)
|
|
spacing = frames[frame + PREV_VALUE]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
|
|
|
spacing = spacing + (frames[frame + VALUE] - spacing) * percent
|
|
end
|
|
|
|
if setupPose then
|
|
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha
|
|
else
|
|
constraint.spacing = constraint.spacing + (spacing - constraint.spacing) * alpha
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.PathConstraintMixTimeline = {}
|
|
Animation.PathConstraintMixTimeline.ENTRIES = 3
|
|
function Animation.PathConstraintMixTimeline.new (frameCount)
|
|
local ENTRIES = Animation.PathConstraintMixTimeline.ENTRIES
|
|
local PREV_TIME = -3
|
|
local PREV_ROTATE = -2
|
|
local PREV_TRANSLATE = -1
|
|
local ROTATE = 1
|
|
local TRANSLATE = 2
|
|
|
|
local self = Animation.CurveTimeline.new(frameCount)
|
|
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
|
|
self.pathConstraintIndex = -1
|
|
self.type = TimelineType.pathConstraintMix
|
|
|
|
function self:getPropertyId ()
|
|
return TimelineType.pathConstraintMix * SHL_24 + self.pathConstraintIndex
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, rotateMix, translateMix)
|
|
frameIndex = frameIndex * ENTRIES
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + ROTATE] = rotateMix
|
|
self.frames[frameIndex + TRANSLATE] = translateMix
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
|
local frames = self.frames
|
|
|
|
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
|
if (time < frames[0]) then
|
|
if setupPose then
|
|
constraint.rotateMix = constraint.data.rotateMix
|
|
constraint.translateMix = constraint.data.translateMix
|
|
end
|
|
return
|
|
end
|
|
|
|
local rotate = 0
|
|
local translate = 0
|
|
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
|
rotate = frames[zlen(frames) + PREV_ROTATE]
|
|
translate = frames[zlen(frames) + PREV_TRANSLATE]
|
|
else
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frame = binarySearch(frames, time, ENTRIES)
|
|
rotate = frames[frame + PREV_ROTATE]
|
|
translate = frames[frame + PREV_TRANSLATE]
|
|
local frameTime = frames[frame]
|
|
local percent = self:getCurvePercent(math_floor(frame / ENTRIES) - 1,
|
|
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
|
|
|
rotate = rotate + (frames[frame + ROTATE] - rotate) * percent
|
|
translate = translate + (frames[frame + TRANSLATE] - translate) * percent
|
|
end
|
|
|
|
if setupPose then
|
|
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha
|
|
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha
|
|
else
|
|
constraint.rotateMix = constraint.rotateMix + (rotate - constraint.rotateMix) * alpha
|
|
constraint.translateMix = constraint.translateMix + (translate - constraint.translateMix) * alpha
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
return Animation
|