2383 lines
82 KiB
TypeScript

/******************************************************************************
* 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 { 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<Timeline> = [];
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<Timeline>, duration: number) {
if (!name) throw new Error("name cannot be null.");
this.name = name;
this.setTimelines(timelines);
this.duration = duration;
}
setTimelines (timelines: Array<Timeline>) {
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<Event>, 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<Event> | 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 <code>bezierCount</code> (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 <code>bezierCount - 1</code> (specified
* in the constructor), inclusive.
* @param frame Between 0 and <code>frameCount - 1</code>, 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 <code>time</code>.
* @param valueOffset The offset from <code>frameIndex</code> 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 <code>frameCount</code>, 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 <code>frameCount</code>, 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<Event> | 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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 <code>frameCount</code>, 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<Event>, alpha: number, blend: MixBlend, direction: MixDirection) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active) return;
if (direction == MixDirection.mixOut) {
if (blend == MixBlend.setup) bone.inherit = bone.data.inherit;
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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<string | null>;
constructor (frameCount: number, slotIndex: number) {
super(frameCount, [
Property.attachment + "|" + slotIndex
]);
this.slotIndex = slotIndex;
this.attachmentNames = new Array<string>(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<Event>, 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<NumberArrayLike>;
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<NumberArrayLike>(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<Event>, 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) || (<VertexAttachment>slotAttachment).timelineAttachment != this.attachment) return;
let deform: Array<number> = 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 = <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<Event>;
constructor (frameCount: number) {
super(frameCount, EventTimeline.propertyIds);
this.events = new Array<Event>(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<Event>, 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<Array<number> | null>;
constructor (frameCount: number) {
super(frameCount, DrawOrderTimeline.propertyIds);
this.drawOrders = new Array<Array<number> | 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<number> | null) {
this.frames[frame] = time;
this.drawOrders[frame] = drawOrder;
}
apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, 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<Slot> = skeleton.drawOrder;
let slots: Array<Slot> = 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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<Event>, 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 <code>frameCount</code>, inclusive. */
setFrame (frame: number, time: number) {
this.frames[frame] = time;
}
/** Resets the physics constraint when frames > <code>lastTime</code> and <= <code>time</code>. */
apply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, 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 <code>frameCount</code>, 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<Event>, 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;
}
if (direction == MixDirection.mixOut) {
if (blend == MixBlend.setup) slot.sequenceIndex = -1;
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;
}
}