mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
416 lines
15 KiB
C#
416 lines
15 KiB
C#
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class Animation {
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public String Name { get; private set; }
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public List<Timeline> Timelines { get; set; }
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public float Duration { get; set; }
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public Animation (String name, List<Timeline> timelines, float duration) {
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if (name == null) throw new ArgumentNullException("name cannot be null.");
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if (timelines == null) throw new ArgumentNullException("timelines cannot be null.");
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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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/** Poses the skeleton at the specified time for this animation. */
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public void Apply (Skeleton skeleton, float time, bool loop) {
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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if (loop && Duration != 0) time %= Duration;
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List<Timeline> timelines = Timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines[i].Apply(skeleton, time, 1);
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}
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/** Poses the skeleton at the specified time for this animation mixed with the current pose.
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* @param alpha The amount of this animation that affects the current pose. */
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public void Mix (Skeleton skeleton, float time, bool loop, float alpha) {
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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if (loop && Duration != 0) time %= Duration;
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List<Timeline> timelines = Timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines[i].Apply(skeleton, time, alpha);
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}
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/** @param target After the first and before the last entry. */
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internal static int binarySearch (float[] values, float target, int step) {
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int low = 0;
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int high = values.Length / step - 2;
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if (high == 0) return step;
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int current = (int)((uint)high >> 1);
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while (true) {
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if (values[(current + 1) * step] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1) * step;
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current = (int)((uint)(low + high) >> 1);
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}
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}
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internal static int linearSearch (float[] values, float target, int step) {
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for (int i = 0, last = values.Length - step; i <= last; i += step)
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if (values[i] > target) return i;
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return -1;
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}
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}
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public interface Timeline {
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/** Sets the value(s) for the specified time. */
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void Apply (Skeleton skeleton, float time, float alpha);
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}
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/** Base class for frames that use an interpolation bezier curve. */
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abstract public class CurveTimeline : Timeline {
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static protected float LINEAR = 0;
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static protected float STEPPED = -1;
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static protected int BEZIER_SEGMENTS = 10;
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private float[] curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
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public int FrameCount {
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get {
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return curves.Length / 6 + 1;
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}
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}
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public CurveTimeline (int frameCount) {
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curves = new float[(frameCount - 1) * 6];
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}
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abstract public void Apply (Skeleton skeleton, float time, float alpha);
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public void SetLinear (int frameIndex) {
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curves[frameIndex * 6] = LINEAR;
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}
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public void SetStepped (int frameIndex) {
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curves[frameIndex * 6] = STEPPED;
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}
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/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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* the difference between the keyframe's values. */
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public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
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float subdiv_step = 1f / BEZIER_SEGMENTS;
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float subdiv_step2 = subdiv_step * subdiv_step;
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float subdiv_step3 = subdiv_step2 * subdiv_step;
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float pre1 = 3 * subdiv_step;
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float pre2 = 3 * subdiv_step2;
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float pre4 = 6 * subdiv_step2;
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float pre5 = 6 * subdiv_step3;
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float tmp1x = -cx1 * 2 + cx2;
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float tmp1y = -cy1 * 2 + cy2;
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float tmp2x = (cx1 - cx2) * 3 + 1;
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float tmp2y = (cy1 - cy2) * 3 + 1;
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int i = frameIndex * 6;
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float[] curves = this.curves;
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curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
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curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
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curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
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curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
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curves[i + 4] = tmp2x * pre5;
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curves[i + 5] = tmp2y * pre5;
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}
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public float GetCurvePercent (int frameIndex, float percent) {
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int curveIndex = frameIndex * 6;
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float[] curves = this.curves;
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float dfx = curves[curveIndex];
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if (dfx == LINEAR) return percent;
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if (dfx == STEPPED) return 0;
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float dfy = curves[curveIndex + 1];
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float ddfx = curves[curveIndex + 2];
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float ddfy = curves[curveIndex + 3];
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float dddfx = curves[curveIndex + 4];
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float dddfy = curves[curveIndex + 5];
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float x = dfx, y = dfy;
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int i = BEZIER_SEGMENTS - 2;
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while (true) {
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if (x >= percent) {
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float lastX = x - dfx;
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float lastY = y - dfy;
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return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
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}
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if (i == 0) break;
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i--;
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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x += dfx;
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y += dfy;
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}
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return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
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}
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}
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public class RotateTimeline : CurveTimeline {
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static protected int LAST_FRAME_TIME = -2;
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static protected int FRAME_VALUE = 1;
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public int BoneIndex { get; set; }
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public float[] Frames { get; private set; } // time, value, ...
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public RotateTimeline (int frameCount)
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: base(frameCount) {
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Frames = new float[frameCount * 2];
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}
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/** Sets the time and value of the specified keyframe. */
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public void SetFrame (int frameIndex, float time, float angle) {
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frameIndex *= 2;
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Frames[frameIndex] = time;
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Frames[frameIndex + 1] = angle;
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}
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override public void Apply (Skeleton skeleton, float time, float alpha) {
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float[] frames = Frames;
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if (time < frames[0]) return; // Time is before first frame.
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Bone bone = skeleton.Bones[BoneIndex];
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float amount;
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if (time >= frames[frames.Length - 2]) { // Time is after last frame.
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amount = bone.Data.Rotation + frames[frames.Length - 1] - bone.Rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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bone.Rotation += amount * alpha;
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return;
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}
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// Interpolate between the last frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 2);
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float lastFrameValue = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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amount = bone.Data.Rotation + (lastFrameValue + amount * percent) - bone.Rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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bone.Rotation += amount * alpha;
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}
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}
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public class TranslateTimeline : CurveTimeline {
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static protected int LAST_FRAME_TIME = -3;
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static protected int FRAME_X = 1;
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static protected int FRAME_Y = 2;
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public int BoneIndex { get; set; }
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public float[] Frames { get; private set; } // time, value, value, ...
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public TranslateTimeline (int frameCount)
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: base(frameCount) {
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Frames = new float[frameCount * 3];
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}
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/** Sets the time and value of the specified keyframe. */
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public void SetFrame (int frameIndex, float time, float x, float y) {
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frameIndex *= 3;
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Frames[frameIndex] = time;
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Frames[frameIndex + 1] = x;
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Frames[frameIndex + 2] = y;
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}
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override public void Apply (Skeleton skeleton, float time, float alpha) {
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float[] frames = Frames;
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if (time < frames[0]) return; // Time is before first frame.
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Bone bone = skeleton.Bones[BoneIndex];
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if (time >= frames[frames.Length - 3]) { // Time is after last frame.
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bone.X += (bone.Data.X + frames[frames.Length - 2] - bone.X) * alpha;
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bone.Y += (bone.Data.Y + frames[frames.Length - 1] - bone.Y) * alpha;
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return;
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}
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// Interpolate between the last frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 3);
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float lastFrameX = frames[frameIndex - 2];
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float lastFrameY = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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bone.X += (bone.Data.X + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.X) * alpha;
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bone.Y += (bone.Data.Y + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.Y) * alpha;
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}
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}
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public class ScaleTimeline : TranslateTimeline {
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public ScaleTimeline (int frameCount)
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: base(frameCount) {
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}
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override public void Apply (Skeleton skeleton, float time, float alpha) {
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float[] frames = Frames;
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if (time < frames[0]) return; // Time is before first frame.
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Bone bone = skeleton.Bones[BoneIndex];
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if (time >= frames[frames.Length - 3]) { // Time is after last frame.
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bone.ScaleX += (bone.Data.ScaleX - 1 + frames[frames.Length - 2] - bone.ScaleX) * alpha;
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bone.ScaleY += (bone.Data.ScaleY - 1 + frames[frames.Length - 1] - bone.ScaleY) * alpha;
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return;
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}
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// Interpolate between the last frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 3);
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float lastFrameX = frames[frameIndex - 2];
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float lastFrameY = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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bone.ScaleX += (bone.Data.ScaleX - 1 + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.ScaleX) * alpha;
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bone.ScaleY += (bone.Data.ScaleY - 1 + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.ScaleY) * alpha;
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}
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}
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public class ColorTimeline : CurveTimeline {
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static protected int LAST_FRAME_TIME = -5;
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static protected int FRAME_R = 1;
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static protected int FRAME_G = 2;
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static protected int FRAME_B = 3;
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static protected int FRAME_A = 4;
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public int SlotIndex { get; set; }
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public float[] Frames { get; private set; } // time, r, g, b, a, ...
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public ColorTimeline (int frameCount)
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: base(frameCount) {
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Frames = new float[frameCount * 5];
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}
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/** Sets the time and value of the specified keyframe. */
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public void setFrame (int frameIndex, float time, float r, float g, float b, float a) {
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frameIndex *= 5;
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Frames[frameIndex] = time;
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Frames[frameIndex + 1] = r;
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Frames[frameIndex + 2] = g;
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Frames[frameIndex + 3] = b;
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Frames[frameIndex + 4] = a;
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}
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override public void Apply (Skeleton skeleton, float time, float alpha) {
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float[] frames = Frames;
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if (time < frames[0]) return; // Time is before first frame.
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Slot slot = skeleton.Slots[SlotIndex];
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if (time >= frames[frames.Length - 5]) { // Time is after last frame.
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int i = frames.Length - 1;
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slot.R = frames[i - 3];
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slot.G = frames[i - 2];
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slot.B = frames[i - 1];
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slot.A = frames[i];
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return;
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}
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// Interpolate between the last frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 5);
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float lastFrameR = frames[frameIndex - 4];
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float lastFrameG = frames[frameIndex - 3];
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float lastFrameB = frames[frameIndex - 2];
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float lastFrameA = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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float r = lastFrameR + (frames[frameIndex + FRAME_R] - lastFrameR) * percent;
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float g = lastFrameG + (frames[frameIndex + FRAME_G] - lastFrameG) * percent;
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float b = lastFrameB + (frames[frameIndex + FRAME_B] - lastFrameB) * percent;
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float a = lastFrameA + (frames[frameIndex + FRAME_A] - lastFrameA) * percent;
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if (alpha < 1) {
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slot.R += (r - slot.R) * alpha;
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slot.G += (g - slot.G) * alpha;
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slot.B += (b - slot.B) * alpha;
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slot.A += (a - slot.A) * alpha;
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} else {
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slot.R = r;
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slot.G = g;
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slot.B = b;
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slot.A = a;
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}
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}
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}
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public class AttachmentTimeline : Timeline {
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public int SlotIndex { get; set; }
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public float[] Frames { get; private set; } // time, ...
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public String[] AttachmentNames { get; private set; }
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public int FrameCount {
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get {
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return Frames.Length;
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}
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}
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public AttachmentTimeline (int frameCount) {
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Frames = new float[frameCount];
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AttachmentNames = new String[frameCount];
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}
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/** Sets the time and value of the specified keyframe. */
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public void setFrame (int frameIndex, float time, String attachmentName) {
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Frames[frameIndex] = time;
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AttachmentNames[frameIndex] = attachmentName;
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}
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public void Apply (Skeleton skeleton, float time, float alpha) {
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float[] frames = Frames;
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if (time < frames[0]) return; // Time is before first frame.
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int frameIndex;
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if (time >= frames[frames.Length - 1]) // Time is after last frame.
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frameIndex = frames.Length - 1;
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else
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frameIndex = Animation.binarySearch(frames, time, 1) - 1;
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String attachmentName = AttachmentNames[frameIndex];
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skeleton.Slots[SlotIndex].Attachment =
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attachmentName == null ? null : skeleton.GetAttachment(SlotIndex, attachmentName);
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}
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}
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}
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