2023-09-14 11:33:15 +02:00

125 lines
4.4 KiB
Haxe

/******************************************************************************
* 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.
*****************************************************************************/
package spine.animation;
import openfl.Vector;
class RGBTimeline extends CurveTimeline implements SlotTimeline {
private static inline var ENTRIES:Int = 4;
private static inline var R:Int = 1;
private static inline var G:Int = 2;
private static inline var B:Int = 3;
private var slotIndex:Int = 0;
public function new(frameCount:Int, bezierCount:Int, slotIndex:Int) {
super(frameCount, bezierCount, Vector.ofArray([Property.rgb + "|" + slotIndex]));
this.slotIndex = slotIndex;
}
public override function getFrameEntries():Int {
return ENTRIES;
}
public function getSlotIndex():Int {
return slotIndex;
}
/** Sets the time in seconds, light, and dark colors for the specified key frame. */
public function setFrame(frame:Int, time:Float, r:Float, g:Float, b:Float):Void {
frame <<= 2;
frames[frame] = time;
frames[frame + R] = r;
frames[frame + G] = g;
frames[frame + B] = b;
}
public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Vector<Event>, alpha:Float, blend:MixBlend,
direction:MixDirection):Void {
var slot:Slot = skeleton.slots[slotIndex];
if (!slot.bone.active)
return;
var color:Color = slot.color, setup:Color;
if (time < frames[0]) {
setup = slot.data.color;
switch (blend) {
case MixBlend.setup:
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
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;
}
var r:Float = 0, g:Float = 0, b:Float = 0;
var i:Int = Timeline.search(frames, time, ENTRIES);
var curveType:Int = Std.int(curves[Std.int(i / ENTRIES)]);
switch (curveType) {
case CurveTimeline.LINEAR:
var before:Float = frames[i];
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
var t:Float = (time - before) / (frames[i + ENTRIES] - before);
r += (frames[i + ENTRIES + R] - r) * t;
g += (frames[i + ENTRIES + G] - g) * t;
b += (frames[i + ENTRIES + B] - b) * t;
case CurveTimeline.STEPPED:
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
default:
r = getBezierValue(time, i, R, curveType - CurveTimeline.BEZIER);
g = getBezierValue(time, i, G, curveType + CurveTimeline.BEZIER_SIZE - CurveTimeline.BEZIER);
b = getBezierValue(time, i, B, curveType + CurveTimeline.BEZIER_SIZE * 2 - CurveTimeline.BEZIER);
}
if (alpha == 1) {
color.r = r;
color.g = g;
color.b = b;
} else {
if (blend == MixBlend.setup) {
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;
}
}
}