NathanSweet 5b68fe5190 Meshes, FFD and skinning for spine-csharp and spine-xna.
Also updated example projects for spine-unity and spine-tk2d, but no meshes, FFD or skinning for those two yet.
2014-04-24 17:32:23 +02:00

608 lines
22 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class Animation {
internal List<Timeline> timelines;
internal float duration;
internal String name;
public String Name { get { return name; } }
public List<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
public float Duration { get { return duration; } set { duration = value; } }
public Animation (String name, List<Timeline> timelines, float duration) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
if (timelines == null) throw new ArgumentNullException("timelines cannot be null.");
this.name = name;
this.timelines = timelines;
this.duration = duration;
}
/// <summary>Poses the skeleton at the specified time for this animation.</summary>
/// <param name="lastTime">The last time the animation was applied.</param>
/// <param name="events">Any triggered events are added.</param>
public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events) {
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
lastTime %= duration;
}
List<Timeline> timelines = this.timelines;
for (int i = 0, n = timelines.Count; i < n; i++)
timelines[i].Apply(skeleton, lastTime, time, events, 1);
}
/// <summary>Poses the skeleton at the specified time for this animation mixed with the current pose.</summary>
/// <param name="lastTime">The last time the animation was applied.</param>
/// <param name="events">Any triggered events are added.</param>
/// <param name="alpha">The amount of this animation that affects the current pose.</param>
public void Mix (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events, float alpha) {
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
lastTime %= duration;
}
List<Timeline> timelines = this.timelines;
for (int i = 0, n = timelines.Count; i < n; i++)
timelines[i].Apply(skeleton, lastTime, time, events, alpha);
}
/// <param name="target">After the first and before the last entry.</param>
internal static int binarySearch (float[] values, float target, int step) {
int low = 0;
int high = values.Length / step - 2;
if (high == 0) return step;
int current = (int)((uint)high >> 1);
while (true) {
if (values[(current + 1) * step] <= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1) * step;
current = (int)((uint)(low + high) >> 1);
}
}
internal static int linearSearch (float[] values, float target, int step) {
for (int i = 0, last = values.Length - step; i <= last; i += step)
if (values[i] > target) return i;
return -1;
}
}
public interface Timeline {
/// <summary>Sets the value(s) for the specified time.</summary>
void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
}
/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
abstract public class CurveTimeline : Timeline {
static protected float LINEAR = 0;
static protected float STEPPED = -1;
static protected int BEZIER_SEGMENTS = 10;
private float[] curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
public int FrameCount { get { return curves.Length / 6 + 1; } }
public CurveTimeline (int frameCount) {
curves = new float[(frameCount - 1) * 6];
}
abstract public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
public void SetLinear (int frameIndex) {
curves[frameIndex * 6] = LINEAR;
}
public void SetStepped (int frameIndex) {
curves[frameIndex * 6] = STEPPED;
}
/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
/// the difference between the keyframe's values.</summary>
public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
float subdiv_step = 1f / BEZIER_SEGMENTS;
float subdiv_step2 = subdiv_step * subdiv_step;
float subdiv_step3 = subdiv_step2 * subdiv_step;
float pre1 = 3 * subdiv_step;
float pre2 = 3 * subdiv_step2;
float pre4 = 6 * subdiv_step2;
float pre5 = 6 * subdiv_step3;
float tmp1x = -cx1 * 2 + cx2;
float tmp1y = -cy1 * 2 + cy2;
float tmp2x = (cx1 - cx2) * 3 + 1;
float tmp2y = (cy1 - cy2) * 3 + 1;
int i = frameIndex * 6;
float[] curves = this.curves;
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
curves[i + 4] = tmp2x * pre5;
curves[i + 5] = tmp2y * pre5;
}
public float GetCurvePercent (int frameIndex, float percent) {
int curveIndex = frameIndex * 6;
float[] curves = this.curves;
float dfx = curves[curveIndex];
if (dfx == LINEAR) return percent;
if (dfx == STEPPED) return 0;
float dfy = curves[curveIndex + 1];
float ddfx = curves[curveIndex + 2];
float ddfy = curves[curveIndex + 3];
float dddfx = curves[curveIndex + 4];
float dddfy = curves[curveIndex + 5];
float x = dfx, y = dfy;
int i = BEZIER_SEGMENTS - 2;
while (true) {
if (x >= percent) {
float lastX = x - dfx;
float lastY = y - dfy;
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
}
if (i == 0) break;
i--;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
}
}
public class RotateTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -2;
static protected int FRAME_VALUE = 1;
internal int boneIndex;
internal float[] frames;
public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, value, ...
public RotateTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 2];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float angle) {
frameIndex *= 2;
frames[frameIndex] = time;
frames[frameIndex + 1] = angle;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Bone bone = skeleton.bones[boneIndex];
float amount;
if (time >= frames[frames.Length - 2]) { // Time is after last frame.
amount = bone.data.rotation + frames[frames.Length - 1] - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
return;
}
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 2);
float lastFrameValue = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
while (amount > 180)
amount -= 360;
while (amount < -180)
amount += 360;
bone.rotation += amount * alpha;
}
}
public class TranslateTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -3;
static protected int FRAME_X = 1;
static protected int FRAME_Y = 2;
internal int boneIndex;
internal float[] frames;
public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, value, value, ...
public TranslateTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 3];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float x, float y) {
frameIndex *= 3;
frames[frameIndex] = time;
frames[frameIndex + 1] = x;
frames[frameIndex + 2] = y;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Bone bone = skeleton.bones[boneIndex];
if (time >= frames[frames.Length - 3]) { // Time is after last frame.
bone.x += (bone.data.x + frames[frames.Length - 2] - bone.x) * alpha;
bone.y += (bone.data.y + frames[frames.Length - 1] - bone.y) * alpha;
return;
}
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 3);
float lastFrameX = frames[frameIndex - 2];
float lastFrameY = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.x) * alpha;
bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.y) * alpha;
}
}
public class ScaleTimeline : TranslateTimeline {
public ScaleTimeline (int frameCount)
: base(frameCount) {
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Bone bone = skeleton.bones[boneIndex];
if (time >= frames[frames.Length - 3]) { // Time is after last frame.
bone.scaleX += (bone.data.scaleX - 1 + frames[frames.Length - 2] - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - 1 + frames[frames.Length - 1] - bone.scaleY) * alpha;
return;
}
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 3);
float lastFrameX = frames[frameIndex - 2];
float lastFrameY = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.scaleY) * alpha;
}
}
public class ColorTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -5;
static protected int FRAME_R = 1;
static protected int FRAME_G = 2;
static protected int FRAME_B = 3;
static protected int FRAME_A = 4;
internal int slotIndex;
internal float[] frames;
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ...
public ColorTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 5];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, float r, float g, float b, float a) {
frameIndex *= 5;
frames[frameIndex] = time;
frames[frameIndex + 1] = r;
frames[frameIndex + 2] = g;
frames[frameIndex + 3] = b;
frames[frameIndex + 4] = a;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
Slot slot = skeleton.slots[slotIndex];
float r, g, b, a;
if (time >= frames[frames.Length - 5]) {
// Time is after last frame.
int i = frames.Length - 1;
r = frames[i - 3];
g = frames[i - 2];
b = frames[i - 1];
a = frames[i];
} else {
// Interpolate between the last frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 5);
float lastFrameR = frames[frameIndex - 4];
float lastFrameG = frames[frameIndex - 3];
float lastFrameB = frames[frameIndex - 2];
float lastFrameA = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
r = lastFrameR + (frames[frameIndex + FRAME_R] - lastFrameR) * percent;
g = lastFrameG + (frames[frameIndex + FRAME_G] - lastFrameG) * percent;
b = lastFrameB + (frames[frameIndex + FRAME_B] - lastFrameB) * percent;
a = lastFrameA + (frames[frameIndex + FRAME_A] - lastFrameA) * percent;
}
if (alpha < 1) {
slot.r += (r - slot.r) * alpha;
slot.g += (g - slot.g) * alpha;
slot.b += (b - slot.b) * alpha;
slot.a += (a - slot.a) * alpha;
} else {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
}
}
}
public class AttachmentTimeline : Timeline {
internal int slotIndex;
internal float[] frames;
private String[] attachmentNames;
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public String[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } }
public int FrameCount { get { return frames.Length; } }
public AttachmentTimeline (int frameCount) {
frames = new float[frameCount];
attachmentNames = new String[frameCount];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, String attachmentName) {
frames[frameIndex] = time;
attachmentNames[frameIndex] = attachmentName;
}
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
int frameIndex;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
String attachmentName = attachmentNames[frameIndex];
skeleton.slots[slotIndex].Attachment =
attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
}
}
public class EventTimeline : Timeline {
internal float[] frames;
private Event[] events;
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public Event[] Events { get { return events; } set { events = value; } }
public int FrameCount { get { return frames.Length; } }
public EventTimeline (int frameCount) {
frames = new float[frameCount];
events = new Event[frameCount];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, Event e) {
frames[frameIndex] = time;
events[frameIndex] = e;
}
/// <summary>Fires events for frames > lastTime and <= time.</summary>
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
if (firedEvents == null) return;
float[] frames = this.frames;
int frameCount = frames.Length;
if (lastTime > time) { // Fire events after last time for looped animations.
Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha);
lastTime = -1f;
} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
return;
if (time < frames[0]) return; // Time is before first frame.
int frameIndex;
if (lastTime < frames[0])
frameIndex = 0;
else {
frameIndex = Animation.binarySearch(frames, lastTime, 1);
float frame = frames[frameIndex];
while (frameIndex > 0) { // Fire multiple events with the same frame.
if (frames[frameIndex - 1] != frame) break;
frameIndex--;
}
}
for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
firedEvents.Add(events[frameIndex]);
}
}
public class DrawOrderTimeline : Timeline {
internal float[] frames;
private int[][] drawOrders;
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } }
public int FrameCount { get { return frames.Length; } }
public DrawOrderTimeline (int frameCount) {
frames = new float[frameCount];
drawOrders = new int[frameCount][];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
/// <param name="drawOrder">May be null to use bind pose draw order.</param>
public void setFrame (int frameIndex, float time, int[] drawOrder) {
frames[frameIndex] = time;
drawOrders[frameIndex] = drawOrder;
}
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
int frameIndex;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
List<Slot> drawOrder = skeleton.drawOrder;
List<Slot> slots = skeleton.slots;
int[] drawOrderToSetupIndex = drawOrders[frameIndex];
if (drawOrderToSetupIndex == null) {
drawOrder.Clear();
drawOrder.AddRange(slots);
} else {
for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
}
}
public class FFDTimeline : CurveTimeline {
internal int slotIndex;
internal float[] frames;
private float[][] frameVertices;
internal Attachment attachment;
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
public Attachment Attachment { get { return attachment; } set { attachment = value; } }
public FFDTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount];
frameVertices = new float[frameCount][];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void setFrame (int frameIndex, float time, float[] vertices) {
frames[frameIndex] = time;
frameVertices[frameIndex] = vertices;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
Slot slot = skeleton.slots[slotIndex];
if (slot.attachment != attachment) return;
float[] frames = this.frames;
if (time < frames[0]) {
slot.attachmentVerticesCount = 0;
return; // Time is before first frame.
}
float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].Length;
float[] vertices = slot.attachmentVertices;
if (vertices.Length < vertexCount) {
vertices = new float[vertexCount];
slot.attachmentVertices = vertices;
}
slot.attachmentVerticesCount = vertexCount;
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.Length - 1];
if (alpha < 1) {
for (int i = 0; i < vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
} else
Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
return;
}
// Interpolate between the previous frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 1);
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
percent = GetCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
float[] prevVertices = frameVertices[frameIndex - 1];
float[] nextVertices = frameVertices[frameIndex];
if (alpha < 1) {
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
} else {
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
}
}
}
}