1265 lines
47 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class Animation {
internal ExposedList<Timeline> timelines;
internal float duration;
internal String name;
public string Name { get { return name; } }
public ExposedList<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
public float Duration { get { return duration; } set { duration = value; } }
public Animation (string name, ExposedList<Timeline> timelines, float duration) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
if (timelines == null) throw new ArgumentNullException("timelines", "timelines cannot be null.");
this.name = name;
this.timelines = timelines;
this.duration = duration;
}
/// <summary>Applies all the animation's timelines to the specified skeleton.</summary>
/// <param name="skeleton">The skeleton to be posed.</param>
/// <param name="lastTime">The last time the animation was applied.</param>
/// <param name="time">The point in time in the animation to apply to the skeleton.</param>
/// <param name="loop">If true, time wraps within the animation duration.</param>
/// <param name="events">Any triggered events are added. May be null.</param>
/// <param name="alpha">The percentage between this animation's pose and the current pose.</param>
/// <param name="setupPose">If true, the animation is mixed with the setup pose, else it is mixed with the current pose. Passing true when alpha is 1 is slightly more efficient.</param>
/// <param name="mixingOut">True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose. Irrelevant when alpha is 1.</param>
/// <seealso cref="Timeline.Apply(Skeleton, float, float, ExposedList, float, bool, bool)"/>
public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, ExposedList<Event> events, float alpha, bool setupPose, bool mixingOut) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
if (lastTime > 0) lastTime %= duration;
}
ExposedList<Timeline> timelines = this.timelines;
for (int i = 0, n = timelines.Count; i < n; i++)
timelines.Items[i].Apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
}
/// <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);
}
}
/// <param name="target">After the first and before the last entry.</param>
internal static int BinarySearch (float[] values, float target) {
int low = 0;
int high = values.Length - 2;
if (high == 0) return 1;
int current = (int)((uint)high >> 1);
while (true) {
if (values[(current + 1)] <= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1);
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>
/// <param name="events">Any triggered events are added. May be null.</param>
/// <param name="setupPose">True when the timeline is mixed with the setup pose, false when it is mixed with the current pose. Passing true when alpha is 1 is slightly more efficient.</param>
/// <param name="mixingOut">True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose.
/// Used for timelines with instant transitions, eg draw order, attachment visibility, scale sign.</param>
void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha, bool setupPose, bool mixingOut);
int PropertyId { get; }
}
internal enum TimelineType {
Rotate = 0, Translate, Scale, Shear, //
Attachment, Color, Deform, //
Event, DrawOrder, //
IkConstraint, TransformConstraint, //
PathConstraintPosition, PathConstraintSpacing, PathConstraintMix, //
TwoColor
}
/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
abstract public class CurveTimeline : Timeline {
protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
protected const int BEZIER_SIZE = 10 * 2 - 1;
private float[] curves; // type, x, y, ...
public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } }
public CurveTimeline (int frameCount) {
if (frameCount <= 0) throw new ArgumentException("frameCount must be > 0: " + frameCount, "frameCount");
curves = new float[(frameCount - 1) * BEZIER_SIZE];
}
abstract public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut);
abstract public int PropertyId { get; }
public void SetLinear (int frameIndex) {
curves[frameIndex * BEZIER_SIZE] = LINEAR;
}
public void SetStepped (int frameIndex) {
curves[frameIndex * BEZIER_SIZE] = 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 tmpx = (-cx1 * 2 + cx2) * 0.03f, tmpy = (-cy1 * 2 + cy2) * 0.03f;
float dddfx = ((cx1 - cx2) * 3 + 1) * 0.006f, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006f;
float ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
float dfx = cx1 * 0.3f + tmpx + dddfx * 0.16666667f, dfy = cy1 * 0.3f + tmpy + dddfy * 0.16666667f;
int i = frameIndex * BEZIER_SIZE;
float[] curves = this.curves;
curves[i++] = BEZIER;
float x = dfx, y = dfy;
for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
}
public float GetCurvePercent (int frameIndex, float percent) {
percent = MathUtils.Clamp (percent, 0, 1);
float[] curves = this.curves;
int i = frameIndex * BEZIER_SIZE;
float type = curves[i];
if (type == LINEAR) return percent;
if (type == STEPPED) return 0;
i++;
float x = 0;
for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) {
x = curves[i];
if (x >= percent) {
float prevX, prevY;
if (i == start) {
prevX = 0;
prevY = 0;
} else {
prevX = curves[i - 2];
prevY = curves[i - 1];
}
return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
}
}
float y = curves[i - 1];
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
}
public float GetCurveType (int frameIndex) {
return curves[frameIndex * BEZIER_SIZE];
}
}
public class RotateTimeline : CurveTimeline {
public const int ENTRIES = 2;
internal const int PREV_TIME = -2, PREV_ROTATION = -1;
internal const int ROTATION = 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, angle, ...
override public int PropertyId {
get { return ((int)TimelineType.Rotate << 24) + boneIndex; }
}
public RotateTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount << 1];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float degrees) {
frameIndex <<= 1;
frames[frameIndex] = time;
frames[frameIndex + ROTATION] = degrees;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Bone bone = skeleton.bones.Items[boneIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) bone.rotation = bone.data.rotation;
return;
}
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
if (setupPose) {
bone.rotation = bone.data.rotation + frames[frames.Length + PREV_ROTATION] * alpha;
} else {
float rr = bone.data.rotation + frames[frames.Length + PREV_ROTATION] - bone.rotation;
rr -= (16384 - (int)(16384.499999999996 - rr / 360)) * 360; // Wrap within -180 and 180.
bone.rotation += rr * alpha;
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
float prevRotation = frames[frame + PREV_ROTATION];
float frameTime = frames[frame];
float percent = GetCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
float r = frames[frame + ROTATION] - prevRotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
r = prevRotation + r * percent;
if (setupPose) {
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone.rotation = bone.data.rotation + r * alpha;
} else {
r = bone.data.rotation + r - bone.rotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone.rotation += r * alpha;
}
}
}
public class TranslateTimeline : CurveTimeline {
public const int ENTRIES = 3;
protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
protected const int X = 1, 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, ...
override public int PropertyId {
get { return ((int)TimelineType.Translate << 24) + boneIndex; }
}
public TranslateTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float x, float y) {
frameIndex *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + X] = x;
frames[frameIndex + Y] = y;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Bone bone = skeleton.bones.Items[boneIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
bone.x = bone.data.x;
bone.y = bone.data.y;
}
return;
}
float x, y;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
x = frames[frames.Length + PREV_X];
y = frames[frames.Length + PREV_Y];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
x += (frames[frame + X] - x) * percent;
y += (frames[frame + Y] - y) * percent;
}
if (setupPose) {
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
} else {
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.y) * alpha;
}
}
}
public class ScaleTimeline : TranslateTimeline {
override public int PropertyId {
get { return ((int)TimelineType.Scale << 24) + boneIndex; }
}
public ScaleTimeline (int frameCount)
: base(frameCount) {
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Bone bone = skeleton.bones.Items[boneIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
}
return;
}
float x, y;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
x = frames[frames.Length + PREV_X] * bone.data.scaleX;
y = frames[frames.Length + PREV_Y] * bone.data.scaleY;
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
x = (x + (frames[frame + X] - x) * percent) * bone.data.scaleX;
y = (y + (frames[frame + Y] - y) * percent) * bone.data.scaleY;
}
if (alpha == 1) {
bone.scaleX = x;
bone.scaleY = y;
} else {
float bx, by;
if (setupPose) {
bx = bone.data.scaleX;
by = bone.data.scaleY;
} else {
bx = bone.scaleX;
by = bone.scaleY;
}
// Mixing out uses sign of setup or current pose, else use sign of key.
if (mixingOut) {
x = Math.Abs(x) * Math.Sign(bx);
y = Math.Abs(y) * Math.Sign(by);
} else {
bx = Math.Abs(bx) * Math.Sign(x);
by = Math.Abs(by) * Math.Sign(y);
}
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
}
}
}
public class ShearTimeline : TranslateTimeline {
override public int PropertyId {
get { return ((int)TimelineType.Shear << 24) + boneIndex; }
}
public ShearTimeline (int frameCount)
: base(frameCount) {
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Bone bone = skeleton.bones.Items[boneIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
}
return;
}
float x, y;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
x = frames[frames.Length + PREV_X];
y = frames[frames.Length + PREV_Y];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
x = x + (frames[frame + X] - x) * percent;
y = y + (frames[frame + Y] - y) * percent;
}
if (setupPose) {
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
} else {
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
}
}
}
public class ColorTimeline : CurveTimeline {
public const int ENTRIES = 5;
protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1;
protected const int R = 1, G = 2, B = 3, 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, ...
override public int PropertyId {
get { return ((int)TimelineType.Color << 24) + slotIndex; }
}
public ColorTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
/// <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 *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + R] = r;
frames[frameIndex + G] = g;
frames[frameIndex + B] = b;
frames[frameIndex + A] = a;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Slot slot = skeleton.slots.Items[slotIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
var slotData = slot.data;
slot.r = slotData.r;
slot.g = slotData.g;
slot.b = slotData.b;
slot.a = slotData.a;
}
return;
}
float r, g, b, a;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
int i = frames.Length;
r = frames[i + PREV_R];
g = frames[i + PREV_G];
b = frames[i + PREV_B];
a = frames[i + PREV_A];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
r = frames[frame + PREV_R];
g = frames[frame + PREV_G];
b = frames[frame + PREV_B];
a = frames[frame + PREV_A];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
r += (frames[frame + R] - r) * percent;
g += (frames[frame + G] - g) * percent;
b += (frames[frame + B] - b) * percent;
a += (frames[frame + A] - a) * percent;
}
if (alpha == 1) {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
} else {
float br, bg, bb, ba;
if (setupPose) {
br = slot.data.r;
bg = slot.data.g;
bb = slot.data.b;
ba = slot.data.a;
} else {
br = slot.r;
bg = slot.g;
bb = slot.b;
ba = slot.a;
}
slot.r = br + ((r - br) * alpha);
slot.g = bg + ((g - bg) * alpha);
slot.b = bb + ((b - bb) * alpha);
slot.a = ba + ((a - ba) * alpha);
}
}
}
public class TwoColorTimeline : CurveTimeline {
public const int ENTRIES = 8;
protected const int PREV_TIME = -8, PREV_R = -7, PREV_G = -6, PREV_B = -5, PREV_A = -4;
protected const int PREV_R2 = -3, PREV_G2 = -2, PREV_B2 = -1;
protected const int R = 1, G = 2, B = 3, A = 4, R2 = 5, G2 = 6, B2 = 7;
internal float[] frames; // time, r, g, b, a, r2, g2, b2, ...
public float[] Frames { get { return frames; } }
internal int slotIndex;
public int SlotIndex {
get { return slotIndex; }
set {
if (value < 0) throw new ArgumentOutOfRangeException("index must be >= 0.");
slotIndex = value;
}
}
override public int PropertyId {
get { return ((int)TimelineType.TwoColor << 24) + slotIndex; }
}
public TwoColorTimeline (int frameCount) :
base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
/// <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, float r2, float g2, float b2) {
frameIndex *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + R] = r;
frames[frameIndex + G] = g;
frames[frameIndex + B] = b;
frames[frameIndex + A] = a;
frames[frameIndex + R2] = r2;
frames[frameIndex + G2] = g2;
frames[frameIndex + B2] = b2;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Slot slot = skeleton.slots.Items[slotIndex];
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
// slot.color.set(slot.data.color);
// slot.darkColor.set(slot.data.darkColor);
var slotData = slot.data;
slot.r = slotData.r;
slot.g = slotData.g;
slot.b = slotData.b;
slot.a = slotData.a;
slot.r2 = slotData.r2;
slot.g2 = slotData.g2;
slot.b2 = slotData.b2;
}
return;
}
float r, g, b, a, r2, g2, b2;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
int i = frames.Length;
r = frames[i + PREV_R];
g = frames[i + PREV_G];
b = frames[i + PREV_B];
a = frames[i + PREV_A];
r2 = frames[i + PREV_R2];
g2 = frames[i + PREV_G2];
b2 = frames[i + PREV_B2];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
r = frames[frame + PREV_R];
g = frames[frame + PREV_G];
b = frames[frame + PREV_B];
a = frames[frame + PREV_A];
r2 = frames[frame + PREV_R2];
g2 = frames[frame + PREV_G2];
b2 = frames[frame + PREV_B2];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
r += (frames[frame + R] - r) * percent;
g += (frames[frame + G] - g) * percent;
b += (frames[frame + B] - b) * percent;
a += (frames[frame + A] - a) * percent;
r2 += (frames[frame + R2] - r2) * percent;
g2 += (frames[frame + G2] - g2) * percent;
b2 += (frames[frame + B2] - b2) * percent;
}
if (alpha == 1) {
slot.r = r;
slot.g = g;
slot.b = b;
slot.a = a;
slot.r2 = r2;
slot.g2 = g2;
slot.b2 = b2;
} else {
float br, bg, bb, ba, br2, bg2, bb2;
if (setupPose) {
br = slot.data.r;
bg = slot.data.g;
bb = slot.data.b;
ba = slot.data.a;
br2 = slot.data.r2;
bg2 = slot.data.g2;
bb2 = slot.data.b2;
} else {
br = slot.r;
bg = slot.g;
bb = slot.b;
ba = slot.a;
br2 = slot.r2;
bg2 = slot.g2;
bb2 = slot.b2;
}
slot.r = br + ((r - br) * alpha);
slot.g = bg + ((g - bg) * alpha);
slot.b = bb + ((b - bb) * alpha);
slot.a = ba + ((a - ba) * alpha);
slot.r2 = br2 + ((r2 - br2) * alpha);
slot.g2 = bg2 + ((g2 - bg2) * alpha);
slot.b2 = bb2 + ((b2 - bb2) * alpha);
}
}
}
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 int PropertyId {
get { return ((int)TimelineType.Attachment << 24) + slotIndex; }
}
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, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
string attachmentName;
Slot slot = skeleton.slots.Items[slotIndex];
if (mixingOut && setupPose) {
attachmentName = slot.data.attachmentName;
slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
return;
}
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
attachmentName = slot.data.attachmentName;
slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
}
return;
}
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;
attachmentName = attachmentNames[frameIndex];
slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
}
}
public class DeformTimeline : CurveTimeline {
internal int slotIndex;
internal float[] frames;
internal float[][] frameVertices;
internal VertexAttachment 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 VertexAttachment Attachment { get { return attachment; } set { attachment = value; } }
override public int PropertyId {
get { return ((int)TimelineType.Deform << 24) + attachment.id + slotIndex; }
}
public DeformTimeline (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, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Slot slot = skeleton.slots.Items[slotIndex];
VertexAttachment slotAttachment = slot.attachment as VertexAttachment;
if (slotAttachment == null || !slotAttachment.ApplyDeform(attachment)) return;
var verticesArray = slot.attachmentVertices;
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) verticesArray.Clear();
return;
}
float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].Length;
if (verticesArray.Count != vertexCount && !setupPose) alpha = 1; // Don't mix from uninitialized slot vertices.
// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
verticesArray.Count = vertexCount;
float[] vertices = verticesArray.Items;
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.Length - 1];
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
} else if (setupPose) {
VertexAttachment vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++) {
float setup = setupVertices[i];
vertices[i] = setup + (lastVertices[i] - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
vertices[i] = lastVertices[i] * alpha;
}
} else {
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time);
float[] prevVertices = frameVertices[frame - 1];
float[] nextVertices = frameVertices[frame];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
} else if (setupPose) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
var setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i], setup = setupVertices[i];
vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
} else {
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
}
}
}
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 int PropertyId {
get { return ((int)TimelineType.Event << 24); }
}
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, Event e) {
frames[frameIndex] = e.Time;
events[frameIndex] = e;
}
/// <summary>Fires events for frames &gt; lastTime and &lt;= time.</summary>
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
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, setupPose, mixingOut);
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 frame;
if (lastTime < frames[0])
frame = 0;
else {
frame = Animation.BinarySearch(frames, lastTime);
float frameTime = frames[frame];
while (frame > 0) { // Fire multiple events with the same frame.
if (frames[frame - 1] != frameTime) break;
frame--;
}
}
for (; frame < frameCount && time >= frames[frame]; frame++)
firedEvents.Add(events[frame]);
}
}
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 int PropertyId {
get { return ((int)TimelineType.DrawOrder << 24); }
}
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, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
ExposedList<Slot> drawOrder = skeleton.drawOrder;
ExposedList<Slot> slots = skeleton.slots;
if (mixingOut && setupPose) {
Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
return;
}
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
return;
}
int frame;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frame = frames.Length - 1;
else
frame = Animation.BinarySearch(frames, time) - 1;
int[] drawOrderToSetupIndex = drawOrders[frame];
if (drawOrderToSetupIndex == null) {
drawOrder.Clear();
for (int i = 0, n = slots.Count; i < n; i++)
drawOrder.Add(slots.Items[i]);
} else {
var drawOrderItems = drawOrder.Items;
var slotsItems = slots.Items;
for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
}
}
}
public class IkConstraintTimeline : CurveTimeline {
public const int ENTRIES = 3;
private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1;
private const int MIX = 1, BEND_DIRECTION = 2;
internal int ikConstraintIndex;
internal float[] frames;
public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ...
override public int PropertyId {
get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; }
}
public IkConstraintTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
/// <summary>Sets the time, mix and bend direction of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
frameIndex *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + MIX] = mix;
frames[frameIndex + BEND_DIRECTION] = bendDirection;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
constraint.mix = constraint.data.mix;
constraint.bendDirection = constraint.data.bendDirection;
}
return;
}
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
if (setupPose) {
constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha;
constraint.bendDirection = mixingOut ? constraint.data.bendDirection
: (int)frames[frames.Length + PREV_BEND_DIRECTION];
} else {
constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha;
if (!mixingOut) constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
float mix = frames[frame + PREV_MIX];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
if (setupPose) {
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
constraint.bendDirection = mixingOut ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION];
} else {
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
if (!mixingOut) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
}
}
}
public class TransformConstraintTimeline : CurveTimeline {
public const int ENTRIES = 5;
private const int PREV_TIME = -5, PREV_ROTATE = -4, PREV_TRANSLATE = -3, PREV_SCALE = -2, PREV_SHEAR = -1;
private const int ROTATE = 1, TRANSLATE = 2, SCALE = 3, SHEAR = 4;
internal int transformConstraintIndex;
internal float[] frames;
public int TransformConstraintIndex { get { return transformConstraintIndex; } set { transformConstraintIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, scale mix, shear mix, ...
override public int PropertyId {
get { return ((int)TimelineType.TransformConstraint << 24) + transformConstraintIndex; }
}
public TransformConstraintTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix, float scaleMix, float shearMix) {
frameIndex *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + ROTATE] = rotateMix;
frames[frameIndex + TRANSLATE] = translateMix;
frames[frameIndex + SCALE] = scaleMix;
frames[frameIndex + SHEAR] = shearMix;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
TransformConstraint constraint = skeleton.transformConstraints.Items[transformConstraintIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
var data = constraint.data;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
}
return;
}
float rotate, translate, scale, shear;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
int i = frames.Length;
rotate = frames[i + PREV_ROTATE];
translate = frames[i + PREV_TRANSLATE];
scale = frames[i + PREV_SCALE];
shear = frames[i + PREV_SHEAR];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
rotate = frames[frame + PREV_ROTATE];
translate = frames[frame + PREV_TRANSLATE];
scale = frames[frame + PREV_SCALE];
shear = frames[frame + PREV_SHEAR];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
rotate += (frames[frame + ROTATE] - rotate) * percent;
translate += (frames[frame + TRANSLATE] - translate) * percent;
scale += (frames[frame + SCALE] - scale) * percent;
shear += (frames[frame + SHEAR] - shear) * percent;
}
if (setupPose) {
TransformConstraintData data = constraint.data;
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
} else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
constraint.translateMix += (translate - constraint.translateMix) * alpha;
constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
constraint.shearMix += (shear - constraint.shearMix) * alpha;
}
}
}
public class PathConstraintPositionTimeline : CurveTimeline {
public const int ENTRIES = 2;
protected const int PREV_TIME = -2, PREV_VALUE = -1;
protected const int VALUE = 1;
internal int pathConstraintIndex;
internal float[] frames;
override public int PropertyId {
get { return ((int)TimelineType.PathConstraintPosition << 24) + pathConstraintIndex; }
}
public PathConstraintPositionTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, position, ...
/// <summary>Sets the time and value of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float value) {
frameIndex *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + VALUE] = value;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) constraint.position = constraint.data.position;
return;
}
float position;
if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
position = frames[frames.Length + PREV_VALUE];
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
position = frames[frame + PREV_VALUE];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
position += (frames[frame + VALUE] - position) * percent;
}
if (setupPose)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
}
}
public class PathConstraintSpacingTimeline : PathConstraintPositionTimeline {
override public int PropertyId {
get { return ((int)TimelineType.PathConstraintSpacing << 24) + pathConstraintIndex; }
}
public PathConstraintSpacingTimeline (int frameCount)
: base(frameCount) {
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) constraint.spacing = constraint.data.spacing;
return;
}
float spacing;
if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
spacing = frames[frames.Length + PREV_VALUE];
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
spacing = frames[frame + PREV_VALUE];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
spacing += (frames[frame + VALUE] - spacing) * percent;
}
if (setupPose)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
}
}
public class PathConstraintMixTimeline : CurveTimeline {
public const int ENTRIES = 3;
private const int PREV_TIME = -3, PREV_ROTATE = -2, PREV_TRANSLATE = -1;
private const int ROTATE = 1, TRANSLATE = 2;
internal int pathConstraintIndex;
internal float[] frames;
public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, ...
override public int PropertyId {
get { return ((int)TimelineType.PathConstraintMix << 24) + pathConstraintIndex; }
}
public PathConstraintMixTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * ENTRIES];
}
/// <summary>Sets the time and mixes of the specified keyframe.</summary>
public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix) {
frameIndex *= ENTRIES;
frames[frameIndex] = time;
frames[frameIndex + ROTATE] = rotateMix;
frames[frameIndex + TRANSLATE] = translateMix;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) {
constraint.rotateMix = constraint.data.rotateMix;
constraint.translateMix = constraint.data.translateMix;
}
return;
}
float rotate, translate;
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
rotate = frames[frames.Length + PREV_ROTATE];
translate = frames[frames.Length + PREV_TRANSLATE];
} else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, ENTRIES);
rotate = frames[frame + PREV_ROTATE];
translate = frames[frame + PREV_TRANSLATE];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame / ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
rotate += (frames[frame + ROTATE] - rotate) * percent;
translate += (frames[frame + TRANSLATE] - translate) * percent;
}
if (setupPose) {
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
} else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
constraint.translateMix += (translate - constraint.translateMix) * alpha;
}
}
}
}