mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
778 lines
22 KiB
Lua
778 lines
22 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2.1
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--
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- You are granted a perpetual, non-exclusive, non-sublicensable and
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-- non-transferable license to install, execute and perform the Spine Runtimes
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-- Software (the "Software") solely for internal use. Without the written
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-- permission of Esoteric Software (typically granted by licensing Spine), you
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-- may not (a) modify, translate, adapt or otherwise create derivative works,
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-- improvements of the Software or develop new applications using the Software
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-- or (b) remove, delete, alter or obscure any trademarks or any copyright,
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-- trademark, patent or other intellectual property or proprietary rights
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-- notices on or in the Software, including any copy thereof. Redistributions
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-- in binary or source form must include this license and terms.
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--
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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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-- EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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-- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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-- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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-- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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-- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local Animation = {}
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function Animation.new (name, timelines, duration)
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if not timelines then error("timelines cannot be nil", 2) end
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local self = {
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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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function self:apply (skeleton, lastTime, time, loop, events)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then
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time = time % self.duration
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lastTime = lastTime % self.duration
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, lastTime, time, events, 1)
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end
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end
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function self:mix (skeleton, lastTime, time, loop, events, alpha)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then
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time = time % self.duration
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lastTime = lastTime % self.duration
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, lastTime, time, events, alpha)
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end
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end
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return self
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end
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local function binarySearch (values, target, step)
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local low = 0
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local high = math.floor((#values + 1) / step - 2)
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if high == 0 then return step end
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local current = math.floor(high / 2)
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while true do
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if values[(current + 1) * step] <= target then
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low = current + 1
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else
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high = current
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end
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if low == high then return (low + 1) * step end
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current = math.floor((low + high) / 2)
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end
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end
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local function binarySearch1 (values, target)
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local low = 0
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local high = math.floor(#values - 1)
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if high == 0 then return 1 end
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local current = math.floor(high / 2)
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while true do
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if values[current + 1] <= target then
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low = current + 1
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else
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high = current
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end
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if low == high then return low + 1 end
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current = math.floor((low + high) / 2)
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end
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end
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local function linearSearch (values, target, step)
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for i = 0, #values, step do
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if (values[i] > target) then return i end
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end
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return -1
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end
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Animation.CurveTimeline = {}
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function Animation.CurveTimeline.new ()
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local LINEAR = 0
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local STEPPED = 1
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local BEZIER = 2;
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local BEZIER_SEGMENTS = 10
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local BEZIER_SIZE = BEZIER_SEGMENTS * 2 - 1
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local self = {
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curves = {} -- type, x, y, ...
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}
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function self:setLinear (frameIndex)
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self.curves[frameIndex * BEZIER_SIZE] = LINEAR
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end
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function self:setStepped (frameIndex)
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self.curves[frameIndex * BEZIER_SIZE] = STEPPED
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end
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function self:setCurve (frameIndex, cx1, cy1, cx2, cy2)
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local subdiv1 = 1 / BEZIER_SEGMENTS
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local subdiv2 = subdiv1 * subdiv1
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local subdiv3 = subdiv2 * subdiv1;
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local pre1 = 3 * subdiv1
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local pre2 = 3 * subdiv2
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local pre4 = 6 * subdiv2
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local pre5 = 6 * subdiv3
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local tmp1x = -cx1 * 2 + cx2
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local tmp1y = -cy1 * 2 + cy2
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local tmp2x = (cx1 - cx2) * 3 + 1
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local tmp2y = (cy1 - cy2) * 3 + 1
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local dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3
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local dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3
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local ddfx = tmp1x * pre4 + tmp2x * pre5
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local ddfy = tmp1y * pre4 + tmp2y * pre5;
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local dddfx = tmp2x * pre5
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local dddfy = tmp2y * pre5
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local i = frameIndex * BEZIER_SIZE
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local curves = self.curves
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curves[i] = BEZIER
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i = i + 1
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local x = dfx
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local y = dfy
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local n = i + BEZIER_SIZE - 1
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while i < n do
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curves[i] = x
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curves[i + 1] = y
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dfx = dfx + ddfx
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dfy = dfy + ddfy
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ddfx = ddfx + dddfx
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ddfy = ddfy + dddfy
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x = x + dfx
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y = y + dfy
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i = i + 2
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end
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end
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function self:getCurvePercent (frameIndex, percent)
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local curves = self.curves
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local i = frameIndex * BEZIER_SIZE
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local type = curves[i]
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if type == LINEAR then return percent end
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if type == STEPPED then return 0 end
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i = i + 1
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local x
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local n = i + BEZIER_SIZE - 1
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local start = i
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while i < n do
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x = curves[i]
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if x >= percent then
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local prevX, prevY
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if i == start then
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prevX = 0
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prevY = 0
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else
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prevX = curves[i - 2]
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prevY = curves[i - 1]
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end
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return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX)
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end
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i = i + 2
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end
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local y = curves[i - 1]
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return y + (1 - y) * (percent - x) / (1 - x) -- Last point is 1,1.
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end
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return self
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end
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Animation.RotateTimeline = {}
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function Animation.RotateTimeline.new ()
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local PREV_FRAME_TIME = -2
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local FRAME_VALUE = 1
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local self = Animation.CurveTimeline.new()
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self.frames = {}
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self.boneIndex = -1
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function self:getDuration ()
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return self.frames[#self.frames - 1]
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end
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function self:getFrameCount ()
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return (#self.frames + 1) / 2
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end
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function self:setFrame (frameIndex, time, value)
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frameIndex = frameIndex * 2
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self.frames[frameIndex] = time
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self.frames[frameIndex + 1] = value
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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if time >= frames[#frames - 1] then -- Time is after last frame.
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local amount = bone.data.rotation + frames[#frames] - bone.rotation
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while amount > 180 do
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amount = amount - 360
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end
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while amount < -180 do
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amount = amount + 360
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end
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bone.rotation = bone.rotation + amount * alpha
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return
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end
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-- Interpolate between the last frame and the current frame.
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local frameIndex = binarySearch(frames, time, 2)
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local prevFrameValue = frames[frameIndex - 1]
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local frameTime = frames[frameIndex]
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local percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime)
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if percent < 0 then percent = 0 elseif percent > 1 then percent = 1 end
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percent = self:getCurvePercent(frameIndex / 2 - 1, percent)
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local amount = frames[frameIndex + FRAME_VALUE] - prevFrameValue
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while amount > 180 do
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amount = amount - 360
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end
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while amount < -180 do
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amount = amount + 360
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end
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amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation
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while amount > 180 do
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amount = amount - 360
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end
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while amount < -180 do
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amount = amount + 360
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end
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bone.rotation = bone.rotation + amount * alpha
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end
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return self
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end
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Animation.TranslateTimeline = {}
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function Animation.TranslateTimeline.new ()
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local PREV_FRAME_TIME = -3
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local FRAME_X = 1
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local FRAME_Y = 2
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local self = Animation.CurveTimeline.new()
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self.frames = {}
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self.boneIndex = -1
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function self:getDuration ()
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return self.frames[#self.frames - 2]
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end
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function self:getFrameCount ()
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return (#self.frames + 1) / 3
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end
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function self:setFrame (frameIndex, time, x, y)
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frameIndex = frameIndex * 3
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self.frames[frameIndex] = time
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self.frames[frameIndex + 1] = x
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self.frames[frameIndex + 2] = y
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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if time >= frames[#frames - 2] then -- Time is after last frame.
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bone.x = bone.x + (bone.data.x + frames[#frames - 1] - bone.x) * alpha
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bone.y = bone.y + (bone.data.y + frames[#frames] - bone.y) * alpha
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return
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end
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-- Interpolate between the last frame and the current frame.
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local frameIndex = binarySearch(frames, time, 3)
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local prevFrameX = frames[frameIndex - 2]
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local prevFrameY = frames[frameIndex - 1]
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local frameTime = frames[frameIndex]
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local percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime)
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if percent < 0 then percent = 0 elseif percent > 1 then percent = 1 end
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percent = self:getCurvePercent(frameIndex / 3 - 1, percent)
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bone.x = bone.x + (bone.data.x + prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent - bone.x) * alpha
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bone.y = bone.y + (bone.data.y + prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent - bone.y) * alpha
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end
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return self
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end
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Animation.ScaleTimeline = {}
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function Animation.ScaleTimeline.new ()
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local PREV_FRAME_TIME = -3
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local FRAME_X = 1
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local FRAME_Y = 2
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local self = Animation.TranslateTimeline.new()
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local bone = skeleton.bones[self.boneIndex]
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if time >= frames[#frames - 2] then -- Time is after last frame.
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bone.scaleX = bone.scaleX + (bone.data.scaleX * frames[#frames - 1] - bone.scaleX) * alpha
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bone.scaleY = bone.scaleY + (bone.data.scaleY * frames[#frames] - bone.scaleY) * alpha
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return
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end
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-- Interpolate between the last frame and the current frame.
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local frameIndex = binarySearch(frames, time, 3)
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local prevFrameX = frames[frameIndex - 2]
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local prevFrameY = frames[frameIndex - 1]
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local frameTime = frames[frameIndex]
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local percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime)
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if percent < 0 then percent = 0 elseif percent > 1 then percent = 1 end
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percent = self:getCurvePercent(frameIndex / 3 - 1, percent)
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bone.scaleX = bone.scaleX + (bone.data.scaleX * (prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent) - bone.scaleX) * alpha
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bone.scaleY = bone.scaleY + (bone.data.scaleY * (prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent) - bone.scaleY) * alpha
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end
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return self
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end
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Animation.ColorTimeline = {}
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function Animation.ColorTimeline.new ()
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local PREV_FRAME_TIME = -5
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local FRAME_R = 1
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local FRAME_G = 2
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local FRAME_B = 3
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local FRAME_A = 4
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local self = Animation.CurveTimeline.new()
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self.frames = {}
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self.slotIndex = -1
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function self:getDuration ()
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return self.frames[#self.frames - 4]
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end
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function self:getFrameCount ()
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return (#self.frames + 1) / 5
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end
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function self:setFrame (frameIndex, time, r, g, b, a)
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frameIndex = frameIndex * 5
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self.frames[frameIndex] = time
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self.frames[frameIndex + 1] = r
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self.frames[frameIndex + 2] = g
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self.frames[frameIndex + 3] = b
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self.frames[frameIndex + 4] = a
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local r, g, b, a
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if time >= frames[#frames - 4] then -- Time is after last frame.
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r = frames[#frames - 3]
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g = frames[#frames - 2]
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b = frames[#frames - 1]
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a = frames[#frames]
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else
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-- Interpolate between the last frame and the current frame.
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local frameIndex = binarySearch(frames, time, 5)
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local prevFrameR = frames[frameIndex - 4]
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local prevFrameG = frames[frameIndex - 3]
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local prevFrameB = frames[frameIndex - 2]
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local prevFrameA = frames[frameIndex - 1]
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local frameTime = frames[frameIndex]
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local percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime)
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if percent < 0 then percent = 0 elseif percent > 255 then percent = 255 end
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percent = self:getCurvePercent(frameIndex / 5 - 1, percent)
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r = prevFrameR + (frames[frameIndex + FRAME_R] - prevFrameR) * percent
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g = prevFrameG + (frames[frameIndex + FRAME_G] - prevFrameG) * percent
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b = prevFrameB + (frames[frameIndex + FRAME_B] - prevFrameB) * percent
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a = prevFrameA + (frames[frameIndex + FRAME_A] - prevFrameA) * percent
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end
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local slot = skeleton.slots[self.slotIndex]
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if alpha < 1 then
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slot:setColor(slot.r + (r - slot.r) * alpha, slot.g + (g - slot.g) * alpha, slot.b + (b - slot.b) * alpha, slot.a + (a - slot.a) * alpha)
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else
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slot:setColor(r, g, b, a)
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end
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end
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return self
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end
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Animation.AttachmentTimeline = {}
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function Animation.AttachmentTimeline.new ()
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local self = {
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frames = {}, -- time, ...
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attachmentNames = {},
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slotName = nil
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}
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function self:getDuration ()
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return self.frames[#self.frames]
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end
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function self:getFrameCount ()
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return #self.frames + 1
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end
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function self:setFrame (frameIndex, time, attachmentName)
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self.frames[frameIndex] = time
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self.attachmentNames[frameIndex] = attachmentName
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then
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if lastTime > time then self:apply(skeleton, lastTime, 999999, nil, 0) end
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return
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elseif lastTime > time then
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lastTime = -1
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end
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local frameIndex
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if time >= frames[#frames] then
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frameIndex = #frames
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else
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frameIndex = binarySearch1(frames, time) - 1
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end
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if frames[frameIndex] < lastTime then return end
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local attachmentName = self.attachmentNames[frameIndex]
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local slot = skeleton.slotsByName[self.slotName]
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if attachmentName then
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if not slot.attachment then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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elseif slot.attachment.name ~= attachmentName then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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end
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else
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slot:setAttachment(nil)
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end
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end
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return self
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end
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Animation.EventTimeline = {}
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function Animation.EventTimeline.new ()
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local self = {
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frames = {},
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events = {}
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}
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function self:getDuration ()
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return self.frames[#self.frames]
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end
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function self:getFrameCount ()
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return #self.frames + 1
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end
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function self:setFrame (frameIndex, time, event)
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self.frames[frameIndex] = time
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self.events[frameIndex] = event
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end
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-- Fires events for frames > lastTime and <= time.
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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if not firedEvents then return end
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local frames = self.frames
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local frameCount = #frames + 1
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if lastTime > time then -- Fire events after last time for looped animations.
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self:apply(skeleton, lastTime, 999999, firedEvents, alpha)
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lastTime = -1
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elseif lastTime >= frames[frameCount - 1] then -- Last time is after last frame.
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return
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end
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if time < frames[0] then return end -- Time is before first frame.
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local frameIndex
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if lastTime < frames[0] then
|
|
frameIndex = 0
|
|
else
|
|
frameIndex = binarySearch1(frames, lastTime)
|
|
local frame = frames[frameIndex]
|
|
while frameIndex > 0 do -- Fire multiple events with the same frame.
|
|
if frames[frameIndex - 1] ~= frame then break end
|
|
frameIndex = frameIndex - 1
|
|
end
|
|
end
|
|
local events = self.events
|
|
while frameIndex < frameCount and time >= frames[frameIndex] do
|
|
table.insert(firedEvents, events[frameIndex])
|
|
frameIndex = frameIndex + 1
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.DrawOrderTimeline = {}
|
|
function Animation.DrawOrderTimeline.new ()
|
|
local self = {
|
|
frames = {},
|
|
drawOrders = {}
|
|
}
|
|
|
|
function self:getDuration ()
|
|
return self.frames[#self.frames]
|
|
end
|
|
|
|
function self:getFrameCount ()
|
|
return #self.frames + 1
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, drawOrder)
|
|
self.frames[frameIndex] = time
|
|
self.drawOrders[frameIndex] = drawOrder
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
|
local frames = self.frames
|
|
if time < frames[0] then return end -- Time is before first frame.
|
|
|
|
local frameIndex
|
|
if time >= frames[#frames] then -- Time is after last frame.
|
|
frameIndex = #frames
|
|
else
|
|
frameIndex = binarySearch1(frames, time) - 1
|
|
end
|
|
|
|
local drawOrder = skeleton.drawOrder
|
|
local slots = skeleton.slots
|
|
local drawOrderToSetupIndex = self.drawOrders[frameIndex]
|
|
if not drawOrderToSetupIndex then
|
|
for i,slot in ipairs(slots) do
|
|
drawOrder[i] = slots[i]
|
|
end
|
|
else
|
|
for i,setupIndex in ipairs(drawOrderToSetupIndex) do
|
|
drawOrder[i] = skeleton.slots[setupIndex]
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.FfdTimeline = {}
|
|
function Animation.FfdTimeline.new ()
|
|
local self = Animation.CurveTimeline.new()
|
|
self.frames = {} -- time, ...
|
|
self.frameVertices = {}
|
|
self.slotIndex = -1
|
|
|
|
function self:getDuration ()
|
|
return self.frames[#self.frames]
|
|
end
|
|
|
|
function self:getFrameCount ()
|
|
return #self.frames + 1
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, vertices)
|
|
self.frames[frameIndex] = time
|
|
self.frameVertices[frameIndex] = vertices
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
|
local slot = skeleton.slots[self.slotIndex]
|
|
if slot.attachment ~= attachment then return end
|
|
|
|
local frames = self.frames
|
|
if time < frames[0] then return end -- Time is before first frame.
|
|
|
|
local frameVertices = self.frameVertices
|
|
local vertexCount = #frameVertices[0]
|
|
local vertices = slot.attachmentVertices
|
|
if #vertices < vertexCount then
|
|
vertices = {}
|
|
slot.attachmentVertices = vertices
|
|
elseif #vertices < vertexCount then
|
|
alpha = 1 -- Don't mix from uninitialized slot vertices.
|
|
end
|
|
slot.attachmentVerticesCount = vertexCount
|
|
|
|
if time >= frames[#frames] then -- Time is after last frame.
|
|
local lastVertices = frameVertices[#frames]
|
|
if alpha < 1 then
|
|
for i = 0, vertexCount do
|
|
local vertex = vertices[i]
|
|
vertices[i] = vertex + (lastVertices[i] - vertex) * alpha
|
|
end
|
|
else
|
|
for i = 0, vertexCount do
|
|
vertices[i] = lastVertices[i]
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frameIndex = binarySearch1(frames, time)
|
|
local frameTime = frames[frameIndex]
|
|
local percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime)
|
|
if percent < 0 then percent = 0 elseif percent > 1 then percent = 1 end
|
|
percent = self:getCurvePercent(frameIndex - 1, percent)
|
|
|
|
local prevVertices = frameVertices[frameIndex - 1]
|
|
local nextVertices = frameVertices[frameIndex]
|
|
|
|
if alpha < 1 then
|
|
for i = 0, vertexCount do
|
|
local prev = prevVertices[i]
|
|
local vertices = vertices[i]
|
|
vertices[i] = vertices + (prev + (nextVertices[i] - prev) * percent - vertices) * alpha
|
|
end
|
|
else
|
|
for i = 0, vertexCount do
|
|
local prev = prevVertices[i]
|
|
vertices[i] = prev + (nextVertices[i] - prev) * percent
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.IkConstraintTimeline = {}
|
|
function Animation.IkConstraintTimeline.new ()
|
|
local PREV_FRAME_TIME = -3
|
|
local PREV_FRAME_MIX = -2
|
|
local PREV_FRAME_BEND_DIRECTION = -1
|
|
local FRAME_MIX = 1
|
|
|
|
local self = Animation.CurveTimeline.new()
|
|
self.frames = {} -- time, mix, bendDirection, ...
|
|
self.ikConstraintIndex = -1
|
|
|
|
function self:getDuration ()
|
|
return self.frames[#self.frames - 2]
|
|
end
|
|
|
|
function self:getFrameCount ()
|
|
return (#self.frames + 1) / 3
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, mix, bendDirection)
|
|
frameIndex = frameIndex * 3
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + 1] = mix
|
|
self.frames[frameIndex + 2] = bendDirection
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
|
local frames = self.frames
|
|
if time < frames[0] then return end -- Time is before first frame.
|
|
|
|
local ikConstraint = skeleton.ikConstraints[self.ikConstraintIndex]
|
|
|
|
if time >= frames[#frames - 2] then -- Time is after last frame.
|
|
ikConstraint.mix = ikConstraint.mix + (frames[#frames - 1] - ikConstraint.mix) * alpha
|
|
ikConstraint.bendDirection = frames[#frames]
|
|
return
|
|
end
|
|
|
|
-- Interpolate between the previous frame and the current frame.
|
|
local frameIndex = binarySearch(frames, time, 3);
|
|
local prevFrameMix = frames[frameIndex + PREV_FRAME_MIX]
|
|
local frameTime = frames[frameIndex]
|
|
local percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime)
|
|
if percent < 0 then percent = 0 elseif percent > 1 then percent = 1 end
|
|
percent = self:getCurvePercent(frameIndex / 3 - 1, percent)
|
|
|
|
local mix = prevFrameMix + (frames[frameIndex + FRAME_MIX] - prevFrameMix) * percent
|
|
ikConstraint.mix = ikConstraint.mix + (mix - ikConstraint.mix) * alpha
|
|
ikConstraint.bendDirection = frames[frameIndex + PREV_FRAME_BEND_DIRECTION]
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.FlipXTimeline = {}
|
|
function Animation.FlipXTimeline.new ()
|
|
local self = {
|
|
frames = {}, -- time, flip, ...
|
|
boneIndex = -1
|
|
}
|
|
|
|
function self:getDuration ()
|
|
return self.frames[#self.frames - 1]
|
|
end
|
|
|
|
function self:getFrameCount ()
|
|
return (#self.frames + 1) / 2
|
|
end
|
|
|
|
function self:setFrame (frameIndex, time, flip)
|
|
frameIndex = frameIndex * 2
|
|
self.frames[frameIndex] = time
|
|
self.frames[frameIndex + 1] = flip
|
|
end
|
|
|
|
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
|
|
local frames = self.frames
|
|
if time < frames[0] then
|
|
if lastTime > time then self:apply(skeleton, lastTime, 999999, nil, 0) end
|
|
return
|
|
elseif lastTime > time then
|
|
lastTime = -1
|
|
end
|
|
|
|
local frameIndex
|
|
if time >= frames[#frames - 1] then
|
|
frameIndex = #frames - 1
|
|
else
|
|
frameIndex = binarySearch(frames, time, 2) - 2
|
|
end
|
|
if frames[frameIndex] < lastTime then return end
|
|
|
|
self:setFlip(skeleton.bones[self.boneIndex], frames[frameIndex + 1])
|
|
end
|
|
|
|
function self:setFlip (bone, flip)
|
|
bone.flipX = flip
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
Animation.FlipYTimeline = {}
|
|
function Animation.FlipYTimeline.new ()
|
|
local self = Animation.FlipXTimeline.new()
|
|
|
|
function self:setFlip (bone, flip)
|
|
bone.flipY = flip
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
return Animation
|