增加2.1.x运行时
This commit is contained in:
723
SpineRuntimes/SpineRuntime21/Animation.cs
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723
SpineRuntimes/SpineRuntime21/Animation.cs
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/******************************************************************************
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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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using System;
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using System.Collections.Generic;
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namespace SpineRuntime21 {
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public class Animation {
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internal List<Timeline> timelines;
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internal float duration;
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internal String name;
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public String Name { get { return name; } }
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public List<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
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public float Duration { get { return duration; } set { duration = value; } }
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public Animation (String name, List<Timeline> timelines, float duration) {
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if (name == null) throw new ArgumentNullException("name cannot be null.");
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if (timelines == null) throw new ArgumentNullException("timelines cannot be null.");
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this.name = name;
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this.timelines = timelines;
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this.duration = duration;
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}
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/// <summary>Poses the skeleton at the specified time for this animation.</summary>
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/// <param name="lastTime">The last time the animation was applied.</param>
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/// <param name="events">Any triggered events are added.</param>
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public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events) {
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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if (loop && duration != 0) {
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time %= duration;
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lastTime %= duration;
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}
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List<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines[i].Apply(skeleton, lastTime, time, events, 1);
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}
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/// <summary>Poses the skeleton at the specified time for this animation mixed with the current pose.</summary>
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/// <param name="lastTime">The last time the animation was applied.</param>
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/// <param name="events">Any triggered events are added.</param>
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/// <param name="alpha">The amount of this animation that affects the current pose.</param>
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public void Mix (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events, float alpha) {
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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if (loop && duration != 0) {
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time %= duration;
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lastTime %= duration;
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}
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List<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines[i].Apply(skeleton, lastTime, time, events, alpha);
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}
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/// <param name="target">After the first and before the last entry.</param>
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internal static int binarySearch (float[] values, float target, int step) {
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int low = 0;
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int high = values.Length / step - 2;
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if (high == 0) return step;
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int current = (int)((uint)high >> 1);
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while (true) {
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if (values[(current + 1) * step] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1) * step;
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current = (int)((uint)(low + high) >> 1);
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}
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}
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/// <param name="target">After the first and before the last entry.</param>
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internal static int binarySearch (float[] values, float target) {
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int low = 0;
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int high = values.Length - 2;
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if (high == 0) return 1;
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int current = (int)((uint)high >> 1);
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while (true) {
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if (values[(current + 1)] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1);
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current = (int)((uint)(low + high) >> 1);
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}
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}
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internal static int linearSearch (float[] values, float target, int step) {
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for (int i = 0, last = values.Length - step; i <= last; i += step)
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if (values[i] > target) return i;
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return -1;
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}
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}
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public interface Timeline {
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/// <summary>Sets the value(s) for the specified time.</summary>
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/// <param name="events">May be null to not collect fired events.</param>
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void Apply (Skeleton skeleton, float lastTime, float time, List<Event> events, float alpha);
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}
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/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
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abstract public class CurveTimeline : Timeline {
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protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
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protected const int BEZIER_SEGMENTS = 10, BEZIER_SIZE = BEZIER_SEGMENTS * 2 - 1;
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private float[] curves; // type, x, y, ...
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public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } }
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public CurveTimeline (int frameCount) {
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curves = new float[(frameCount - 1) * BEZIER_SIZE];
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}
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abstract public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
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public void SetLinear (int frameIndex) {
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curves[frameIndex * BEZIER_SIZE] = LINEAR;
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}
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public void SetStepped (int frameIndex) {
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curves[frameIndex * BEZIER_SIZE] = STEPPED;
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}
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/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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/// the difference between the keyframe's values.</summary>
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public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
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float subdiv1 = 1f / BEZIER_SEGMENTS, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
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float pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
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float tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
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float dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
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float ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
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float dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;
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int i = frameIndex * BEZIER_SIZE;
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float[] curves = this.curves;
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curves[i++] = BEZIER;
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float x = dfx, y = dfy;
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for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) {
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curves[i] = x;
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curves[i + 1] = y;
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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x += dfx;
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y += dfy;
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}
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}
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public float GetCurvePercent (int frameIndex, float percent) {
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float[] curves = this.curves;
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int i = frameIndex * BEZIER_SIZE;
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float type = curves[i];
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if (type == LINEAR) return percent;
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if (type == STEPPED) return 0;
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i++;
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float x = 0;
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for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) {
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x = curves[i];
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if (x >= percent) {
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float prevX, prevY;
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if (i == start) {
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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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}
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return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
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}
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}
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float 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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}
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public float GetCurveType (int frameIndex) {
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return curves[frameIndex * BEZIER_SIZE];
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}
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}
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public class RotateTimeline : CurveTimeline {
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protected const int PREV_FRAME_TIME = -2;
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protected const int FRAME_VALUE = 1;
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internal int boneIndex;
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internal float[] frames;
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public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
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public float[] Frames { get { return frames; } set { frames = value; } } // time, value, ...
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public RotateTimeline (int frameCount)
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: base(frameCount) {
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frames = new float[frameCount << 1];
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float angle) {
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frameIndex *= 2;
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frames[frameIndex] = time;
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frames[frameIndex + 1] = angle;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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Bone bone = skeleton.bones[boneIndex];
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float amount;
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if (time >= frames[frames.Length - 2]) { // Time is after last frame.
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amount = bone.data.rotation + frames[frames.Length - 1] - bone.rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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bone.rotation += amount * alpha;
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return;
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}
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 2);
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float prevFrameValue = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent((frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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amount = frames[frameIndex + FRAME_VALUE] - prevFrameValue;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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bone.rotation += amount * alpha;
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}
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}
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public class TranslateTimeline : CurveTimeline {
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protected const int PREV_FRAME_TIME = -3;
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protected const int FRAME_X = 1;
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protected const int FRAME_Y = 2;
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internal int boneIndex;
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internal float[] frames;
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public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
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public float[] Frames { get { return frames; } set { frames = value; } } // time, value, value, ...
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public TranslateTimeline (int frameCount)
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: base(frameCount) {
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frames = new float[frameCount * 3];
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float x, float y) {
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frameIndex *= 3;
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frames[frameIndex] = time;
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frames[frameIndex + 1] = x;
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frames[frameIndex + 2] = y;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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Bone bone = skeleton.bones[boneIndex];
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if (time >= frames[frames.Length - 3]) { // Time is after last frame.
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bone.x += (bone.data.x + frames[frames.Length - 2] - bone.x) * alpha;
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bone.y += (bone.data.y + frames[frames.Length - 1] - bone.y) * alpha;
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return;
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}
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 3);
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float prevFrameX = frames[frameIndex - 2];
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float prevFrameY = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent - bone.x) * alpha;
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bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent - bone.y) * alpha;
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}
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}
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public class ScaleTimeline : TranslateTimeline {
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public ScaleTimeline (int frameCount)
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: base(frameCount) {
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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Bone bone = skeleton.bones[boneIndex];
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if (time >= frames[frames.Length - 3]) { // Time is after last frame.
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bone.scaleX += (bone.data.scaleX * frames[frames.Length - 2] - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY * frames[frames.Length - 1] - bone.scaleY) * alpha;
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return;
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}
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 3);
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float prevFrameX = frames[frameIndex - 2];
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float prevFrameY = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
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bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent) - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent) - bone.scaleY) * alpha;
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}
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}
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public class ColorTimeline : CurveTimeline {
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protected const int PREV_FRAME_TIME = -5;
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protected const int FRAME_R = 1;
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protected const int FRAME_G = 2;
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protected const int FRAME_B = 3;
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protected const int FRAME_A = 4;
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internal int slotIndex;
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internal float[] frames;
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public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
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public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ...
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public ColorTimeline (int frameCount)
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: base(frameCount) {
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frames = new float[frameCount * 5];
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}
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float r, float g, float b, float a) {
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frameIndex *= 5;
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frames[frameIndex] = time;
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frames[frameIndex + 1] = r;
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frames[frameIndex + 2] = g;
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frames[frameIndex + 3] = b;
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frames[frameIndex + 4] = a;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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float r, g, b, a;
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if (time >= frames[frames.Length - 5]) {
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// Time is after last frame.
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int i = frames.Length - 1;
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r = frames[i - 3];
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g = frames[i - 2];
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b = frames[i - 1];
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a = frames[i];
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} else {
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// Interpolate between the previous frame and the current frame.
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int frameIndex = Animation.binarySearch(frames, time, 5);
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float prevFrameR = frames[frameIndex - 4];
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float prevFrameG = frames[frameIndex - 3];
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float prevFrameB = frames[frameIndex - 2];
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float prevFrameA = frames[frameIndex - 1];
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float frameTime = frames[frameIndex];
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float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
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percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 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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}
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Slot slot = skeleton.slots[slotIndex];
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if (alpha < 1) {
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slot.r += (r - slot.r) * alpha;
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||||
slot.g += (g - slot.g) * alpha;
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||||
slot.b += (b - slot.b) * alpha;
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slot.a += (a - slot.a) * alpha;
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} else {
|
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slot.r = r;
|
||||
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]) {
|
||||
if (lastTime > time) Apply(skeleton, lastTime, int.MaxValue, null, 0);
|
||||
return;
|
||||
} else if (lastTime > time) //
|
||||
lastTime = -1;
|
||||
|
||||
int frameIndex = (time >= frames[frames.Length - 1] ? frames.Length : Animation.binarySearch(frames, time)) - 1;
|
||||
if (frames[frameIndex] < lastTime) return;
|
||||
|
||||
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);
|
||||
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;
|
||||
|
||||
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]) 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;
|
||||
}
|
||||
if (vertices.Length != vertexCount) alpha = 1; // Don't mix from uninitialized slot 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++) {
|
||||
float vertex = vertices[i];
|
||||
vertices[i] = vertex + (lastVertices[i] - vertex) * 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);
|
||||
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];
|
||||
float vertex = vertices[i];
|
||||
vertices[i] = vertex + (prev + (nextVertices[i] - prev) * percent - vertex) * alpha;
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
float prev = prevVertices[i];
|
||||
vertices[i] = prev + (nextVertices[i] - prev) * percent;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class IkConstraintTimeline : CurveTimeline {
|
||||
private const int PREV_FRAME_TIME = -3;
|
||||
private const int PREV_FRAME_MIX = -2;
|
||||
private const int PREV_FRAME_BEND_DIRECTION = -1;
|
||||
private const int FRAME_MIX = 1;
|
||||
|
||||
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, ...
|
||||
|
||||
public IkConstraintTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount * 3];
|
||||
}
|
||||
|
||||
/** Sets the time, mix and bend direction of the specified keyframe. */
|
||||
public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
|
||||
frameIndex *= 3;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + 1] = mix;
|
||||
frames[frameIndex + 2] = bendDirection;
|
||||
}
|
||||
|
||||
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.
|
||||
|
||||
IkConstraint ikConstraint = skeleton.ikConstraints[ikConstraintIndex];
|
||||
|
||||
if (time >= frames[frames.Length - 3]) { // Time is after last frame.
|
||||
ikConstraint.mix += (frames[frames.Length - 2] - ikConstraint.mix) * alpha;
|
||||
ikConstraint.bendDirection = (int)frames[frames.Length - 1];
|
||||
return;
|
||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frameIndex = Animation.binarySearch(frames, time, 3);
|
||||
float prevFrameMix = frames[frameIndex + PREV_FRAME_MIX];
|
||||
float frameTime = frames[frameIndex];
|
||||
float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
|
||||
percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
|
||||
|
||||
float mix = prevFrameMix + (frames[frameIndex + FRAME_MIX] - prevFrameMix) * percent;
|
||||
ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
|
||||
ikConstraint.bendDirection = (int)frames[frameIndex + PREV_FRAME_BEND_DIRECTION];
|
||||
}
|
||||
}
|
||||
|
||||
public class FlipXTimeline : Timeline {
|
||||
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, flip, ...
|
||||
public int FrameCount { get { return frames.Length >> 1; } }
|
||||
|
||||
public FlipXTimeline (int frameCount) {
|
||||
frames = new float[frameCount << 1];
|
||||
}
|
||||
|
||||
/// <summary>Sets the time and value of the specified keyframe.</summary>
|
||||
public void SetFrame (int frameIndex, float time, bool flip) {
|
||||
frameIndex *= 2;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + 1] = flip ? 1 : 0;
|
||||
}
|
||||
|
||||
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) {
|
||||
if (lastTime > time) Apply(skeleton, lastTime, int.MaxValue, null, 0);
|
||||
return;
|
||||
} else if (lastTime > time) //
|
||||
lastTime = -1;
|
||||
|
||||
int frameIndex = (time >= frames[frames.Length - 2] ? frames.Length : Animation.binarySearch(frames, time, 2)) - 2;
|
||||
if (frames[frameIndex] < lastTime) return;
|
||||
|
||||
SetFlip(skeleton.bones[boneIndex], frames[frameIndex + 1] != 0);
|
||||
}
|
||||
|
||||
virtual protected void SetFlip (Bone bone, bool flip) {
|
||||
bone.flipX = flip;
|
||||
}
|
||||
}
|
||||
|
||||
public class FlipYTimeline : FlipXTimeline {
|
||||
public FlipYTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
}
|
||||
|
||||
override protected void SetFlip (Bone bone, bool flip) {
|
||||
bone.flipY = flip;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user