add spine34 & spine35
This commit is contained in:
874
SpineRuntimes/SpineRuntime34/Animation.cs
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874
SpineRuntimes/SpineRuntime34/Animation.cs
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@@ -0,0 +1,874 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* 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 SpineRuntime34 {
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public class Animation {
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internal ExposedList<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 ExposedList<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, ExposedList<Timeline> timelines, float duration) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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if (timelines == null) throw new ArgumentNullException("timelines", "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. May be null.</param>
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public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, ExposedList<Event> events) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (loop && duration != 0) {
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time %= duration;
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if (lastTime > 0) lastTime %= duration;
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}
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ExposedList<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines.Items[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. May be null.</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, ExposedList<Event> events, float alpha) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (loop && duration != 0) {
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time %= duration;
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if (lastTime > 0) lastTime %= duration;
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}
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ExposedList<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines.Items[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, ExposedList<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_SIZE = 10 * 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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if (frameCount <= 0) throw new ArgumentException("frameCount must be > 0: " + frameCount, "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, ExposedList<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 tmpx = (-cx1 * 2 + cx2) * 0.03f, tmpy = (-cy1 * 2 + cy2) * 0.03f;
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float dddfx = ((cx1 - cx2) * 3 + 1) * 0.006f, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006f;
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float ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
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float dfx = cx1 * 0.3f + tmpx + dddfx * 0.16666667f, dfy = cy1 * 0.3f + tmpy + dddfy * 0.16666667f;
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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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percent = MathUtils.Clamp (percent, 0, 1);
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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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public const int ENTRIES = 2;
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internal const int PREV_TIME = -2, PREV_ROTATION = -1;
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internal const int ROTATION = 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, angle, ...
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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 degrees) {
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frameIndex <<= 1;
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frames[frameIndex] = time;
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frames[frameIndex + ROTATION] = degrees;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<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.Items[boneIndex];
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float amount;
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if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
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amount = bone.data.rotation + frames[frames.Length + PREV_ROTATION] - 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 frame = Animation.binarySearch(frames, time, ENTRIES);
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float prevRotation = frames[frame + PREV_ROTATION];
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float frameTime = frames[frame];
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float percent = GetCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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amount = frames[frame + ROTATION] - prevRotation;
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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 + (prevRotation + 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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public const int ENTRIES = 3;
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protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
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protected const int X = 1, 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 * ENTRIES];
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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 *= ENTRIES;
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frames[frameIndex] = time;
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frames[frameIndex + X] = x;
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frames[frameIndex + Y] = y;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<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.Items[boneIndex];
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if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
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bone.x += (bone.data.x + frames[frames.Length + PREV_X] - bone.x) * alpha;
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bone.y += (bone.data.y + frames[frames.Length + PREV_Y] - 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 frame = Animation.binarySearch(frames, time, ENTRIES);
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float prevX = frames[frame + PREV_X];
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float prevY = frames[frame + PREV_Y];
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float frameTime = frames[frame];
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float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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bone.x += (bone.data.x + prevX + (frames[frame + X] - prevX) * percent - bone.x) * alpha;
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bone.y += (bone.data.y + prevY + (frames[frame + Y] - prevY) * 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, ExposedList<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.Items[boneIndex];
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if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
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bone.scaleX += (bone.data.scaleX * frames[frames.Length + PREV_X] - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY * frames[frames.Length + PREV_Y] - 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 frame = Animation.binarySearch(frames, time, ENTRIES);
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float prevX = frames[frame + PREV_X];
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float prevY = frames[frame + PREV_Y];
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float frameTime = frames[frame];
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float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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bone.scaleX += (bone.data.scaleX * (prevX + (frames[frame + X] - prevX) * percent) - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY * (prevY + (frames[frame + Y] - prevY) * percent) - bone.scaleY) * alpha;
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}
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}
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public class ShearTimeline : TranslateTimeline {
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public ShearTimeline (int frameCount)
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: base(frameCount) {
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}
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||||
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||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<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.Items[boneIndex];
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if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
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bone.shearX += (bone.data.shearX + frames[frames.Length + PREV_X] - bone.shearX) * alpha;
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||||
bone.shearY += (bone.data.shearY + frames[frames.Length + PREV_Y] - bone.shearY) * alpha;
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||||
return;
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||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
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int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
float prevX = frames[frame + PREV_X];
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float prevY = frames[frame + PREV_Y];
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float frameTime = frames[frame];
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float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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bone.shearX += (bone.data.shearX + (prevX + (frames[frame + X] - prevX) * percent) - bone.shearX) * alpha;
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bone.shearY += (bone.data.shearY + (prevY + (frames[frame + Y] - prevY) * percent) - bone.shearY) * alpha;
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}
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}
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||||
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public class ColorTimeline : CurveTimeline {
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public const int ENTRIES = 5;
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protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1;
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||||
protected const int R = 1, G = 2, B = 3, A = 4;
|
||||
|
||||
internal int slotIndex;
|
||||
internal float[] frames;
|
||||
|
||||
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ...
|
||||
|
||||
public ColorTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount * ENTRIES];
|
||||
}
|
||||
|
||||
/// <summary>Sets the time and value of the specified keyframe.</summary>
|
||||
public void SetFrame (int frameIndex, float time, float r, float g, float b, float a) {
|
||||
frameIndex *= ENTRIES;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + R] = r;
|
||||
frames[frameIndex + G] = g;
|
||||
frames[frameIndex + B] = b;
|
||||
frames[frameIndex + A] = a;
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
float r, g, b, a;
|
||||
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||||
int i = frames.Length;
|
||||
r = frames[i + PREV_R];
|
||||
g = frames[i + PREV_G];
|
||||
b = frames[i + PREV_B];
|
||||
a = frames[i + PREV_A];
|
||||
} else {
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
r = frames[frame + PREV_R];
|
||||
g = frames[frame + PREV_G];
|
||||
b = frames[frame + PREV_B];
|
||||
a = frames[frame + PREV_A];
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame / ENTRIES - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
r += (frames[frame + R] - r) * percent;
|
||||
g += (frames[frame + G] - g) * percent;
|
||||
b += (frames[frame + B] - b) * percent;
|
||||
a += (frames[frame + A] - a) * percent;
|
||||
}
|
||||
Slot slot = skeleton.slots.Items[slotIndex];
|
||||
if (alpha < 1) {
|
||||
slot.r += (r - slot.r) * alpha;
|
||||
slot.g += (g - slot.g) * alpha;
|
||||
slot.b += (b - slot.b) * alpha;
|
||||
slot.a += (a - slot.a) * alpha;
|
||||
} else {
|
||||
slot.r = r;
|
||||
slot.g = g;
|
||||
slot.b = b;
|
||||
slot.a = a;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class AttachmentTimeline : Timeline {
|
||||
internal int slotIndex;
|
||||
internal float[] frames;
|
||||
private String[] attachmentNames;
|
||||
|
||||
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
|
||||
public String[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } }
|
||||
public int FrameCount { get { return frames.Length; } }
|
||||
|
||||
public AttachmentTimeline (int frameCount) {
|
||||
frames = new float[frameCount];
|
||||
attachmentNames = new String[frameCount];
|
||||
}
|
||||
|
||||
/// <summary>Sets the time and value of the specified keyframe.</summary>
|
||||
public void SetFrame (int frameIndex, float time, String attachmentName) {
|
||||
frames[frameIndex] = time;
|
||||
attachmentNames[frameIndex] = attachmentName;
|
||||
}
|
||||
|
||||
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
int frameIndex;
|
||||
if (time >= frames[frames.Length - 1]) // Time is after last frame.
|
||||
frameIndex = frames.Length - 1;
|
||||
else
|
||||
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
|
||||
|
||||
String attachmentName = attachmentNames[frameIndex];
|
||||
skeleton.slots.Items[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, Event e) {
|
||||
frames[frameIndex] = e.Time;
|
||||
events[frameIndex] = e;
|
||||
}
|
||||
|
||||
/// <summary>Fires events for frames > lastTime and <= time.</summary>
|
||||
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<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 frame;
|
||||
if (lastTime < frames[0])
|
||||
frame = 0;
|
||||
else {
|
||||
frame = Animation.binarySearch(frames, lastTime);
|
||||
float frameTime = frames[frame];
|
||||
while (frame > 0) { // Fire multiple events with the same frame.
|
||||
if (frames[frame - 1] != frameTime) break;
|
||||
frame--;
|
||||
}
|
||||
}
|
||||
for (; frame < frameCount && time >= frames[frame]; frame++)
|
||||
firedEvents.Add(events[frame]);
|
||||
}
|
||||
}
|
||||
|
||||
public class DrawOrderTimeline : Timeline {
|
||||
internal float[] frames;
|
||||
private int[][] drawOrders;
|
||||
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
|
||||
public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } }
|
||||
public int FrameCount { get { return frames.Length; } }
|
||||
|
||||
public DrawOrderTimeline (int frameCount) {
|
||||
frames = new float[frameCount];
|
||||
drawOrders = new int[frameCount][];
|
||||
}
|
||||
|
||||
/// <summary>Sets the time and value of the specified keyframe.</summary>
|
||||
/// <param name="drawOrder">May be null to use bind pose draw order.</param>
|
||||
public void SetFrame (int frameIndex, float time, int[] drawOrder) {
|
||||
frames[frameIndex] = time;
|
||||
drawOrders[frameIndex] = drawOrder;
|
||||
}
|
||||
|
||||
public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
int frame;
|
||||
if (time >= frames[frames.Length - 1]) // Time is after last frame.
|
||||
frame = frames.Length - 1;
|
||||
else
|
||||
frame = Animation.binarySearch(frames, time) - 1;
|
||||
|
||||
ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
||||
ExposedList<Slot> slots = skeleton.slots;
|
||||
int[] drawOrderToSetupIndex = drawOrders[frame];
|
||||
if (drawOrderToSetupIndex == null) {
|
||||
drawOrder.Clear();
|
||||
for (int i = 0, n = slots.Count; i < n; i++)
|
||||
drawOrder.Add(slots.Items[i]);
|
||||
} else {
|
||||
var drawOrderItems = drawOrder.Items;
|
||||
var slotsItems = slots.Items;
|
||||
for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
|
||||
drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class DeformTimeline : CurveTimeline {
|
||||
internal int slotIndex;
|
||||
internal float[] frames;
|
||||
private float[][] frameVertices;
|
||||
internal VertexAttachment attachment;
|
||||
|
||||
public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
|
||||
public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
|
||||
public VertexAttachment Attachment { get { return attachment; } set { attachment = value; } }
|
||||
|
||||
public DeformTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount];
|
||||
frameVertices = new float[frameCount][];
|
||||
}
|
||||
|
||||
/// <summary>Sets the time and value of the specified keyframe.</summary>
|
||||
public void SetFrame (int frameIndex, float time, float[] vertices) {
|
||||
frames[frameIndex] = time;
|
||||
frameVertices[frameIndex] = vertices;
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
|
||||
Slot slot = skeleton.slots.Items[slotIndex];
|
||||
VertexAttachment slotAttachment = slot.attachment as VertexAttachment;
|
||||
if (slotAttachment == null || !slotAttachment.ApplyDeform(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;
|
||||
|
||||
var verticesArray = slot.attachmentVertices;
|
||||
if (verticesArray.Count != vertexCount) alpha = 1; // Don't mix from uninitialized slot vertices.
|
||||
// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
|
||||
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
|
||||
verticesArray.Count = vertexCount;
|
||||
float[] vertices = verticesArray.Items;
|
||||
|
||||
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
|
||||
float[] lastVertices = frameVertices[frames.Length - 1];
|
||||
if (alpha < 1) {
|
||||
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 frame = Animation.binarySearch(frames, time);
|
||||
float[] prevVertices = frameVertices[frame - 1];
|
||||
float[] nextVertices = frameVertices[frame];
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
|
||||
|
||||
if (alpha < 1) {
|
||||
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 {
|
||||
public const int ENTRIES = 3;
|
||||
private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1;
|
||||
private const int MIX = 1, BEND_DIRECTION = 2;
|
||||
|
||||
internal int ikConstraintIndex;
|
||||
internal float[] frames;
|
||||
|
||||
public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ...
|
||||
|
||||
public IkConstraintTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount * ENTRIES];
|
||||
}
|
||||
|
||||
/// <summary>Sets the time, mix and bend direction of the specified keyframe.</summary>
|
||||
public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
|
||||
frameIndex *= ENTRIES;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + MIX] = mix;
|
||||
frames[frameIndex + BEND_DIRECTION] = bendDirection;
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex];
|
||||
|
||||
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||||
constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha;
|
||||
constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
|
||||
return;
|
||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
float mix = frames[frame + PREV_MIX];
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
|
||||
constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
|
||||
}
|
||||
}
|
||||
|
||||
public class TransformConstraintTimeline : CurveTimeline {
|
||||
public const int ENTRIES = 5;
|
||||
private const int PREV_TIME = -5, PREV_ROTATE = -4, PREV_TRANSLATE = -3, PREV_SCALE = -2, PREV_SHEAR = -1;
|
||||
private const int ROTATE = 1, TRANSLATE = 2, SCALE = 3, SHEAR = 4;
|
||||
|
||||
internal int transformConstraintIndex;
|
||||
internal float[] frames;
|
||||
|
||||
public int TransformConstraintIndex { get { return transformConstraintIndex; } set { transformConstraintIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, scale mix, shear mix, ...
|
||||
|
||||
public TransformConstraintTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount * ENTRIES];
|
||||
}
|
||||
|
||||
public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix, float scaleMix, float shearMix) {
|
||||
frameIndex *= ENTRIES;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + ROTATE] = rotateMix;
|
||||
frames[frameIndex + TRANSLATE] = translateMix;
|
||||
frames[frameIndex + SCALE] = scaleMix;
|
||||
frames[frameIndex + SHEAR] = shearMix;
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
TransformConstraint constraint = skeleton.transformConstraints.Items[transformConstraintIndex];
|
||||
|
||||
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||||
int i = frames.Length;
|
||||
constraint.rotateMix += (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha;
|
||||
constraint.translateMix += (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha;
|
||||
constraint.scaleMix += (frames[i + PREV_SCALE] - constraint.scaleMix) * alpha;
|
||||
constraint.shearMix += (frames[i + PREV_SHEAR] - constraint.shearMix) * alpha;
|
||||
return;
|
||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
float rotate = frames[frame + PREV_ROTATE];
|
||||
float translate = frames[frame + PREV_TRANSLATE];
|
||||
float scale = frames[frame + PREV_SCALE];
|
||||
float shear = frames[frame + PREV_SHEAR];
|
||||
constraint.rotateMix += (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
|
||||
constraint.translateMix += (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix)
|
||||
* alpha;
|
||||
constraint.scaleMix += (scale + (frames[frame + SCALE] - scale) * percent - constraint.scaleMix) * alpha;
|
||||
constraint.shearMix += (shear + (frames[frame + SHEAR] - shear) * percent - constraint.shearMix) * alpha;
|
||||
}
|
||||
}
|
||||
|
||||
public class PathConstraintPositionTimeline : CurveTimeline {
|
||||
public const int ENTRIES = 2;
|
||||
protected const int PREV_TIME = -2, PREV_VALUE = -1;
|
||||
protected const int VALUE = 1;
|
||||
|
||||
internal int pathConstraintIndex;
|
||||
internal float[] frames;
|
||||
|
||||
public PathConstraintPositionTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount * ENTRIES];
|
||||
}
|
||||
|
||||
public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, position, ...
|
||||
|
||||
/// <summary>Sets the time and value of the specified keyframe.</summary>
|
||||
public void SetFrame (int frameIndex, float time, float value) {
|
||||
frameIndex *= ENTRIES;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + VALUE] = value;
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
|
||||
|
||||
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||||
int i = frames.Length;
|
||||
constraint.position += (frames[i + PREV_VALUE] - constraint.position) * alpha;
|
||||
return;
|
||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
float position = frames[frame + PREV_VALUE];
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
constraint.position += (position + (frames[frame + VALUE] - position) * percent - constraint.position) * alpha;
|
||||
}
|
||||
}
|
||||
|
||||
public class PathConstraintSpacingTimeline : PathConstraintPositionTimeline {
|
||||
public PathConstraintSpacingTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
|
||||
|
||||
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||||
int i = frames.Length;
|
||||
constraint.spacing += (frames[i + PREV_VALUE] - constraint.spacing) * alpha;
|
||||
return;
|
||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
float spacing = frames[frame + PREV_VALUE];
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
constraint.spacing += (spacing + (frames[frame + VALUE] - spacing) * percent - constraint.spacing) * alpha;
|
||||
}
|
||||
}
|
||||
|
||||
public class PathConstraintMixTimeline : CurveTimeline {
|
||||
public const int ENTRIES = 3;
|
||||
private const int PREV_TIME = -3, PREV_ROTATE = -2, PREV_TRANSLATE = -1;
|
||||
private const int ROTATE = 1, TRANSLATE = 2;
|
||||
|
||||
internal int pathConstraintIndex;
|
||||
internal float[] frames;
|
||||
|
||||
public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } }
|
||||
public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, ...
|
||||
|
||||
public PathConstraintMixTimeline (int frameCount)
|
||||
: base(frameCount) {
|
||||
frames = new float[frameCount * ENTRIES];
|
||||
}
|
||||
|
||||
/** Sets the time and mixes of the specified keyframe. */
|
||||
public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix) {
|
||||
frameIndex *= ENTRIES;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + ROTATE] = rotateMix;
|
||||
frames[frameIndex + TRANSLATE] = translateMix;
|
||||
}
|
||||
|
||||
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
|
||||
|
||||
if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
|
||||
int i = frames.Length;
|
||||
constraint.rotateMix += (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha;
|
||||
constraint.translateMix += (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha;
|
||||
return;
|
||||
}
|
||||
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
int frame = Animation.binarySearch(frames, time, ENTRIES);
|
||||
float rotate = frames[frame + PREV_ROTATE];
|
||||
float translate = frames[frame + PREV_TRANSLATE];
|
||||
float frameTime = frames[frame];
|
||||
float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
|
||||
|
||||
constraint.rotateMix += (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
|
||||
constraint.translateMix += (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix)
|
||||
* alpha;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user