/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Collections.Generic; namespace Spine { public class Animation { internal ExposedList timelines; internal float duration; internal String name; public String Name { get { return name; } } public ExposedList Timelines { get { return timelines; } set { timelines = value; } } public float Duration { get { return duration; } set { duration = value; } } public Animation (String name, ExposedList timelines, float duration) { if (name == null) throw new ArgumentNullException("name", "name cannot be null."); if (timelines == null) throw new ArgumentNullException("timelines", "timelines cannot be null."); this.name = name; this.timelines = timelines; this.duration = duration; } /// Applies all the animation's timelines to the specified skeleton. /// The skeleton to be posed. /// The last time the animation was applied. /// The point in time in the animation to apply to the skeleton. /// If true, time wraps within the animation duration. /// Any triggered events are added. May be null. /// The percentage between this animation's pose and the current pose. /// If true, the animation is mixed with the setup pose, else it is mixed with the current pose. Passing true when alpha is 1 is slightly more efficient. /// True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose. Irrelevant when alpha is 1. /// public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, ExposedList events, float alpha, bool setupPose, bool mixingOut) { if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); if (loop && duration != 0) { time %= duration; if (lastTime > 0) lastTime %= duration; } ExposedList timelines = this.timelines; for (int i = 0, n = timelines.Count; i < n; i++) timelines.Items[i].Apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut); } /// After the first and before the last entry. internal static int BinarySearch (float[] values, float target, int step) { int low = 0; int high = values.Length / step - 2; if (high == 0) return step; int current = (int)((uint)high >> 1); while (true) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (int)((uint)(low + high) >> 1); } } /// After the first and before the last entry. internal static int BinarySearch (float[] values, float target) { int low = 0; int high = values.Length - 2; if (high == 0) return 1; int current = (int)((uint)high >> 1); while (true) { if (values[(current + 1)] <= target) low = current + 1; else high = current; if (low == high) return (low + 1); current = (int)((uint)(low + high) >> 1); } } internal static int LinearSearch (float[] values, float target, int step) { for (int i = 0, last = values.Length - step; i <= last; i += step) if (values[i] > target) return i; return -1; } } public interface Timeline { /// Sets the value(s) for the specified time. /// Any triggered events are added. May be null. /// True when the timeline is mixed with the setup pose, false when it is mixed with the current pose. Passing true when alpha is 1 is slightly more efficient. /// True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose. /// Used for timelines with instant transitions, eg draw order, attachment visibility, scale sign. void Apply (Skeleton skeleton, float lastTime, float time, ExposedList events, float alpha, bool setupPose, bool mixingOut); int PropertyId { get; } } internal enum TimelineType { Rotate = 0, Translate, Scale, Shear, // Attachment, Color, Deform, // Event, DrawOrder, // IkConstraint, TransformConstraint, // PathConstraintPosition, PathConstraintSpacing, PathConstraintMix } /// Base class for frames that use an interpolation bezier curve. abstract public class CurveTimeline : Timeline { protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2; protected const int BEZIER_SIZE = 10 * 2 - 1; private float[] curves; // type, x, y, ... public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } } public CurveTimeline (int frameCount) { if (frameCount <= 0) throw new ArgumentException("frameCount must be > 0: " + frameCount, "frameCount"); curves = new float[(frameCount - 1) * BEZIER_SIZE]; } abstract public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut); abstract public int PropertyId { get; } public void SetLinear (int frameIndex) { curves[frameIndex * BEZIER_SIZE] = LINEAR; } public void SetStepped (int frameIndex) { curves[frameIndex * BEZIER_SIZE] = STEPPED; } /// Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. /// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of /// the difference between the keyframe's values. public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) { float tmpx = (-cx1 * 2 + cx2) * 0.03f, tmpy = (-cy1 * 2 + cy2) * 0.03f; float dddfx = ((cx1 - cx2) * 3 + 1) * 0.006f, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006f; float ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy; float dfx = cx1 * 0.3f + tmpx + dddfx * 0.16666667f, dfy = cy1 * 0.3f + tmpy + dddfy * 0.16666667f; int i = frameIndex * BEZIER_SIZE; float[] curves = this.curves; curves[i++] = BEZIER; float x = dfx, y = dfy; for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; x += dfx; y += dfy; } } public float GetCurvePercent (int frameIndex, float percent) { percent = MathUtils.Clamp (percent, 0, 1); float[] curves = this.curves; int i = frameIndex * BEZIER_SIZE; float type = curves[i]; if (type == LINEAR) return percent; if (type == STEPPED) return 0; i++; float x = 0; for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) { x = curves[i]; if (x >= percent) { float prevX, prevY; if (i == start) { prevX = 0; prevY = 0; } else { prevX = curves[i - 2]; prevY = curves[i - 1]; } return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); } } float y = curves[i - 1]; return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. } public float GetCurveType (int frameIndex) { return curves[frameIndex * BEZIER_SIZE]; } } public class RotateTimeline : CurveTimeline { public const int ENTRIES = 2; internal const int PREV_TIME = -2, PREV_ROTATION = -1; internal const int ROTATION = 1; internal int boneIndex; internal float[] frames; public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, angle, ... override public int PropertyId { get { return ((int)TimelineType.Rotate << 24) + boneIndex; } } public RotateTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount << 1]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, float degrees) { frameIndex <<= 1; frames[frameIndex] = time; frames[frameIndex + ROTATION] = degrees; } override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { Bone bone = skeleton.bones.Items[boneIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) bone.rotation = bone.data.rotation; return; } if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. if (setupPose) { bone.rotation = bone.data.rotation + frames[frames.Length + PREV_ROTATION] * alpha; } else { float rr = bone.data.rotation + frames[frames.Length + PREV_ROTATION] - bone.rotation; rr -= (16384 - (int)(16384.499999999996 - rr / 360)) * 360; // Wrap within -180 and 180. bone.rotation += rr * alpha; } return; } // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); float prevRotation = frames[frame + PREV_ROTATION]; float frameTime = frames[frame]; float percent = GetCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); float r = frames[frame + ROTATION] - prevRotation; r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; r = prevRotation + r * percent; if (setupPose) { r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; bone.rotation = bone.data.rotation + r * alpha; } else { r = bone.data.rotation + r - bone.rotation; r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; bone.rotation += r * alpha; } } } public class TranslateTimeline : CurveTimeline { public const int ENTRIES = 3; protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1; protected const int X = 1, Y = 2; internal int boneIndex; internal float[] frames; public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, value, value, ... override public int PropertyId { get { return ((int)TimelineType.Translate << 24) + boneIndex; } } public TranslateTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * ENTRIES]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, float x, float y) { frameIndex *= ENTRIES; frames[frameIndex] = time; frames[frameIndex + X] = x; frames[frameIndex + Y] = y; } override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { Bone bone = skeleton.bones.Items[boneIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { bone.x = bone.data.x; bone.y = bone.data.y; } return; } float x, y; if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. x = frames[frames.Length + PREV_X]; y = frames[frames.Length + PREV_Y]; } else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); x = frames[frame + PREV_X]; y = frames[frame + PREV_Y]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); x += (frames[frame + X] - x) * percent; y += (frames[frame + Y] - y) * percent; } if (setupPose) { bone.x = bone.data.x + x * alpha; bone.y = bone.data.y + y * alpha; } else { bone.x += (bone.data.x + x - bone.x) * alpha; bone.y += (bone.data.y + y - bone.y) * alpha; } } } public class ScaleTimeline : TranslateTimeline { override public int PropertyId { get { return ((int)TimelineType.Scale << 24) + boneIndex; } } public ScaleTimeline (int frameCount) : base(frameCount) { } override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { Bone bone = skeleton.bones.Items[boneIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; } return; } float x, y; if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. x = frames[frames.Length + PREV_X] * bone.data.scaleX; y = frames[frames.Length + PREV_Y] * bone.data.scaleY; } else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); x = frames[frame + PREV_X]; y = frames[frame + PREV_Y]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); x = (x + (frames[frame + X] - x) * percent) * bone.data.scaleX; y = (y + (frames[frame + Y] - y) * percent) * bone.data.scaleY; } if (alpha == 1) { bone.scaleX = x; bone.scaleY = y; } else { float bx, by; if (setupPose) { bx = bone.data.scaleX; by = bone.data.scaleY; } else { bx = bone.scaleX; by = bone.scaleY; } // Mixing out uses sign of setup or current pose, else use sign of key. if (mixingOut) { x = Math.Abs(x) * Math.Sign(bx); y = Math.Abs(y) * Math.Sign(by); } else { bx = Math.Abs(bx) * Math.Sign(x); by = Math.Abs(by) * Math.Sign(y); } bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; } } } public class ShearTimeline : TranslateTimeline { override public int PropertyId { get { return ((int)TimelineType.Shear << 24) + boneIndex; } } public ShearTimeline (int frameCount) : base(frameCount) { } override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { Bone bone = skeleton.bones.Items[boneIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; } return; } float x, y; if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. x = frames[frames.Length + PREV_X]; y = frames[frames.Length + PREV_Y]; } else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); x = frames[frame + PREV_X]; y = frames[frame + PREV_Y]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); x = x + (frames[frame + X] - x) * percent; y = y + (frames[frame + Y] - y) * percent; } if (setupPose) { bone.shearX = bone.data.shearX + x * alpha; bone.shearY = bone.data.shearY + y * alpha; } else { bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; } } } public class ColorTimeline : CurveTimeline { public const int ENTRIES = 5; protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1; protected const int R = 1, G = 2, B = 3, A = 4; internal int slotIndex; internal float[] frames; public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ... override public int PropertyId { get { return ((int)TimelineType.Color << 24) + slotIndex; } } public ColorTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * ENTRIES]; } /// Sets the time and value of the specified keyframe. 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { Slot slot = skeleton.slots.Items[slotIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { var slotData = slot.data; slot.r = slotData.r; slot.g = slotData.g; slot.b = slotData.b; slot.a = slotData.a; } return; } float r, g, b, a; if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. int i = frames.Length; r = frames[i + PREV_R]; g = frames[i + PREV_G]; b = frames[i + PREV_B]; a = frames[i + PREV_A]; } else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); r = frames[frame + PREV_R]; g = frames[frame + PREV_G]; b = frames[frame + PREV_B]; a = frames[frame + PREV_A]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); r += (frames[frame + R] - r) * percent; g += (frames[frame + G] - g) * percent; b += (frames[frame + B] - b) * percent; a += (frames[frame + A] - a) * percent; } if (alpha == 1) { slot.r = r; slot.g = g; slot.b = b; slot.a = a; } else { float br, bg, bb, ba; if (setupPose) { br = slot.data.r; bg = slot.data.g; bb = slot.data.b; ba = slot.data.a; } else { br = slot.r; bg = slot.g; bb = slot.b; ba = slot.a; } slot.r = br + ((r - br) * alpha); slot.g = bg + ((g - bg) * alpha); slot.b = bb + ((b - bb) * alpha); slot.a = ba + ((a - ba) * alpha); } } } public class AttachmentTimeline : Timeline { internal int slotIndex; internal float[] frames; private String[] attachmentNames; public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public String[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } } public int FrameCount { get { return frames.Length; } } public int PropertyId { get { return ((int)TimelineType.Attachment << 24) + slotIndex; } } public AttachmentTimeline (int frameCount) { frames = new float[frameCount]; attachmentNames = new String[frameCount]; } /// Sets the time and value of the specified keyframe. 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { string attachmentName; Slot slot = skeleton.slots.Items[slotIndex]; if (mixingOut && setupPose) { attachmentName = slot.data.attachmentName; slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName); return; } float[] frames = this.frames; if (time < frames[0]) { // Time is before first frame. if (setupPose) { attachmentName = slot.data.attachmentName; slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName); } return; } int frameIndex; if (time >= frames[frames.Length - 1]) // Time is after last frame. frameIndex = frames.Length - 1; else frameIndex = Animation.BinarySearch(frames, time, 1) - 1; attachmentName = attachmentNames[frameIndex]; slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName); } } public class DeformTimeline : CurveTimeline { internal int slotIndex; internal float[] frames; internal float[][] frameVertices; internal VertexAttachment attachment; public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } } public VertexAttachment Attachment { get { return attachment; } set { attachment = value; } } override public int PropertyId { get { return ((int)TimelineType.Deform << 24) + slotIndex; } } public DeformTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount]; frameVertices = new float[frameCount][]; } /// Sets the time and value of the specified keyframe. 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { Slot slot = skeleton.slots.Items[slotIndex]; VertexAttachment slotAttachment = slot.attachment as VertexAttachment; if (slotAttachment == null || !slotAttachment.ApplyDeform(attachment)) return; var verticesArray = slot.attachmentVertices; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) verticesArray.Clear(); return; } float[][] frameVertices = this.frameVertices; int vertexCount = frameVertices[0].Length; if (verticesArray.Count != vertexCount) alpha = 1; // Don't mix from uninitialized slot vertices. // verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count. if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount; verticesArray.Count = vertexCount; float[] vertices = verticesArray.Items; if (time >= frames[frames.Length - 1]) { // Time is after last frame. float[] lastVertices = frameVertices[frames.Length - 1]; if (alpha == 1) { // Vertex positions or deform offsets, no alpha. Array.Copy(lastVertices, 0, vertices, 0, vertexCount); } else if (setupPose) { VertexAttachment vertexAttachment = slotAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. float[] setupVertices = vertexAttachment.vertices; for (int i = 0; i < vertexCount; i++) { float setup = setupVertices[i]; vertices[i] = setup + (lastVertices[i] - setup) * alpha; } } else { // Weighted deform offsets, with alpha. for (int i = 0; i < vertexCount; i++) vertices[i] = lastVertices[i] * alpha; } } else { // Vertex positions or deform offsets, with alpha. for (int i = 0; i < vertexCount; i++) vertices[i] += (lastVertices[i] - vertices[i]) * alpha; } return; } // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time); float[] prevVertices = frameVertices[frame - 1]; float[] nextVertices = frameVertices[frame]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime)); if (alpha == 1) { // Vertex positions or deform offsets, no alpha. for (int i = 0; i < vertexCount; i++) { float prev = prevVertices[i]; vertices[i] = prev + (nextVertices[i] - prev) * percent; } } else if (setupPose) { VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment; if (vertexAttachment.bones == null) { // Unweighted vertex positions, with alpha. var setupVertices = vertexAttachment.vertices; for (int i = 0; i < vertexCount; i++) { float prev = prevVertices[i], setup = setupVertices[i]; vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha; } } else { // Weighted deform offsets, with alpha. for (int i = 0; i < vertexCount; i++) { float prev = prevVertices[i]; vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha; } } } else { // Vertex positions or deform offsets, with alpha. for (int i = 0; i < vertexCount; i++) { float prev = prevVertices[i]; vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha; } } } } public class EventTimeline : Timeline { internal float[] frames; private Event[] events; public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public Event[] Events { get { return events; } set { events = value; } } public int FrameCount { get { return frames.Length; } } public int PropertyId { get { return ((int)TimelineType.Event << 24); } } public EventTimeline (int frameCount) { frames = new float[frameCount]; events = new Event[frameCount]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, Event e) { frames[frameIndex] = e.Time; events[frameIndex] = e; } /// Fires events for frames > lastTime and <= time. public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { if (firedEvents == null) return; float[] frames = this.frames; int frameCount = frames.Length; if (lastTime > time) { // Fire events after last time for looped animations. Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha, setupPose, mixingOut); lastTime = -1f; } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. return; if (time < frames[0]) return; // Time is before first frame. int frame; if (lastTime < frames[0]) frame = 0; else { frame = Animation.BinarySearch(frames, lastTime); float frameTime = frames[frame]; while (frame > 0) { // Fire multiple events with the same frame. if (frames[frame - 1] != frameTime) break; frame--; } } for (; frame < frameCount && time >= frames[frame]; frame++) firedEvents.Add(events[frame]); } } public class DrawOrderTimeline : Timeline { internal float[] frames; private int[][] drawOrders; public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } } public int FrameCount { get { return frames.Length; } } public int PropertyId { get { return ((int)TimelineType.DrawOrder << 24); } } public DrawOrderTimeline (int frameCount) { frames = new float[frameCount]; drawOrders = new int[frameCount][]; } /// Sets the time and value of the specified keyframe. /// May be null to use bind pose draw order. 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { ExposedList drawOrder = skeleton.drawOrder; ExposedList slots = skeleton.slots; if (mixingOut && setupPose) { Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count); return; } float[] frames = this.frames; if (time < frames[0]) { if (setupPose) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count); return; } int frame; if (time >= frames[frames.Length - 1]) // Time is after last frame. frame = frames.Length - 1; else frame = Animation.BinarySearch(frames, time) - 1; int[] drawOrderToSetupIndex = drawOrders[frame]; if (drawOrderToSetupIndex == null) { drawOrder.Clear(); for (int i = 0, n = slots.Count; i < n; i++) drawOrder.Add(slots.Items[i]); } else { var drawOrderItems = drawOrder.Items; var slotsItems = slots.Items; for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++) drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]]; } } } public class IkConstraintTimeline : CurveTimeline { public const int ENTRIES = 3; private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1; private const int MIX = 1, BEND_DIRECTION = 2; internal int ikConstraintIndex; internal float[] frames; public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ... override public int PropertyId { get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; } } public IkConstraintTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * ENTRIES]; } /// Sets the time, mix and bend direction of the specified keyframe. 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { constraint.mix = constraint.data.mix; constraint.bendDirection = constraint.data.bendDirection; } return; } if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. if (setupPose) { constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha; constraint.bendDirection = mixingOut ? constraint.data.bendDirection : (int)frames[frames.Length + PREV_BEND_DIRECTION]; } else { constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha; if (!mixingOut) constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION]; } return; } // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); float mix = frames[frame + PREV_MIX]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); if (setupPose) { constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha; constraint.bendDirection = mixingOut ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION]; } else { constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha; if (!mixingOut) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION]; } } } public class TransformConstraintTimeline : CurveTimeline { public const int ENTRIES = 5; private const int PREV_TIME = -5, PREV_ROTATE = -4, PREV_TRANSLATE = -3, PREV_SCALE = -2, PREV_SHEAR = -1; private const int ROTATE = 1, TRANSLATE = 2, SCALE = 3, SHEAR = 4; internal int transformConstraintIndex; internal float[] frames; public int TransformConstraintIndex { get { return transformConstraintIndex; } set { transformConstraintIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, scale mix, shear mix, ... override public int PropertyId { get { return ((int)TimelineType.TransformConstraint << 24) + transformConstraintIndex; } } public TransformConstraintTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * ENTRIES]; } public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix, float scaleMix, float shearMix) { frameIndex *= ENTRIES; frames[frameIndex] = time; frames[frameIndex + ROTATE] = rotateMix; frames[frameIndex + TRANSLATE] = translateMix; frames[frameIndex + SCALE] = scaleMix; frames[frameIndex + SHEAR] = shearMix; } override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { TransformConstraint constraint = skeleton.transformConstraints.Items[transformConstraintIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { var data = constraint.data; constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; constraint.scaleMix = data.scaleMix; constraint.shearMix = data.shearMix; } return; } float rotate, translate, scale, shear; if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. int i = frames.Length; rotate = frames[i + PREV_ROTATE]; translate = frames[i + PREV_TRANSLATE]; scale = frames[i + PREV_SCALE]; shear = frames[i + PREV_SHEAR]; } else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); rotate = frames[frame + PREV_ROTATE]; translate = frames[frame + PREV_TRANSLATE]; scale = frames[frame + PREV_SCALE]; shear = frames[frame + PREV_SHEAR]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); rotate += (frames[frame + ROTATE] - rotate) * percent; translate += (frames[frame + TRANSLATE] - translate) * percent; scale += (frames[frame + SCALE] - scale) * percent; shear += (frames[frame + SHEAR] - shear) * percent; } if (setupPose) { TransformConstraintData data = constraint.data; constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha; constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha; constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha; constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha; } else { constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; constraint.translateMix += (translate - constraint.translateMix) * alpha; constraint.scaleMix += (scale - constraint.scaleMix) * alpha; constraint.shearMix += (shear - constraint.shearMix) * alpha; } } } public class PathConstraintPositionTimeline : CurveTimeline { public const int ENTRIES = 2; protected const int PREV_TIME = -2, PREV_VALUE = -1; protected const int VALUE = 1; internal int pathConstraintIndex; internal float[] frames; override public int PropertyId { get { return ((int)TimelineType.PathConstraintPosition << 24) + pathConstraintIndex; } } public PathConstraintPositionTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * ENTRIES]; } public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, position, ... /// Sets the time and value of the specified keyframe. 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) constraint.position = constraint.data.position; return; } float position; if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame. position = frames[frames.Length + PREV_VALUE]; else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); position = frames[frame + PREV_VALUE]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); position += (frames[frame + VALUE] - position) * percent; } if (setupPose) constraint.position = constraint.data.position + (position - constraint.data.position) * alpha; else constraint.position += (position - constraint.position) * alpha; } } public class PathConstraintSpacingTimeline : PathConstraintPositionTimeline { override public int PropertyId { get { return ((int)TimelineType.PathConstraintSpacing << 24) + pathConstraintIndex; } } public PathConstraintSpacingTimeline (int frameCount) : base(frameCount) { } override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut) { PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) constraint.spacing = constraint.data.spacing; return; } float spacing; if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame. spacing = frames[frames.Length + PREV_VALUE]; else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); spacing = frames[frame + PREV_VALUE]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); spacing += (frames[frame + VALUE] - spacing) * percent; } if (setupPose) constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha; else constraint.spacing += (spacing - constraint.spacing) * alpha; } } public class PathConstraintMixTimeline : CurveTimeline { public const int ENTRIES = 3; private const int PREV_TIME = -3, PREV_ROTATE = -2, PREV_TRANSLATE = -1; private const int ROTATE = 1, TRANSLATE = 2; internal int pathConstraintIndex; internal float[] frames; public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, ... override public int PropertyId { get { return ((int)TimelineType.PathConstraintMix << 24) + pathConstraintIndex; } } public PathConstraintMixTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * ENTRIES]; } /// 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 firedEvents, float alpha, bool setupPose, bool mixingOut) { PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex]; float[] frames = this.frames; if (time < frames[0]) { if (setupPose) { constraint.rotateMix = constraint.data.rotateMix; constraint.translateMix = constraint.data.translateMix; } return; } float rotate, translate; if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame. rotate = frames[frames.Length + PREV_ROTATE]; translate = frames[frames.Length + PREV_TRANSLATE]; } else { // Interpolate between the previous frame and the current frame. int frame = Animation.BinarySearch(frames, time, ENTRIES); rotate = frames[frame + PREV_ROTATE]; translate = frames[frame + PREV_TRANSLATE]; float frameTime = frames[frame]; float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); rotate += (frames[frame + ROTATE] - rotate) * percent; translate += (frames[frame + TRANSLATE] - translate) * percent; } if (setupPose) { constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha; constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha; } else { constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; constraint.translateMix += (translate - constraint.translateMix) * alpha; } } } }