![JAR search and dependency download from the Maven repository](/logo.png)
com.esotericsoftware.spine.Animation Maven / Gradle / Ivy
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import static com.esotericsoftware.spine.Animation.MixBlend.*;
import static com.esotericsoftware.spine.Animation.MixDirection.*;
import static com.esotericsoftware.spine.utils.SpineUtils.*;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Null;
import com.badlogic.gdx.utils.ObjectSet;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.VertexAttachment;
/** Stores a list of timelines to animate a skeleton's pose over time. */
public class Animation {
final String name;
Array timelines;
final ObjectSet timelineIds;
float duration;
public Animation (String name, Array timelines, float duration) {
if (name == null) throw new IllegalArgumentException("name cannot be null.");
this.name = name;
this.duration = duration;
timelineIds = new ObjectSet(timelines.size);
setTimelines(timelines);
}
/** If the returned array or the timelines it contains are modified, {@link #setTimelines(Array)} must be called. */
public Array getTimelines () {
return timelines;
}
public void setTimelines (Array timelines) {
if (timelines == null) throw new IllegalArgumentException("timelines cannot be null.");
this.timelines = timelines;
int n = timelines.size;
timelineIds.clear(n);
Object[] items = timelines.items;
for (int i = 0; i < n; i++)
timelineIds.addAll(((Timeline)items[i]).getPropertyIds());
}
/** Returns true if this animation contains a timeline with any of the specified property IDs. */
public boolean hasTimeline (String[] propertyIds) {
for (String id : propertyIds)
if (timelineIds.contains(id)) return true;
return false;
}
/** The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
* used to know when it has completed and when it should loop back to the start. */
public float getDuration () {
return duration;
}
public void setDuration (float duration) {
this.duration = duration;
}
/** Applies the animation's timelines to the specified skeleton.
*
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}.
* @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton
* components the timelines may change.
* @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather
* than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
* @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after
* this time and interpolate between the frame values. If beyond the {@link #getDuration()} and loop
is
* true then the animation will repeat, else the last frame will be applied.
* @param loop If true, the animation repeats after the {@link #getDuration()}.
* @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines
* fire events.
* @param alpha 0 applies the current or setup values (depending on blend
). 1 applies the timeline values. Between
* 0 and 1 applies values between the current or setup values and the timeline values. By adjusting
* alpha
over time, an animation can be mixed in or out. alpha
can also be useful to apply
* animations on top of each other (layering).
* @param blend Controls how mixing is applied when alpha
< 1.
* @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions,
* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */
public void apply (Skeleton skeleton, float lastTime, float time, boolean loop, @Null Array events, float alpha,
MixBlend blend, MixDirection direction) {
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
if (loop && duration != 0) {
time %= duration;
if (lastTime > 0) lastTime %= duration;
}
Object[] timelines = this.timelines.items;
for (int i = 0, n = this.timelines.size; i < n; i++)
((Timeline)timelines[i]).apply(skeleton, lastTime, time, events, alpha, blend, direction);
}
/** The animation's name, which is unique across all animations in the skeleton. */
public String getName () {
return name;
}
public String toString () {
return name;
}
/** Controls how timeline values are mixed with setup pose values or current pose values when a timeline is applied with
* alpha
< 1.
*
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. */
static public enum MixBlend {
/** Transitions from the setup value to the timeline value (the current value is not used). Before the first frame, the
* setup value is set. */
setup,
/** Transitions from the current value to the timeline value. Before the first frame, transitions from the current value to
* the setup value. Timelines which perform instant transitions, such as {@link DrawOrderTimeline} or
* {@link AttachmentTimeline}, use the setup value before the first frame.
*
* first
is intended for the first animations applied, not for animations layered on top of those. */
first,
/** Transitions from the current value to the timeline value. No change is made before the first frame (the current value is
* kept until the first frame).
*
* replace
is intended for animations layered on top of others, not for the first animations applied. */
replace,
/** Transitions from the current value to the current value plus the timeline value. No change is made before the first
* frame (the current value is kept until the first frame).
*
* add
is intended for animations layered on top of others, not for the first animations applied. Properties
* set by additive animations must be set manually or by another animation before applying the additive animations, else the
* property values will increase each time the additive animations are applied. */
add
}
/** Indicates whether a timeline's alpha
is mixing out over time toward 0 (the setup or current pose value) or
* mixing in toward 1 (the timeline's value). Some timelines use this to decide how values are applied.
*
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. */
static public enum MixDirection {
in, out
}
static private enum Property {
rotate, x, y, scaleX, scaleY, shearX, shearY, //
rgb, alpha, rgb2, //
attachment, deform, //
event, drawOrder, //
ikConstraint, transformConstraint, //
pathConstraintPosition, pathConstraintSpacing, pathConstraintMix
}
/** The base class for all timelines. */
static public abstract class Timeline {
private final String[] propertyIds;
final float[] frames;
/** @param propertyIds Unique identifiers for the properties the timeline modifies. */
public Timeline (int frameCount, String... propertyIds) {
if (propertyIds == null) throw new IllegalArgumentException("propertyIds cannot be null.");
this.propertyIds = propertyIds;
frames = new float[frameCount * getFrameEntries()];
}
/** Uniquely encodes both the type of this timeline and the skeleton properties that it affects. */
public String[] getPropertyIds () {
return propertyIds;
}
/** The time in seconds and any other values for each frame. */
public float[] getFrames () {
return frames;
}
/** The number of entries stored per frame. */
public int getFrameEntries () {
return 1;
}
/** The number of frames for this timeline. */
public int getFrameCount () {
return frames.length / getFrameEntries();
}
public float getDuration () {
return frames[frames.length - getFrameEntries()];
}
/** Applies this timeline to the skeleton.
* @param skeleton The skeleton to which the timeline is being applied. This provides access to the bones, slots, and other
* skeleton components that the timeline may change.
* @param lastTime The last time in seconds this timeline was applied. Timelines such as {@link EventTimeline} trigger only
* at specific times rather than every frame. In that case, the timeline triggers everything between
* lastTime
(exclusive) and time
(inclusive). Pass -1 the first time an animation is
* applied to ensure frame 0 is triggered.
* @param time The time in seconds that the skeleton is being posed for. Most timelines find the frame before and the frame
* after this time and interpolate between the frame values. If beyond the last frame, the last frame will be
* applied.
* @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if the timeline
* does not fire events.
* @param alpha 0 applies the current or setup value (depending on blend
). 1 applies the timeline value.
* Between 0 and 1 applies a value between the current or setup value and the timeline value. By adjusting
* alpha
over time, an animation can be mixed in or out. alpha
can also be useful to
* apply animations on top of each other (layering).
* @param blend Controls how mixing is applied when alpha
< 1.
* @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions,
* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}, and others such as {@link ScaleTimeline}. */
abstract public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha,
MixBlend blend, MixDirection direction);
/** Linear search using a stride of 1.
* @param time Must be >= the first value in frames
.
* @return The index of the first value <= time
. */
static int search (float[] frames, float time) {
int n = frames.length;
for (int i = 1; i < n; i++)
if (frames[i] > time) return i - 1;
return n - 1;
}
/** Linear search using the specified stride.
* @param time Must be >= the first value in frames
.
* @return The index of the first value <= time
. */
static int search (float[] frames, float time, int step) {
int n = frames.length;
for (int i = step; i < n; i += step)
if (frames[i] > time) return i - step;
return n - step;
}
}
/** An interface for timelines which change the property of a bone. */
static public interface BoneTimeline {
/** The index of the bone in {@link Skeleton#getBones()} that will be changed when this timeline is applied. */
public int getBoneIndex ();
}
/** An interface for timelines which change the property of a slot. */
static public interface SlotTimeline {
/** The index of the slot in {@link Skeleton#getSlots()} that will be changed when this timeline is applied. */
public int getSlotIndex ();
}
/** The base class for timelines that interpolate between frame values using stepped, linear, or a Bezier curve. */
static public abstract class CurveTimeline extends Timeline {
static public final int LINEAR = 0, STEPPED = 1, BEZIER = 2, BEZIER_SIZE = 18;
float[] curves;
/** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
* @param propertyIds Unique identifiers for the properties the timeline modifies. */
public CurveTimeline (int frameCount, int bezierCount, String... propertyIds) {
super(frameCount, propertyIds);
curves = new float[frameCount + bezierCount * BEZIER_SIZE];
curves[frameCount - 1] = STEPPED;
}
/** Sets the specified frame to linear interpolation.
* @param frame Between 0 and frameCount - 1
, inclusive. */
public void setLinear (int frame) {
curves[frame] = LINEAR;
}
/** Sets the specified frame to stepped interpolation.
* @param frame Between 0 and frameCount - 1
, inclusive. */
public void setStepped (int frame) {
curves[frame] = STEPPED;
}
/** Returns the interpolation type for the specified frame.
* @param frame Between 0 and frameCount - 1
, inclusive.
* @return {@link #LINEAR}, {@link #STEPPED}, or {@link #BEZIER} + the index of the Bezier segments. */
public int getCurveType (int frame) {
return (int)curves[frame];
}
/** Shrinks the storage for Bezier curves, for use when bezierCount
(specified in the constructor) was larger
* than the actual number of Bezier curves. */
public void shrink (int bezierCount) {
int size = getFrameCount() + bezierCount * BEZIER_SIZE;
if (curves.length > size) {
float[] newCurves = new float[size];
arraycopy(curves, 0, newCurves, 0, size);
curves = newCurves;
}
}
/** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than
* one curve per frame.
* @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1
(specified
* in the constructor), inclusive.
* @param frame Between 0 and frameCount - 1
, inclusive.
* @param value The index of the value for the frame this curve is used for.
* @param time1 The time for the first key.
* @param value1 The value for the first key.
* @param cx1 The time for the first Bezier handle.
* @param cy1 The value for the first Bezier handle.
* @param cx2 The time of the second Bezier handle.
* @param cy2 The value for the second Bezier handle.
* @param time2 The time for the second key.
* @param value2 The value for the second key. */
public void setBezier (int bezier, int frame, int value, float time1, float value1, float cx1, float cy1, float cx2,
float cy2, float time2, float value2) {
float[] curves = this.curves;
int i = getFrameCount() + bezier * BEZIER_SIZE;
if (value == 0) curves[frame] = BEZIER + i;
float tmpx = (time1 - cx1 * 2 + cx2) * 0.03f, tmpy = (value1 - cy1 * 2 + cy2) * 0.03f;
float dddx = ((cx1 - cx2) * 3 - time1 + time2) * 0.006f, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 0.006f;
float ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
float dx = (cx1 - time1) * 0.3f + tmpx + dddx * 0.16666667f, dy = (cy1 - value1) * 0.3f + tmpy + dddy * 0.16666667f;
float x = time1 + dx, y = value1 + dy;
for (int n = i + BEZIER_SIZE; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dx += ddx;
dy += ddy;
ddx += dddx;
ddy += dddy;
x += dx;
y += dy;
}
}
/** Returns the Bezier interpolated value for the specified time.
* @param frameIndex The index into {@link #getFrames()} for the values of the frame before time
.
* @param valueOffset The offset from frameIndex
to the value this curve is used for.
* @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */
public float getBezierValue (float time, int frameIndex, int valueOffset, int i) {
float[] curves = this.curves;
if (curves[i] > time) {
float x = frames[frameIndex], y = frames[frameIndex + valueOffset];
return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y);
}
int n = i + BEZIER_SIZE;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
float x = curves[i - 2], y = curves[i - 1];
return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y);
}
}
frameIndex += getFrameEntries();
float x = curves[n - 2], y = curves[n - 1];
return y + (time - x) / (frames[frameIndex] - x) * (frames[frameIndex + valueOffset] - y);
}
}
/** The base class for a {@link CurveTimeline} that sets one property. */
static public abstract class CurveTimeline1 extends CurveTimeline {
static public final int ENTRIES = 2;
static final int VALUE = 1;
/** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
* @param propertyId Unique identifier for the property the timeline modifies. */
public CurveTimeline1 (int frameCount, int bezierCount, String propertyId) {
super(frameCount, bezierCount, propertyId);
}
public int getFrameEntries () {
return ENTRIES;
}
/** Sets the time and value for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float value) {
frame <<= 1;
frames[frame] = time;
frames[frame + VALUE] = value;
}
/** Returns the interpolated value for the specified time. */
public float getCurveValue (float time) {
float[] frames = this.frames;
int i = frames.length - 2;
for (int ii = 2; ii <= i; ii += 2) {
if (frames[ii] > time) {
i = ii - 2;
break;
}
}
int curveType = (int)curves[i >> 1];
switch (curveType) {
case LINEAR:
float before = frames[i], value = frames[i + VALUE];
return value + (time - before) / (frames[i + ENTRIES] - before) * (frames[i + ENTRIES + VALUE] - value);
case STEPPED:
return frames[i + VALUE];
}
return getBezierValue(time, i, VALUE, curveType - BEZIER);
}
}
/** The base class for a {@link CurveTimeline} which sets two properties. */
static public abstract class CurveTimeline2 extends CurveTimeline {
static public final int ENTRIES = 3;
static final int VALUE1 = 1, VALUE2 = 2;
/** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
* @param propertyId1 Unique identifier for the first property the timeline modifies.
* @param propertyId2 Unique identifier for the second property the timeline modifies. */
public CurveTimeline2 (int frameCount, int bezierCount, String propertyId1, String propertyId2) {
super(frameCount, bezierCount, propertyId1, propertyId2);
}
public int getFrameEntries () {
return ENTRIES;
}
/** Sets the time and values for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float value1, float value2) {
frame *= ENTRIES;
frames[frame] = time;
frames[frame + VALUE1] = value1;
frames[frame + VALUE2] = value2;
}
}
/** Changes a bone's local {@link Bone#getRotation()}. */
static public class RotateTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public RotateTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.rotate.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.rotation = bone.data.rotation;
return;
case first:
bone.rotation += (bone.data.rotation - bone.rotation) * alpha;
}
return;
}
float r = getCurveValue(time);
switch (blend) {
case setup:
bone.rotation = bone.data.rotation + r * alpha;
break;
case first:
case replace:
r += bone.data.rotation - bone.rotation;
// Fall through.
case add:
bone.rotation += r * alpha;
}
}
}
/** Changes a bone's local {@link Bone#getX()} and {@link Bone#getY()}. */
static public class TranslateTimeline extends CurveTimeline2 implements BoneTimeline {
final int boneIndex;
public TranslateTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, //
Property.x.ordinal() + "|" + boneIndex, //
Property.y.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.x = bone.data.x;
bone.y = bone.data.y;
return;
case first:
bone.x += (bone.data.x - bone.x) * alpha;
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
float x, y;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
x = frames[i + VALUE1];
y = frames[i + VALUE2];
float t = (time - before) / (frames[i + ENTRIES] - before);
x += (frames[i + ENTRIES + VALUE1] - x) * t;
y += (frames[i + ENTRIES + VALUE2] - y) * t;
break;
case STEPPED:
x = frames[i + VALUE1];
y = frames[i + VALUE2];
break;
default:
x = getBezierValue(time, i, VALUE1, curveType - BEZIER);
y = getBezierValue(time, i, VALUE2, curveType + BEZIER_SIZE - BEZIER);
}
switch (blend) {
case setup:
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
break;
case first:
case replace:
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case add:
bone.x += x * alpha;
bone.y += y * alpha;
}
}
}
/** Changes a bone's local {@link Bone#getX()}. */
static public class TranslateXTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public TranslateXTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.x.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.x = bone.data.x;
return;
case first:
bone.x += (bone.data.x - bone.x) * alpha;
}
return;
}
float x = getCurveValue(time);
switch (blend) {
case setup:
bone.x = bone.data.x + x * alpha;
break;
case first:
case replace:
bone.x += (bone.data.x + x - bone.x) * alpha;
break;
case add:
bone.x += x * alpha;
}
}
}
/** Changes a bone's local {@link Bone#getY()}. */
static public class TranslateYTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public TranslateYTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.y.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.y = bone.data.y;
return;
case first:
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
float y = getCurveValue(time);
switch (blend) {
case setup:
bone.y = bone.data.y + y * alpha;
break;
case first:
case replace:
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case add:
bone.y += y * alpha;
}
}
}
/** Changes a bone's local {@link Bone#getScaleX()} and {@link Bone#getScaleY()}. */
static public class ScaleTimeline extends CurveTimeline2 implements BoneTimeline {
final int boneIndex;
public ScaleTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, //
Property.scaleX.ordinal() + "|" + boneIndex, //
Property.scaleY.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
return;
case first:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
float x, y;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
x = frames[i + VALUE1];
y = frames[i + VALUE2];
float t = (time - before) / (frames[i + ENTRIES] - before);
x += (frames[i + ENTRIES + VALUE1] - x) * t;
y += (frames[i + ENTRIES + VALUE2] - y) * t;
break;
case STEPPED:
x = frames[i + VALUE1];
y = frames[i + VALUE2];
break;
default:
x = getBezierValue(time, i, VALUE1, curveType - BEZIER);
y = getBezierValue(time, i, VALUE2, curveType + BEZIER_SIZE - BEZIER);
}
x *= bone.data.scaleX;
y *= bone.data.scaleY;
if (alpha == 1) {
if (blend == add) {
bone.scaleX += x - bone.data.scaleX;
bone.scaleY += y - bone.data.scaleY;
} else {
bone.scaleX = x;
bone.scaleY = y;
}
} else {
// Mixing out uses sign of setup or current pose, else use sign of key.
float bx, by;
if (direction == out) {
switch (blend) {
case setup:
bx = bone.data.scaleX;
by = bone.data.scaleY;
bone.scaleX = bx + (Math.abs(x) * Math.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * Math.signum(by) - by) * alpha;
break;
case first:
case replace:
bx = bone.scaleX;
by = bone.scaleY;
bone.scaleX = bx + (Math.abs(x) * Math.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * Math.signum(by) - by) * alpha;
break;
case add:
bx = bone.scaleX;
by = bone.scaleY;
bone.scaleX = bx + (Math.abs(x) * Math.signum(bx) - bone.data.scaleX) * alpha;
bone.scaleY = by + (Math.abs(y) * Math.signum(by) - bone.data.scaleY) * alpha;
}
} else {
switch (blend) {
case setup:
bx = Math.abs(bone.data.scaleX) * Math.signum(x);
by = Math.abs(bone.data.scaleY) * Math.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case first:
case replace:
bx = Math.abs(bone.scaleX) * Math.signum(x);
by = Math.abs(bone.scaleY) * Math.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case add:
bx = Math.signum(x);
by = Math.signum(y);
bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha;
bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha;
}
}
}
}
}
/** Changes a bone's local {@link Bone#getScaleX()}. */
static public class ScaleXTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public ScaleXTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.scaleX.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.scaleX = bone.data.scaleX;
return;
case first:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
}
return;
}
float x = getCurveValue(time) * bone.data.scaleX;
if (alpha == 1) {
if (blend == add)
bone.scaleX += x - bone.data.scaleX;
else
bone.scaleX = x;
} else {
// Mixing out uses sign of setup or current pose, else use sign of key.
float bx;
if (direction == out) {
switch (blend) {
case setup:
bx = bone.data.scaleX;
bone.scaleX = bx + (Math.abs(x) * Math.signum(bx) - bx) * alpha;
break;
case first:
case replace:
bx = bone.scaleX;
bone.scaleX = bx + (Math.abs(x) * Math.signum(bx) - bx) * alpha;
break;
case add:
bx = bone.scaleX;
bone.scaleX = bx + (Math.abs(x) * Math.signum(bx) - bone.data.scaleX) * alpha;
}
} else {
switch (blend) {
case setup:
bx = Math.abs(bone.data.scaleX) * Math.signum(x);
bone.scaleX = bx + (x - bx) * alpha;
break;
case first:
case replace:
bx = Math.abs(bone.scaleX) * Math.signum(x);
bone.scaleX = bx + (x - bx) * alpha;
break;
case add:
bx = Math.signum(x);
bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha;
}
}
}
}
}
/** Changes a bone's local {@link Bone#getScaleY()}. */
static public class ScaleYTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public ScaleYTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.scaleY.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.scaleY = bone.data.scaleY;
return;
case first:
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
float y = getCurveValue(time) * bone.data.scaleY;
if (alpha == 1) {
if (blend == add)
bone.scaleY += y - bone.data.scaleY;
else
bone.scaleY = y;
} else {
// Mixing out uses sign of setup or current pose, else use sign of key.
float by;
if (direction == out) {
switch (blend) {
case setup:
by = bone.data.scaleY;
bone.scaleY = by + (Math.abs(y) * Math.signum(by) - by) * alpha;
break;
case first:
case replace:
by = bone.scaleY;
bone.scaleY = by + (Math.abs(y) * Math.signum(by) - by) * alpha;
break;
case add:
by = bone.scaleY;
bone.scaleY = by + (Math.abs(y) * Math.signum(by) - bone.data.scaleY) * alpha;
}
} else {
switch (blend) {
case setup:
by = Math.abs(bone.data.scaleY) * Math.signum(y);
bone.scaleY = by + (y - by) * alpha;
break;
case first:
case replace:
by = Math.abs(bone.scaleY) * Math.signum(y);
bone.scaleY = by + (y - by) * alpha;
break;
case add:
by = Math.signum(y);
bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha;
}
}
}
}
}
/** Changes a bone's local {@link Bone#getShearX()} and {@link Bone#getShearY()}. */
static public class ShearTimeline extends CurveTimeline2 implements BoneTimeline {
final int boneIndex;
public ShearTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, //
Property.shearX.ordinal() + "|" + boneIndex, //
Property.shearY.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
return;
case first:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
float x, y;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
x = frames[i + VALUE1];
y = frames[i + VALUE2];
float t = (time - before) / (frames[i + ENTRIES] - before);
x += (frames[i + ENTRIES + VALUE1] - x) * t;
y += (frames[i + ENTRIES + VALUE2] - y) * t;
break;
case STEPPED:
x = frames[i + VALUE1];
y = frames[i + VALUE2];
break;
default:
x = getBezierValue(time, i, VALUE1, curveType - BEZIER);
y = getBezierValue(time, i, VALUE2, curveType + BEZIER_SIZE - BEZIER);
}
switch (blend) {
case setup:
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
break;
case first:
case replace:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case add:
bone.shearX += x * alpha;
bone.shearY += y * alpha;
}
}
}
/** Changes a bone's local {@link Bone#getShearX()}. */
static public class ShearXTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public ShearXTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.shearX.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.shearX = bone.data.shearX;
return;
case first:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
}
return;
}
float x = getCurveValue(time);
switch (blend) {
case setup:
bone.shearX = bone.data.shearX + x * alpha;
break;
case first:
case replace:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
break;
case add:
bone.shearX += x * alpha;
}
}
}
/** Changes a bone's local {@link Bone#getShearY()}. */
static public class ShearYTimeline extends CurveTimeline1 implements BoneTimeline {
final int boneIndex;
public ShearYTimeline (int frameCount, int bezierCount, int boneIndex) {
super(frameCount, bezierCount, Property.shearY.ordinal() + "|" + boneIndex);
this.boneIndex = boneIndex;
}
public int getBoneIndex () {
return boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
bone.shearY = bone.data.shearY;
return;
case first:
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
float y = getCurveValue(time);
switch (blend) {
case setup:
bone.shearY = bone.data.shearY + y * alpha;
break;
case first:
case replace:
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case add:
bone.shearY += y * alpha;
}
}
}
/** Changes a slot's {@link Slot#getColor()}. */
static public class RGBATimeline extends CurveTimeline implements SlotTimeline {
static public final int ENTRIES = 5;
static private final int R = 1, G = 2, B = 3, A = 4;
final int slotIndex;
public RGBATimeline (int frameCount, int bezierCount, int slotIndex) {
super(frameCount, bezierCount, //
Property.rgb.ordinal() + "|" + slotIndex, //
Property.alpha.ordinal() + "|" + slotIndex);
this.slotIndex = slotIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
public int getSlotIndex () {
return slotIndex;
}
/** Sets the time and color for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float r, float g, float b, float a) {
frame *= ENTRIES;
frames[frame] = time;
frames[frame + R] = r;
frames[frame + G] = g;
frames[frame + B] = b;
frames[frame + A] = a;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
float[] frames = this.frames;
Color color = slot.color;
if (time < frames[0]) { // Time is before first frame.
Color setup = slot.data.color;
switch (blend) {
case setup:
color.set(setup);
return;
case first:
color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha,
(setup.a - color.a) * alpha);
}
return;
}
float r, g, b, a;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
a = frames[i + A];
float t = (time - before) / (frames[i + ENTRIES] - before);
r += (frames[i + ENTRIES + R] - r) * t;
g += (frames[i + ENTRIES + G] - g) * t;
b += (frames[i + ENTRIES + B] - b) * t;
a += (frames[i + ENTRIES + A] - a) * t;
break;
case STEPPED:
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
a = frames[i + A];
break;
default:
r = getBezierValue(time, i, R, curveType - BEZIER);
g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
a = getBezierValue(time, i, A, curveType + BEZIER_SIZE * 3 - BEZIER);
}
if (alpha == 1)
color.set(r, g, b, a);
else {
if (blend == setup) color.set(slot.data.color);
color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
}
}
}
/** Changes the RGB for a slot's {@link Slot#getColor()}. */
static public class RGBTimeline extends CurveTimeline implements SlotTimeline {
static public final int ENTRIES = 4;
static private final int R = 1, G = 2, B = 3;
final int slotIndex;
public RGBTimeline (int frameCount, int bezierCount, int slotIndex) {
super(frameCount, bezierCount, Property.rgb.ordinal() + "|" + slotIndex);
this.slotIndex = slotIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
public int getSlotIndex () {
return slotIndex;
}
/** Sets the time and color for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float r, float g, float b) {
frame <<= 2;
frames[frame] = time;
frames[frame + R] = r;
frames[frame + G] = g;
frames[frame + B] = b;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
float[] frames = this.frames;
Color color = slot.color;
if (time < frames[0]) { // Time is before first frame.
Color setup = slot.data.color;
switch (blend) {
case setup:
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
return;
case first:
color.r += (setup.r - color.r) * alpha;
color.g += (setup.g - color.g) * alpha;
color.b += (setup.b - color.b) * alpha;
}
return;
}
float r, g, b;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i >> 2];
switch (curveType) {
case LINEAR:
float before = frames[i];
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
float t = (time - before) / (frames[i + ENTRIES] - before);
r += (frames[i + ENTRIES + R] - r) * t;
g += (frames[i + ENTRIES + G] - g) * t;
b += (frames[i + ENTRIES + B] - b) * t;
break;
case STEPPED:
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
break;
default:
r = getBezierValue(time, i, R, curveType - BEZIER);
g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
}
if (alpha == 1) {
color.r = r;
color.g = g;
color.b = b;
} else {
if (blend == setup) {
Color setup = slot.data.color;
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
}
color.r += (r - color.r) * alpha;
color.g += (g - color.g) * alpha;
color.b += (b - color.b) * alpha;
}
}
}
/** Changes the alpha for a slot's {@link Slot#getColor()}. */
static public class AlphaTimeline extends CurveTimeline1 implements SlotTimeline {
final int slotIndex;
public AlphaTimeline (int frameCount, int bezierCount, int slotIndex) {
super(frameCount, bezierCount, Property.alpha.ordinal() + "|" + slotIndex);
this.slotIndex = slotIndex;
}
public int getSlotIndex () {
return slotIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
float[] frames = this.frames;
Color color = slot.color;
if (time < frames[0]) { // Time is before first frame.
Color setup = slot.data.color;
switch (blend) {
case setup:
color.a = setup.a;
return;
case first:
color.a += (setup.a - color.a) * alpha;
}
return;
}
float a = getCurveValue(time);
if (alpha == 1)
color.a = a;
else {
if (blend == setup) color.a = slot.data.color.a;
color.a += (a - color.a) * alpha;
}
}
}
/** Changes a slot's {@link Slot#getColor()} and {@link Slot#getDarkColor()} for two color tinting. */
static public class RGBA2Timeline extends CurveTimeline implements SlotTimeline {
static public final int ENTRIES = 8;
static private final int R = 1, G = 2, B = 3, A = 4, R2 = 5, G2 = 6, B2 = 7;
final int slotIndex;
public RGBA2Timeline (int frameCount, int bezierCount, int slotIndex) {
super(frameCount, bezierCount, //
Property.rgb.ordinal() + "|" + slotIndex, //
Property.alpha.ordinal() + "|" + slotIndex, //
Property.rgb2.ordinal() + "|" + slotIndex);
this.slotIndex = slotIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
/** The index of the slot in {@link Skeleton#getSlots()} that will be changed when this timeline is applied. The
* {@link Slot#getDarkColor()} must not be null. */
public int getSlotIndex () {
return slotIndex;
}
/** Sets the time, light color, and dark color for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float r, float g, float b, float a, float r2, float g2, float b2) {
frame <<= 3;
frames[frame] = time;
frames[frame + R] = r;
frames[frame + G] = g;
frames[frame + B] = b;
frames[frame + A] = a;
frames[frame + R2] = r2;
frames[frame + G2] = g2;
frames[frame + B2] = b2;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
float[] frames = this.frames;
Color light = slot.color, dark = slot.darkColor;
if (time < frames[0]) { // Time is before first frame.
Color setupLight = slot.data.color, setupDark = slot.data.darkColor;
switch (blend) {
case setup:
light.set(setupLight);
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
return;
case first:
light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
(setupLight.a - light.a) * alpha);
dark.r += (setupDark.r - dark.r) * alpha;
dark.g += (setupDark.g - dark.g) * alpha;
dark.b += (setupDark.b - dark.b) * alpha;
}
return;
}
float r, g, b, a, r2, g2, b2;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i >> 3];
switch (curveType) {
case LINEAR:
float before = frames[i];
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
a = frames[i + A];
r2 = frames[i + R2];
g2 = frames[i + G2];
b2 = frames[i + B2];
float t = (time - before) / (frames[i + ENTRIES] - before);
r += (frames[i + ENTRIES + R] - r) * t;
g += (frames[i + ENTRIES + G] - g) * t;
b += (frames[i + ENTRIES + B] - b) * t;
a += (frames[i + ENTRIES + A] - a) * t;
r2 += (frames[i + ENTRIES + R2] - r2) * t;
g2 += (frames[i + ENTRIES + G2] - g2) * t;
b2 += (frames[i + ENTRIES + B2] - b2) * t;
break;
case STEPPED:
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
a = frames[i + A];
r2 = frames[i + R2];
g2 = frames[i + G2];
b2 = frames[i + B2];
break;
default:
r = getBezierValue(time, i, R, curveType - BEZIER);
g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
a = getBezierValue(time, i, A, curveType + BEZIER_SIZE * 3 - BEZIER);
r2 = getBezierValue(time, i, R2, curveType + BEZIER_SIZE * 4 - BEZIER);
g2 = getBezierValue(time, i, G2, curveType + BEZIER_SIZE * 5 - BEZIER);
b2 = getBezierValue(time, i, B2, curveType + BEZIER_SIZE * 6 - BEZIER);
}
if (alpha == 1) {
light.set(r, g, b, a);
dark.r = r2;
dark.g = g2;
dark.b = b2;
} else {
if (blend == setup) {
light.set(slot.data.color);
Color setupDark = slot.data.darkColor;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
}
light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
dark.r += (r2 - dark.r) * alpha;
dark.g += (g2 - dark.g) * alpha;
dark.b += (b2 - dark.b) * alpha;
}
}
}
/** Changes the RGB for a slot's {@link Slot#getColor()} and {@link Slot#getDarkColor()} for two color tinting. */
static public class RGB2Timeline extends CurveTimeline implements SlotTimeline {
static public final int ENTRIES = 7;
static private final int R = 1, G = 2, B = 3, R2 = 4, G2 = 5, B2 = 6;
final int slotIndex;
public RGB2Timeline (int frameCount, int bezierCount, int slotIndex) {
super(frameCount, bezierCount, //
Property.rgb.ordinal() + "|" + slotIndex, //
Property.rgb2.ordinal() + "|" + slotIndex);
this.slotIndex = slotIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
/** The index of the slot in {@link Skeleton#getSlots()} that will be changed when this timeline is applied. The
* {@link Slot#getDarkColor()} must not be null. */
public int getSlotIndex () {
return slotIndex;
}
/** Sets the time, light color, and dark color for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float r, float g, float b, float r2, float g2, float b2) {
frame *= ENTRIES;
frames[frame] = time;
frames[frame + R] = r;
frames[frame + G] = g;
frames[frame + B] = b;
frames[frame + R2] = r2;
frames[frame + G2] = g2;
frames[frame + B2] = b2;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
float[] frames = this.frames;
Color light = slot.color, dark = slot.darkColor;
if (time < frames[0]) { // Time is before first frame.
Color setupLight = slot.data.color, setupDark = slot.data.darkColor;
switch (blend) {
case setup:
light.r = setupLight.r;
light.g = setupLight.g;
light.b = setupLight.b;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
return;
case first:
light.r += (setupLight.r - light.r) * alpha;
light.g += (setupLight.g - light.g) * alpha;
light.b += (setupLight.b - light.b) * alpha;
dark.r += (setupDark.r - dark.r) * alpha;
dark.g += (setupDark.g - dark.g) * alpha;
dark.b += (setupDark.b - dark.b) * alpha;
}
return;
}
float r, g, b, r2, g2, b2;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
r2 = frames[i + R2];
g2 = frames[i + G2];
b2 = frames[i + B2];
float t = (time - before) / (frames[i + ENTRIES] - before);
r += (frames[i + ENTRIES + R] - r) * t;
g += (frames[i + ENTRIES + G] - g) * t;
b += (frames[i + ENTRIES + B] - b) * t;
r2 += (frames[i + ENTRIES + R2] - r2) * t;
g2 += (frames[i + ENTRIES + G2] - g2) * t;
b2 += (frames[i + ENTRIES + B2] - b2) * t;
break;
case STEPPED:
r = frames[i + R];
g = frames[i + G];
b = frames[i + B];
r2 = frames[i + R2];
g2 = frames[i + G2];
b2 = frames[i + B2];
break;
default:
r = getBezierValue(time, i, R, curveType - BEZIER);
g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
r2 = getBezierValue(time, i, R2, curveType + BEZIER_SIZE * 3 - BEZIER);
g2 = getBezierValue(time, i, G2, curveType + BEZIER_SIZE * 4 - BEZIER);
b2 = getBezierValue(time, i, B2, curveType + BEZIER_SIZE * 5 - BEZIER);
}
if (alpha == 1) {
light.r = r;
light.g = g;
light.b = b;
dark.r = r2;
dark.g = g2;
dark.b = b2;
} else {
if (blend == setup) {
Color setupLight = slot.data.color, setupDark = slot.data.darkColor;
light.r = setupLight.r;
light.g = setupLight.g;
light.b = setupLight.b;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
}
light.r += (r - light.r) * alpha;
light.g += (g - light.g) * alpha;
light.b += (b - light.b) * alpha;
dark.r += (r2 - dark.r) * alpha;
dark.g += (g2 - dark.g) * alpha;
dark.b += (b2 - dark.b) * alpha;
}
}
}
/** Changes a slot's {@link Slot#getAttachment()}. */
static public class AttachmentTimeline extends Timeline implements SlotTimeline {
final int slotIndex;
final String[] attachmentNames;
public AttachmentTimeline (int frameCount, int slotIndex) {
super(frameCount, Property.attachment.ordinal() + "|" + slotIndex);
this.slotIndex = slotIndex;
attachmentNames = new String[frameCount];
}
public int getFrameCount () {
return frames.length;
}
public int getSlotIndex () {
return slotIndex;
}
/** The attachment name for each frame. May contain null values to clear the attachment. */
public String[] getAttachmentNames () {
return attachmentNames;
}
/** Sets the time and attachment name for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, String attachmentName) {
frames[frame] = time;
attachmentNames[frame] = attachmentName;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
if (direction == out) {
if (blend == setup) setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
if (time < this.frames[0]) { // Time is before first frame.
if (blend == setup || blend == first) setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
setAttachment(skeleton, slot, attachmentNames[search(this.frames, time)]);
}
private void setAttachment (Skeleton skeleton, Slot slot, String attachmentName) {
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
}
}
/** Changes a slot's {@link Slot#getDeform()} to deform a {@link VertexAttachment}. */
static public class DeformTimeline extends CurveTimeline implements SlotTimeline {
final int slotIndex;
final VertexAttachment attachment;
private final float[][] vertices;
public DeformTimeline (int frameCount, int bezierCount, int slotIndex, VertexAttachment attachment) {
super(frameCount, bezierCount, Property.deform.ordinal() + "|" + slotIndex + "|" + attachment.getId());
this.slotIndex = slotIndex;
this.attachment = attachment;
vertices = new float[frameCount][];
}
public int getFrameCount () {
return frames.length;
}
public int getSlotIndex () {
return slotIndex;
}
/** The attachment that will be deformed.
*
* See {@link VertexAttachment#getDeformAttachment()}. */
public VertexAttachment getAttachment () {
return attachment;
}
/** The vertices for each frame. */
public float[][] getVertices () {
return vertices;
}
/** Sets the time and vertices for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds.
* @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */
public void setFrame (int frame, float time, float[] vertices) {
frames[frame] = time;
this.vertices[frame] = vertices;
}
/** @param value1 Ignored (0 is used for a deform timeline).
* @param value2 Ignored (1 is used for a deform timeline). */
public void setBezier (int bezier, int frame, int value, float time1, float value1, float cx1, float cy1, float cx2,
float cy2, float time2, float value2) {
float[] curves = this.curves;
int i = getFrameCount() + bezier * BEZIER_SIZE;
if (value == 0) curves[frame] = BEZIER + i;
float tmpx = (time1 - cx1 * 2 + cx2) * 0.03f, tmpy = cy2 * 0.03f - cy1 * 0.06f;
float dddx = ((cx1 - cx2) * 3 - time1 + time2) * 0.006f, dddy = (cy1 - cy2 + 0.33333333f) * 0.018f;
float ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
float dx = (cx1 - time1) * 0.3f + tmpx + dddx * 0.16666667f, dy = cy1 * 0.3f + tmpy + dddy * 0.16666667f;
float x = time1 + dx, y = dy;
for (int n = i + BEZIER_SIZE; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dx += ddx;
dy += ddy;
ddx += dddx;
ddy += dddy;
x += dx;
y += dy;
}
}
/** Returns the interpolated percentage for the specified time.
* @param frame The frame before time
. */
private float getCurvePercent (float time, int frame) {
float[] curves = this.curves;
int i = (int)curves[frame];
switch (i) {
case LINEAR:
float x = frames[frame];
return (time - x) / (frames[frame + getFrameEntries()] - x);
case STEPPED:
return 0;
}
i -= BEZIER;
if (curves[i] > time) {
float x = frames[frame];
return curves[i + 1] * (time - x) / (curves[i] - x);
}
int n = i + BEZIER_SIZE;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
float x = curves[i - 2], y = curves[i - 1];
return y + (time - x) / (curves[i] - x) * (curves[i + 1] - y);
}
}
float x = curves[n - 2], y = curves[n - 1];
return y + (1 - y) * (time - x) / (frames[frame + getFrameEntries()] - x);
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
Attachment slotAttachment = slot.attachment;
if (!(slotAttachment instanceof VertexAttachment)
|| ((VertexAttachment)slotAttachment).getDeformAttachment() != attachment) return;
FloatArray deformArray = slot.getDeform();
if (deformArray.size == 0) blend = setup;
float[][] vertices = this.vertices;
int vertexCount = vertices[0].length;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
switch (blend) {
case setup:
deformArray.clear();
return;
case first:
if (alpha == 1) {
deformArray.clear();
return;
}
float[] deform = deformArray.setSize(vertexCount);
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++)
deform[i] += (setupVertices[i] - deform[i]) * alpha;
} else {
// Weighted deform offsets.
alpha = 1 - alpha;
for (int i = 0; i < vertexCount; i++)
deform[i] *= alpha;
}
}
return;
}
float[] deform = deformArray.setSize(vertexCount);
if (time >= frames[frames.length - 1]) { // Time is after last frame.
float[] lastVertices = vertices[frames.length - 1];
if (alpha == 1) {
if (blend == add) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, no alpha.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++)
deform[i] += lastVertices[i] - setupVertices[i];
} else {
// Weighted deform offsets, no alpha.
for (int i = 0; i < vertexCount; i++)
deform[i] += lastVertices[i];
}
} else {
// Vertex positions or deform offsets, no alpha.
arraycopy(lastVertices, 0, deform, 0, vertexCount);
}
} else {
switch (blend) {
case setup: {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++) {
float setup = setupVertices[i];
deform[i] = setup + (lastVertices[i] - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
deform[i] = lastVertices[i] * alpha;
}
break;
}
case first:
case replace:
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
deform[i] += (lastVertices[i] - deform[i]) * alpha;
break;
case add:
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, no alpha.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++)
deform[i] += (lastVertices[i] - setupVertices[i]) * alpha;
} else {
// Weighted deform offsets, alpha.
for (int i = 0; i < vertexCount; i++)
deform[i] += lastVertices[i] * alpha;
}
}
}
return;
}
int frame = search(frames, time);
float percent = getCurvePercent(time, frame);
float[] prevVertices = vertices[frame];
float[] nextVertices = vertices[frame + 1];
if (alpha == 1) {
if (blend == add) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, no alpha.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
deform[i] += prev + (nextVertices[i] - prev) * percent - setupVertices[i];
}
} else {
// Weighted deform offsets, no alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
deform[i] += prev + (nextVertices[i] - prev) * percent;
}
}
} else {
// Vertex positions or deform offsets, no alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
deform[i] = prev + (nextVertices[i] - prev) * percent;
}
}
} else {
switch (blend) {
case setup: {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i], setup = setupVertices[i];
deform[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];
deform[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
break;
}
case first:
case replace:
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
deform[i] += (prev + (nextVertices[i] - prev) * percent - deform[i]) * alpha;
}
break;
case add:
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.getVertices();
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
deform[i] += (prev + (nextVertices[i] - prev) * percent - setupVertices[i]) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
deform[i] += (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
}
}
}
}
/** Fires an {@link Event} when specific animation times are reached. */
static public class EventTimeline extends Timeline {
static private final String[] propertyIds = {Integer.toString(Property.event.ordinal())};
private final Event[] events;
public EventTimeline (int frameCount) {
super(frameCount, propertyIds);
events = new Event[frameCount];
}
public int getFrameCount () {
return frames.length;
}
/** The event for each frame. */
public Event[] getEvents () {
return events;
}
/** Sets the time and event for the specified frame.
* @param frame Between 0 and frameCount
, inclusive. */
public void setFrame (int frame, Event event) {
frames[frame] = event.time;
events[frame] = event;
}
/** Fires events for frames > lastTime
and <= time
. */
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array firedEvents, float alpha,
MixBlend blend, MixDirection direction) {
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, Integer.MAX_VALUE, firedEvents, alpha, blend, direction);
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 i;
if (lastTime < frames[0])
i = 0;
else {
i = search(frames, lastTime) + 1;
float frameTime = frames[i];
while (i > 0) { // Fire multiple events with the same frame.
if (frames[i - 1] != frameTime) break;
i--;
}
}
for (; i < frameCount && time >= frames[i]; i++)
firedEvents.add(events[i]);
}
}
/** Changes a skeleton's {@link Skeleton#getDrawOrder()}. */
static public class DrawOrderTimeline extends Timeline {
static private final String[] propertyIds = {Integer.toString(Property.drawOrder.ordinal())};
private final int[][] drawOrders;
public DrawOrderTimeline (int frameCount) {
super(frameCount, propertyIds);
drawOrders = new int[frameCount][];
}
public int getFrameCount () {
return frames.length;
}
/** The draw order for each frame. See {@link #setFrame(int, float, int[])}. */
public int[][] getDrawOrders () {
return drawOrders;
}
/** Sets the time and draw order for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds.
* @param drawOrder For each slot in {@link Skeleton#slots}, the index of the slot in the new draw order. May be null to use
* setup pose draw order. */
public void setFrame (int frame, float time, @Null int[] drawOrder) {
frames[frame] = time;
drawOrders[frame] = drawOrder;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
if (direction == out) {
if (blend == setup) arraycopy(skeleton.slots.items, 0, skeleton.drawOrder.items, 0, skeleton.slots.size);
return;
}
if (time < frames[0]) { // Time is before first frame.
if (blend == setup || blend == first)
arraycopy(skeleton.slots.items, 0, skeleton.drawOrder.items, 0, skeleton.slots.size);
return;
}
int[] drawOrderToSetupIndex = drawOrders[search(frames, time)];
if (drawOrderToSetupIndex == null)
arraycopy(skeleton.slots.items, 0, skeleton.drawOrder.items, 0, skeleton.slots.size);
else {
Object[] slots = skeleton.slots.items;
Object[] drawOrder = skeleton.drawOrder.items;
for (int i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
}
}
/** Changes an IK constraint's {@link IkConstraint#getMix()}, {@link IkConstraint#getSoftness()},
* {@link IkConstraint#getBendDirection()}, {@link IkConstraint#getStretch()}, and {@link IkConstraint#getCompress()}. */
static public class IkConstraintTimeline extends CurveTimeline {
static public final int ENTRIES = 6;
static private final int MIX = 1, SOFTNESS = 2, BEND_DIRECTION = 3, COMPRESS = 4, STRETCH = 5;
final int ikConstraintIndex;
public IkConstraintTimeline (int frameCount, int bezierCount, int ikConstraintIndex) {
super(frameCount, bezierCount, Property.ikConstraint.ordinal() + "|" + ikConstraintIndex);
this.ikConstraintIndex = ikConstraintIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
/** The index of the IK constraint slot in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is
* applied. */
public int getIkConstraintIndex () {
return ikConstraintIndex;
}
/** Sets the time, mix, softness, bend direction, compress, and stretch for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds.
* @param bendDirection 1 or -1. */
public void setFrame (int frame, float time, float mix, float softness, int bendDirection, boolean compress,
boolean stretch) {
frame *= ENTRIES;
frames[frame] = time;
frames[frame + MIX] = mix;
frames[frame + SOFTNESS] = softness;
frames[frame + BEND_DIRECTION] = bendDirection;
frames[frame + COMPRESS] = compress ? 1 : 0;
frames[frame + STRETCH] = stretch ? 1 : 0;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
IkConstraint constraint = skeleton.ikConstraints.get(ikConstraintIndex);
if (!constraint.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
constraint.mix = constraint.data.mix;
constraint.softness = constraint.data.softness;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
return;
case first:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
return;
}
float mix, softness;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
mix = frames[i + MIX];
softness = frames[i + SOFTNESS];
float t = (time - before) / (frames[i + ENTRIES] - before);
mix += (frames[i + ENTRIES + MIX] - mix) * t;
softness += (frames[i + ENTRIES + SOFTNESS] - softness) * t;
break;
case STEPPED:
mix = frames[i + MIX];
softness = frames[i + SOFTNESS];
break;
default:
mix = getBezierValue(time, i, MIX, curveType - BEZIER);
softness = getBezierValue(time, i, SOFTNESS, curveType + BEZIER_SIZE - BEZIER);
}
if (blend == setup) {
constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha;
constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha;
if (direction == out) {
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
} else {
constraint.bendDirection = (int)frames[i + BEND_DIRECTION];
constraint.compress = frames[i + COMPRESS] != 0;
constraint.stretch = frames[i + STRETCH] != 0;
}
} else {
constraint.mix += (mix - constraint.mix) * alpha;
constraint.softness += (softness - constraint.softness) * alpha;
if (direction == in) {
constraint.bendDirection = (int)frames[i + BEND_DIRECTION];
constraint.compress = frames[i + COMPRESS] != 0;
constraint.stretch = frames[i + STRETCH] != 0;
}
}
}
}
/** Changes a transform constraint's {@link TransformConstraint#getMixRotate()}, {@link TransformConstraint#getMixX()},
* {@link TransformConstraint#getMixY()}, {@link TransformConstraint#getMixScaleX()},
* {@link TransformConstraint#getMixScaleY()}, and {@link TransformConstraint#getMixShearY()}. */
static public class TransformConstraintTimeline extends CurveTimeline {
static public final int ENTRIES = 7;
static private final int ROTATE = 1, X = 2, Y = 3, SCALEX = 4, SCALEY = 5, SHEARY = 6;
final int transformConstraintIndex;
public TransformConstraintTimeline (int frameCount, int bezierCount, int transformConstraintIndex) {
super(frameCount, bezierCount, Property.transformConstraint.ordinal() + "|" + transformConstraintIndex);
this.transformConstraintIndex = transformConstraintIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
/** The index of the transform constraint slot in {@link Skeleton#getTransformConstraints()} that will be changed when this
* timeline is applied. */
public int getTransformConstraintIndex () {
return transformConstraintIndex;
}
/** Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float mixRotate, float mixX, float mixY, float mixScaleX, float mixScaleY,
float mixShearY) {
frame *= ENTRIES;
frames[frame] = time;
frames[frame + ROTATE] = mixRotate;
frames[frame + X] = mixX;
frames[frame + Y] = mixY;
frames[frame + SCALEX] = mixScaleX;
frames[frame + SCALEY] = mixScaleY;
frames[frame + SHEARY] = mixShearY;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
TransformConstraint constraint = skeleton.transformConstraints.get(transformConstraintIndex);
if (!constraint.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
TransformConstraintData data = constraint.data;
switch (blend) {
case setup:
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
constraint.mixScaleX = data.mixScaleX;
constraint.mixScaleY = data.mixScaleY;
constraint.mixShearY = data.mixShearY;
return;
case first:
constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (data.mixX - constraint.mixX) * alpha;
constraint.mixY += (data.mixY - constraint.mixY) * alpha;
constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha;
}
return;
}
float rotate, x, y, scaleX, scaleY, shearY;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
rotate = frames[i + ROTATE];
x = frames[i + X];
y = frames[i + Y];
scaleX = frames[i + SCALEX];
scaleY = frames[i + SCALEY];
shearY = frames[i + SHEARY];
float t = (time - before) / (frames[i + ENTRIES] - before);
rotate += (frames[i + ENTRIES + ROTATE] - rotate) * t;
x += (frames[i + ENTRIES + X] - x) * t;
y += (frames[i + ENTRIES + Y] - y) * t;
scaleX += (frames[i + ENTRIES + SCALEX] - scaleX) * t;
scaleY += (frames[i + ENTRIES + SCALEY] - scaleY) * t;
shearY += (frames[i + ENTRIES + SHEARY] - shearY) * t;
break;
case STEPPED:
rotate = frames[i + ROTATE];
x = frames[i + X];
y = frames[i + Y];
scaleX = frames[i + SCALEX];
scaleY = frames[i + SCALEY];
shearY = frames[i + SHEARY];
break;
default:
rotate = getBezierValue(time, i, ROTATE, curveType - BEZIER);
x = getBezierValue(time, i, X, curveType + BEZIER_SIZE - BEZIER);
y = getBezierValue(time, i, Y, curveType + BEZIER_SIZE * 2 - BEZIER);
scaleX = getBezierValue(time, i, SCALEX, curveType + BEZIER_SIZE * 3 - BEZIER);
scaleY = getBezierValue(time, i, SCALEY, curveType + BEZIER_SIZE * 4 - BEZIER);
shearY = getBezierValue(time, i, SHEARY, curveType + BEZIER_SIZE * 5 - BEZIER);
}
if (blend == setup) {
TransformConstraintData data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha;
constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha;
constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha;
} else {
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (shearY - constraint.mixShearY) * alpha;
}
}
}
/** Changes a path constraint's {@link PathConstraint#getPosition()}. */
static public class PathConstraintPositionTimeline extends CurveTimeline1 {
final int pathConstraintIndex;
public PathConstraintPositionTimeline (int frameCount, int bezierCount, int pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintPosition.ordinal() + "|" + pathConstraintIndex);
this.pathConstraintIndex = pathConstraintIndex;
}
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed when this timeline
* is applied. */
public int getPathConstraintIndex () {
return pathConstraintIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
if (!constraint.active) return;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
constraint.position = constraint.data.position;
return;
case first:
constraint.position += (constraint.data.position - constraint.position) * alpha;
}
return;
}
float position = getCurveValue(time);
if (blend == setup)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
}
}
/** Changes a path constraint's {@link PathConstraint#getSpacing()}. */
static public class PathConstraintSpacingTimeline extends CurveTimeline1 {
final int pathConstraintIndex;
public PathConstraintSpacingTimeline (int frameCount, int bezierCount, int pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintSpacing.ordinal() + "|" + pathConstraintIndex);
this.pathConstraintIndex = pathConstraintIndex;
}
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed when this timeline
* is applied. */
public int getPathConstraintIndex () {
return pathConstraintIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
if (!constraint.active) return;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case setup:
constraint.spacing = constraint.data.spacing;
return;
case first:
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
}
return;
}
float spacing = getCurveValue(time);
if (blend == setup)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
}
}
/** Changes a transform constraint's {@link PathConstraint#getMixRotate()}, {@link PathConstraint#getMixX()}, and
* {@link PathConstraint#getMixY()}. */
static public class PathConstraintMixTimeline extends CurveTimeline {
static public final int ENTRIES = 4;
static private final int ROTATE = 1, X = 2, Y = 3;
final int pathConstraintIndex;
public PathConstraintMixTimeline (int frameCount, int bezierCount, int pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintMix.ordinal() + "|" + pathConstraintIndex);
this.pathConstraintIndex = pathConstraintIndex;
}
public int getFrameEntries () {
return ENTRIES;
}
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed when this timeline
* is applied. */
public int getPathConstraintIndex () {
return pathConstraintIndex;
}
/** Sets the time and color for the specified frame.
* @param frame Between 0 and frameCount
, inclusive.
* @param time The frame time in seconds. */
public void setFrame (int frame, float time, float mixRotate, float mixX, float mixY) {
frame <<= 2;
frames[frame] = time;
frames[frame + ROTATE] = mixRotate;
frames[frame + X] = mixX;
frames[frame + Y] = mixY;
}
public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
if (!constraint.active) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
PathConstraintData data = constraint.data;
switch (blend) {
case setup:
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
return;
case first:
constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (data.mixX - constraint.mixX) * alpha;
constraint.mixY += (data.mixY - constraint.mixY) * alpha;
}
return;
}
float rotate, x, y;
int i = search(frames, time, ENTRIES), curveType = (int)curves[i >> 2];
switch (curveType) {
case LINEAR:
float before = frames[i];
rotate = frames[i + ROTATE];
x = frames[i + X];
y = frames[i + Y];
float t = (time - before) / (frames[i + ENTRIES] - before);
rotate += (frames[i + ENTRIES + ROTATE] - rotate) * t;
x += (frames[i + ENTRIES + X] - x) * t;
y += (frames[i + ENTRIES + Y] - y) * t;
break;
case STEPPED:
rotate = frames[i + ROTATE];
x = frames[i + X];
y = frames[i + Y];
break;
default:
rotate = getBezierValue(time, i, ROTATE, curveType - BEZIER);
x = getBezierValue(time, i, X, curveType + BEZIER_SIZE - BEZIER);
y = getBezierValue(time, i, Y, curveType + BEZIER_SIZE * 2 - BEZIER);
}
if (blend == setup) {
PathConstraintData data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
} else {
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
}
}
}
}