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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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
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 * (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
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 * 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.BoneData.Inherit;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.HasTextureRegion;
import com.esotericsoftware.spine.attachments.Sequence;
import com.esotericsoftware.spine.attachments.Sequence.SequenceMode;
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, inherit, // rgb, alpha, rgb2, // attachment, deform, // event, drawOrder, // ikConstraint, transformConstraint, // pathConstraintPosition, pathConstraintSpacing, pathConstraintMix, // physicsConstraintInertia, physicsConstraintStrength, physicsConstraintDamping, physicsConstraintMass, // physicsConstraintWind, physicsConstraintGravity, physicsConstraintMix, physicsConstraintReset, // sequence } /** 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); } public float getRelativeValue (float time, float alpha, MixBlend blend, float current, float setup) { if (time < frames[0]) { switch (blend) { case setup: return setup; case first: return current + (setup - current) * alpha; } return current; } float value = getCurveValue(time); switch (blend) { case setup: return setup + value * alpha; case first: case replace: value += setup - current; } return current + value * alpha; } public float getAbsoluteValue (float time, float alpha, MixBlend blend, float current, float setup) { if (time < frames[0]) { switch (blend) { case setup: return setup; case first: return current + (setup - current) * alpha; } return current; } float value = getCurveValue(time); if (blend == MixBlend.setup) return setup + (value - setup) * alpha; return current + (value - current) * alpha; } public float getAbsoluteValue (float time, float alpha, MixBlend blend, float current, float setup, float value) { if (time < frames[0]) { switch (blend) { case setup: return setup; case first: return current + (setup - current) * alpha; } return current; } if (blend == MixBlend.setup) return setup + (value - setup) * alpha; return current + (value - current) * alpha; } public float getScaleValue (float time, float alpha, MixBlend blend, MixDirection direction, float current, float setup) { float[] frames = this.frames; if (time < frames[0]) { switch (blend) { case setup: return setup; case first: return current + (setup - current) * alpha; } return current; } float value = getCurveValue(time) * setup; if (alpha == 1) { if (blend == add) return current + value - setup; return value; } // Mixing out uses sign of setup or current pose, else use sign of key. if (direction == out) { switch (blend) { case setup: return setup + (Math.abs(value) * Math.signum(setup) - setup) * alpha; case first: case replace: return current + (Math.abs(value) * Math.signum(current) - current) * alpha; } } else { float s; switch (blend) { case setup: s = Math.abs(setup) * Math.signum(value); return s + (value - s) * alpha; case first: case replace: s = Math.abs(current) * Math.signum(value); return s + (value - s) * alpha; } } return current + (value - setup) * alpha; } } /** 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) bone.rotation = getRelativeValue(time, alpha, blend, bone.rotation, bone.data.rotation); } } /** 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]) { 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) bone.x = getRelativeValue(time, alpha, blend, bone.x, bone.data.x); } } /** 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) bone.y = getRelativeValue(time, alpha, blend, bone.y, bone.data.y); } } /** 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]) { 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: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - 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: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - bone.data.scaleY) * 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) bone.scaleX = getScaleValue(time, alpha, blend, direction, bone.scaleX, bone.data.scaleX); } } /** 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) bone.scaleY = getScaleValue(time, alpha, blend, direction, bone.scaleY, bone.data.scaleY); } } /** 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]) { 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) bone.shearX = getRelativeValue(time, alpha, blend, bone.shearX, bone.data.shearX); } } /** 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) bone.shearY = getRelativeValue(time, alpha, blend, bone.shearY, bone.data.shearY); } } /** Changes a bone's {@link Bone#getInherit()}. */ static public class InheritTimeline extends Timeline implements BoneTimeline { static public final int ENTRIES = 2; static private final int INHERIT = 1; final int boneIndex; public InheritTimeline (int frameCount, int boneIndex) { super(frameCount, Property.inherit.ordinal() + "|" + boneIndex); this.boneIndex = boneIndex; } public int getBoneIndex () { return boneIndex; } public int getFrameEntries () { return ENTRIES; } /** Sets the transform mode 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, Inherit inherit) { frame *= ENTRIES; frames[frame] = time; frames[frame + INHERIT] = inherit.ordinal(); } 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]) { if (blend == setup || blend == first) bone.inherit = bone.data.inherit; return; } bone.inherit = Inherit.values[(int)frames[search(frames, time, ENTRIES) + INHERIT]]; } } /** 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]) { 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]) { 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]) { 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]) { 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]) { 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]) { 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#getTimelineAttachment()}. */ 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).getTimelineAttachment() != attachment) return; FloatArray deformArray = slot.deform; if (deformArray.size == 0) blend = setup; float[][] vertices = this.vertices; int vertexCount = vertices[0].length; float[] frames = this.frames; if (time < frames[0]) { switch (blend) { case setup: deformArray.clear(); return; case first: if (alpha == 1) { deformArray.clear(); return; } float[] deform = deformArray.setSize(vertexCount); VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment; 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) { // Apply after lastTime 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; 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]) { 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 constraintIndex; public IkConstraintTimeline (int frameCount, int bezierCount, int ikConstraintIndex) { super(frameCount, bezierCount, Property.ikConstraint.ordinal() + "|" + ikConstraintIndex); constraintIndex = ikConstraintIndex; } public int getFrameEntries () { return ENTRIES; } /** The index of the IK constraint in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is * applied. */ public int getIkConstraintIndex () { return constraintIndex; } /** 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(constraintIndex); if (!constraint.active) return; float[] frames = this.frames; if (time < frames[0]) { 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 constraintIndex; public TransformConstraintTimeline (int frameCount, int bezierCount, int transformConstraintIndex) { super(frameCount, bezierCount, Property.transformConstraint.ordinal() + "|" + transformConstraintIndex); constraintIndex = transformConstraintIndex; } public int getFrameEntries () { return ENTRIES; } /** The index of the transform constraint in {@link Skeleton#getTransformConstraints()} that will be changed when this * timeline is applied. */ public int getTransformConstraintIndex () { return constraintIndex; } /** 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(constraintIndex); if (!constraint.active) return; float[] frames = this.frames; if (time < frames[0]) { 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 constraintIndex; public PathConstraintPositionTimeline (int frameCount, int bezierCount, int pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintPosition.ordinal() + "|" + pathConstraintIndex); constraintIndex = pathConstraintIndex; } /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ public int getPathConstraintIndex () { return constraintIndex; } public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend, MixDirection direction) { PathConstraint constraint = skeleton.pathConstraints.get(constraintIndex); if (constraint.active) constraint.position = getAbsoluteValue(time, alpha, blend, constraint.position, constraint.data.position); } } /** Changes a path constraint's {@link PathConstraint#getSpacing()}. */ static public class PathConstraintSpacingTimeline extends CurveTimeline1 { final int constraintIndex; public PathConstraintSpacingTimeline (int frameCount, int bezierCount, int pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintSpacing.ordinal() + "|" + pathConstraintIndex); constraintIndex = pathConstraintIndex; } /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ public int getPathConstraintIndex () { return constraintIndex; } public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend, MixDirection direction) { PathConstraint constraint = skeleton.pathConstraints.get(constraintIndex); if (constraint.active) constraint.spacing = getAbsoluteValue(time, alpha, blend, constraint.spacing, constraint.data.spacing); } } /** Changes a path 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 constraintIndex; public PathConstraintMixTimeline (int frameCount, int bezierCount, int pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintMix.ordinal() + "|" + pathConstraintIndex); constraintIndex = pathConstraintIndex; } public int getFrameEntries () { return ENTRIES; } /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ public int getPathConstraintIndex () { return constraintIndex; } /** 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(constraintIndex); if (!constraint.active) return; float[] frames = this.frames; if (time < frames[0]) { 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; } } } /** The base class for most {@link PhysicsConstraint} timelines. */ static public abstract class PhysicsConstraintTimeline extends CurveTimeline1 { final int constraintIndex; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ public PhysicsConstraintTimeline (int frameCount, int bezierCount, int physicsConstraintIndex, Property property) { super(frameCount, bezierCount, property.ordinal() + "|" + physicsConstraintIndex); constraintIndex = physicsConstraintIndex; } /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be changed when this timeline * is applied, or -1 if all physics constraints in the skeleton will be changed. */ public int getPhysicsConstraintIndex () { return constraintIndex; } public void apply (Skeleton skeleton, float lastTime, float time, @Null Array events, float alpha, MixBlend blend, MixDirection direction) { PhysicsConstraint constraint; if (constraintIndex == -1) { float value = time >= frames[0] ? getCurveValue(time) : 0; Object[] constraints = skeleton.physicsConstraints.items; for (int i = 0, n = skeleton.physicsConstraints.size; i < n; i++) { constraint = (PhysicsConstraint)constraints[i]; if (constraint.active && global(constraint.data)) set(constraint, getAbsoluteValue(time, alpha, blend, get(constraint), setup(constraint), value)); } } else { constraint = skeleton.physicsConstraints.get(constraintIndex); if (constraint.active) set(constraint, getAbsoluteValue(time, alpha, blend, get(constraint), setup(constraint))); } } abstract protected float setup (PhysicsConstraint constraint); abstract protected float get (PhysicsConstraint constraint); abstract protected void set (PhysicsConstraint constraint, float value); abstract protected boolean global (PhysicsConstraintData constraint); } /** Changes a physics constraint's {@link PhysicsConstraint#getInertia()}. */ static public class PhysicsConstraintInertiaTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintInertiaTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintInertia); } protected float setup (PhysicsConstraint constraint) { return constraint.data.inertia; } protected float get (PhysicsConstraint constraint) { return constraint.inertia; } protected void set (PhysicsConstraint constraint, float value) { constraint.inertia = value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.inertiaGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getStrength()}. */ static public class PhysicsConstraintStrengthTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintStrengthTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintStrength); } protected float setup (PhysicsConstraint constraint) { return constraint.data.strength; } protected float get (PhysicsConstraint constraint) { return constraint.strength; } protected void set (PhysicsConstraint constraint, float value) { constraint.strength = value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.strengthGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getDamping()}. */ static public class PhysicsConstraintDampingTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintDampingTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintDamping); } protected float setup (PhysicsConstraint constraint) { return constraint.data.damping; } protected float get (PhysicsConstraint constraint) { return constraint.damping; } protected void set (PhysicsConstraint constraint, float value) { constraint.damping = value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.dampingGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getMassInverse()}. The timeline values are not inverted. */ static public class PhysicsConstraintMassTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintMassTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMass); } protected float setup (PhysicsConstraint constraint) { return 1 / constraint.data.massInverse; } protected float get (PhysicsConstraint constraint) { return 1 / constraint.massInverse; } protected void set (PhysicsConstraint constraint, float value) { constraint.massInverse = 1 / value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.massGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getWind()}. */ static public class PhysicsConstraintWindTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintWindTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintWind); } protected float setup (PhysicsConstraint constraint) { return constraint.data.wind; } protected float get (PhysicsConstraint constraint) { return constraint.wind; } protected void set (PhysicsConstraint constraint, float value) { constraint.wind = value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.windGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getGravity()}. */ static public class PhysicsConstraintGravityTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintGravityTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintGravity); } protected float setup (PhysicsConstraint constraint) { return constraint.data.gravity; } protected float get (PhysicsConstraint constraint) { return constraint.gravity; } protected void set (PhysicsConstraint constraint, float value) { constraint.gravity = value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.gravityGlobal; } } /** Changes a physics constraint's {@link PhysicsConstraint#getMix()}. */ static public class PhysicsConstraintMixTimeline extends PhysicsConstraintTimeline { public PhysicsConstraintMixTimeline (int frameCount, int bezierCount, int physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMix); } protected float setup (PhysicsConstraint constraint) { return constraint.data.mix; } protected float get (PhysicsConstraint constraint) { return constraint.mix; } protected void set (PhysicsConstraint constraint, float value) { constraint.mix = value; } protected boolean global (PhysicsConstraintData constraint) { return constraint.mixGlobal; } } /** Resets a physics constraint when specific animation times are reached. */ static public class PhysicsConstraintResetTimeline extends Timeline { static private final String[] propertyIds = {Integer.toString(Property.physicsConstraintReset.ordinal())}; final int constraintIndex; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ public PhysicsConstraintResetTimeline (int frameCount, int physicsConstraintIndex) { super(frameCount, propertyIds); constraintIndex = physicsConstraintIndex; } /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be reset when this timeline is * applied, or -1 if all physics constraints in the skeleton will be reset. */ public int getPhysicsConstraintIndex () { return constraintIndex; } public int getFrameCount () { return frames.length; } /** Sets the time for the specified frame. * @param frame Between 0 and frameCount, inclusive. */ public void setFrame (int frame, float time) { frames[frame] = time; } /** Resets the physics constraint when frames > lastTime and <= time. */ public void apply (Skeleton skeleton, float lastTime, float time, @Null Array firedEvents, float alpha, MixBlend blend, MixDirection direction) { PhysicsConstraint constraint = null; if (constraintIndex != -1) { constraint = skeleton.physicsConstraints.get(constraintIndex); if (!constraint.active) return; } float[] frames = this.frames; if (lastTime > time) { // Apply after lastTime for looped animations. apply(skeleton, lastTime, Integer.MAX_VALUE, null, alpha, blend, direction); lastTime = -1f; } else if (lastTime >= frames[frames.length - 1]) // Last time is after last frame. return; if (time < frames[0]) return; if (lastTime < frames[0] || time >= frames[search(frames, lastTime) + 1]) { if (constraint != null) constraint.reset(); else { Object[] constraints = skeleton.physicsConstraints.items; for (int i = 0, n = skeleton.physicsConstraints.size; i < n; i++) { constraint = (PhysicsConstraint)constraints[i]; if (constraint.active) constraint.reset(); } } } } } /** Changes a slot's {@link Slot#getSequenceIndex()} for an attachment's {@link Sequence}. */ static public class SequenceTimeline extends Timeline implements SlotTimeline { static public final int ENTRIES = 3; static private final int MODE = 1, DELAY = 2; final int slotIndex; final HasTextureRegion attachment; public SequenceTimeline (int frameCount, int slotIndex, Attachment attachment) { super(frameCount, Property.sequence.ordinal() + "|" + slotIndex + "|" + ((HasTextureRegion)attachment).getSequence().getId()); this.slotIndex = slotIndex; this.attachment = (HasTextureRegion)attachment; } public int getFrameEntries () { return ENTRIES; } public int getSlotIndex () { return slotIndex; } public Attachment getAttachment () { return (Attachment)attachment; } /** Sets the time, mode, index, and frame time for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time Seconds between frames. */ public void setFrame (int frame, float time, SequenceMode mode, int index, float delay) { frame *= ENTRIES; frames[frame] = time; frames[frame + MODE] = mode.ordinal() | (index << 4); frames[frame + DELAY] = delay; } 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 != attachment) { if (!(slotAttachment instanceof VertexAttachment) || ((VertexAttachment)slotAttachment).getTimelineAttachment() != attachment) return; } Sequence sequence = ((HasTextureRegion)slotAttachment).getSequence(); if (sequence == null) return; float[] frames = this.frames; if (time < frames[0]) { if (blend == setup || blend == first) slot.setSequenceIndex(-1); return; } int i = search(frames, time, ENTRIES); float before = frames[i]; int modeAndIndex = (int)frames[i + MODE]; float delay = frames[i + DELAY]; int index = modeAndIndex >> 4, count = sequence.getRegions().length; SequenceMode mode = SequenceMode.values[modeAndIndex & 0xf]; if (mode != SequenceMode.hold) { index += (time - before) / delay + 0.0001f; switch (mode) { case once: index = Math.min(count - 1, index); break; case loop: index %= count; break; case pingpong: { int n = (count << 1) - 2; index = n == 0 ? 0 : index % n; if (index >= count) index = n - index; break; } case onceReverse: index = Math.max(count - 1 - index, 0); break; case loopReverse: index = count - 1 - (index % count); break; case pingpongReverse: int n = (count << 1) - 2; index = n == 0 ? 0 : (index + count - 1) % n; if (index >= count) index = n - index; } } slot.setSequenceIndex(index); } } }





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