/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include #include #include spAnimation* spAnimation_create (const char* name, int timelinesCount) { spAnimation* self = NEW(spAnimation); MALLOC_STR(self->name, name); self->timelinesCount = timelinesCount; self->timelines = MALLOC(spTimeline*, timelinesCount); return self; } void spAnimation_dispose (spAnimation* self) { int i; for (i = 0; i < self->timelinesCount; ++i) spTimeline_dispose(self->timelines[i]); FREE(self->timelines); FREE(self->name); FREE(self); } void spAnimation_apply (const spAnimation* self, spSkeleton* skeleton, float lastTime, float time, int loop, spEvent** events, int* eventsCount) { int i, n = self->timelinesCount; if (loop && self->duration) { time = FMOD(time, self->duration); lastTime = FMOD(lastTime, self->duration); } for (i = 0; i < n; ++i) spTimeline_apply(self->timelines[i], skeleton, lastTime, time, events, eventsCount, 1); } void spAnimation_mix (const spAnimation* self, spSkeleton* skeleton, float lastTime, float time, int loop, spEvent** events, int* eventsCount, float alpha) { int i, n = self->timelinesCount; if (loop && self->duration) { time = FMOD(time, self->duration); lastTime = FMOD(lastTime, self->duration); } for (i = 0; i < n; ++i) spTimeline_apply(self->timelines[i], skeleton, lastTime, time, events, eventsCount, alpha); } /**/ typedef struct _spTimelineVtable { void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha); void (*dispose) (spTimeline* self); } _spTimelineVtable; void _spTimeline_init (spTimeline* self, spTimelineType type, /**/ void (*dispose) (spTimeline* self), /**/ void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha)) { CONST_CAST(spTimelineType, self->type) = type; CONST_CAST(_spTimelineVtable*, self->vtable) = NEW(_spTimelineVtable); VTABLE(spTimeline, self)->dispose = dispose; VTABLE(spTimeline, self)->apply = apply; } void _spTimeline_deinit (spTimeline* self) { FREE(self->vtable); } void spTimeline_dispose (spTimeline* self) { VTABLE(spTimeline, self)->dispose(self); } void spTimeline_apply (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { VTABLE(spTimeline, self)->apply(self, skeleton, lastTime, time, firedEvents, eventsCount, alpha); } /**/ static const float CURVE_LINEAR = 0, CURVE_STEPPED = 1, CURVE_BEZIER = 2; static const int BEZIER_SEGMENTS = 10, BEZIER_SIZE = 10 * 2 - 1; void _spCurveTimeline_init (spCurveTimeline* self, spTimelineType type, int framesCount, /**/ void (*dispose) (spTimeline* self), /**/ void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha)) { _spTimeline_init(SUPER(self), type, dispose, apply); self->curves = CALLOC(float, (framesCount - 1) * BEZIER_SIZE); } void _spCurveTimeline_deinit (spCurveTimeline* self) { _spTimeline_deinit(SUPER(self)); FREE(self->curves); } void spCurveTimeline_setLinear (spCurveTimeline* self, int frameIndex) { self->curves[frameIndex * BEZIER_SIZE] = CURVE_LINEAR; } void spCurveTimeline_setStepped (spCurveTimeline* self, int frameIndex) { self->curves[frameIndex * BEZIER_SIZE] = CURVE_STEPPED; } void spCurveTimeline_setCurve (spCurveTimeline* self, int frameIndex, float cx1, float cy1, float cx2, float cy2) { float subdiv1 = 1.0f / BEZIER_SEGMENTS, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1; float pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3; float tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1; float dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3; float ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5; float dddfx = tmp2x * pre5, dddfy = tmp2y * pre5; float x = dfx, y = dfy; int i = frameIndex * BEZIER_SIZE, n = i + BEZIER_SIZE - 1; self->curves[i++] = CURVE_BEZIER; for (; i < n; i += 2) { self->curves[i] = x; self->curves[i + 1] = y; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; x += dfx; y += dfy; } } float spCurveTimeline_getCurvePercent (const spCurveTimeline* self, int frameIndex, float percent) { float x, y; int i = frameIndex * BEZIER_SIZE, start, n; float type = self->curves[i]; if (type == CURVE_LINEAR) return percent; if (type == CURVE_STEPPED) return 0; i++; x = 0; for (start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) { x = self->curves[i]; if (x >= percent) { float prevX, prevY; if (i == start) { prevX = 0; prevY = 0; } else { prevX = self->curves[i - 2]; prevY = self->curves[i - 1]; } return prevY + (self->curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); } } y = self->curves[i - 1]; return y + (1 - y) * (percent - x) / (1 - x); /* Last point is 1,1. */ } /* @param target After the first and before the last entry. */ static int binarySearch (float *values, int valuesLength, float target, int step) { int low = 0, current; int high = valuesLength / step - 2; if (high == 0) return step; current = high >> 1; while (1) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (low + high) >> 1; } return 0; } /* @param target After the first and before the last entry. */ static int binarySearch1 (float *values, int valuesLength, float target) { int low = 0, current; int high = valuesLength - 2; if (high == 0) return 1; current = high >> 1; while (1) { if (values[(current + 1)] <= target) low = current + 1; else high = current; if (low == high) return low + 1; current = (low + high) >> 1; } return 0; } /*static int linearSearch (float *values, int valuesLength, float target, int step) { int i, last = valuesLength - step; for (i = 0; i <= last; i += step) { if (values[i] <= target) continue; return i; } return -1; }*/ /**/ void _spBaseTimeline_dispose (spTimeline* timeline) { struct spBaseTimeline* self = SUB_CAST(struct spBaseTimeline, timeline); _spCurveTimeline_deinit(SUPER(self)); FREE(self->frames); FREE(self); } /* Many timelines have structure identical to struct spBaseTimeline and extend spCurveTimeline. **/ struct spBaseTimeline* _spBaseTimeline_create (int framesCount, spTimelineType type, int frameSize, /**/ void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha)) { struct spBaseTimeline* self = NEW(struct spBaseTimeline); _spCurveTimeline_init(SUPER(self), type, framesCount, _spBaseTimeline_dispose, apply); CONST_CAST(int, self->framesCount) = framesCount * frameSize; CONST_CAST(float*, self->frames) = CALLOC(float, self->framesCount); return self; } /**/ static const int ROTATE_PREV_FRAME_TIME = -2; static const int ROTATE_FRAME_VALUE = 1; void _spRotateTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { spBone *bone; int frameIndex; float prevFrameValue, frameTime, percent, amount; spRotateTimeline* self = SUB_CAST(spRotateTimeline, timeline); if (time < self->frames[0]) return; /* Time is before first frame. */ bone = skeleton->bones[self->boneIndex]; if (time >= self->frames[self->framesCount - 2]) { /* Time is after last frame. */ float amount = bone->data->rotation + self->frames[self->framesCount - 1] - bone->rotation; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; bone->rotation += amount * alpha; return; } /* Interpolate between the previous frame and the current frame. */ frameIndex = binarySearch(self->frames, self->framesCount, time, 2); prevFrameValue = self->frames[frameIndex - 1]; frameTime = self->frames[frameIndex]; percent = 1 - (time - frameTime) / (self->frames[frameIndex + ROTATE_PREV_FRAME_TIME] - frameTime); percent = spCurveTimeline_getCurvePercent(SUPER(self), (frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); amount = self->frames[frameIndex + ROTATE_FRAME_VALUE] - prevFrameValue; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; amount = bone->data->rotation + (prevFrameValue + amount * percent) - bone->rotation; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; bone->rotation += amount * alpha; } spRotateTimeline* spRotateTimeline_create (int framesCount) { return _spBaseTimeline_create(framesCount, SP_TIMELINE_ROTATE, 2, _spRotateTimeline_apply); } void spRotateTimeline_setFrame (spRotateTimeline* self, int frameIndex, float time, float angle) { frameIndex *= 2; self->frames[frameIndex] = time; self->frames[frameIndex + 1] = angle; } /**/ static const int TRANSLATE_PREV_FRAME_TIME = -3; static const int TRANSLATE_FRAME_X = 1; static const int TRANSLATE_FRAME_Y = 2; void _spTranslateTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { spBone *bone; int frameIndex; float prevFrameX, prevFrameY, frameTime, percent; spTranslateTimeline* self = SUB_CAST(spTranslateTimeline, timeline); if (time < self->frames[0]) return; /* Time is before first frame. */ bone = skeleton->bones[self->boneIndex]; if (time >= self->frames[self->framesCount - 3]) { /* Time is after last frame. */ bone->x += (bone->data->x + self->frames[self->framesCount - 2] - bone->x) * alpha; bone->y += (bone->data->y + self->frames[self->framesCount - 1] - bone->y) * alpha; return; } /* Interpolate between the previous frame and the current frame. */ frameIndex = binarySearch(self->frames, self->framesCount, time, 3); prevFrameX = self->frames[frameIndex - 2]; prevFrameY = self->frames[frameIndex - 1]; frameTime = self->frames[frameIndex]; percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_PREV_FRAME_TIME] - frameTime); percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); bone->x += (bone->data->x + prevFrameX + (self->frames[frameIndex + TRANSLATE_FRAME_X] - prevFrameX) * percent - bone->x) * alpha; bone->y += (bone->data->y + prevFrameY + (self->frames[frameIndex + TRANSLATE_FRAME_Y] - prevFrameY) * percent - bone->y) * alpha; } spTranslateTimeline* spTranslateTimeline_create (int framesCount) { return _spBaseTimeline_create(framesCount, SP_TIMELINE_TRANSLATE, 3, _spTranslateTimeline_apply); } void spTranslateTimeline_setFrame (spTranslateTimeline* self, int frameIndex, float time, float x, float y) { frameIndex *= 3; self->frames[frameIndex] = time; self->frames[frameIndex + 1] = x; self->frames[frameIndex + 2] = y; } /**/ void _spScaleTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { spBone *bone; int frameIndex; float prevFrameX, prevFrameY, frameTime, percent; spScaleTimeline* self = SUB_CAST(spScaleTimeline, timeline); if (time < self->frames[0]) return; /* Time is before first frame. */ bone = skeleton->bones[self->boneIndex]; if (time >= self->frames[self->framesCount - 3]) { /* Time is after last frame. */ bone->scaleX += (bone->data->scaleX * self->frames[self->framesCount - 2] - bone->scaleX) * alpha; bone->scaleY += (bone->data->scaleY * self->frames[self->framesCount - 1] - bone->scaleY) * alpha; return; } /* Interpolate between the previous frame and the current frame. */ frameIndex = binarySearch(self->frames, self->framesCount, time, 3); prevFrameX = self->frames[frameIndex - 2]; prevFrameY = self->frames[frameIndex - 1]; frameTime = self->frames[frameIndex]; percent = 1 - (time - frameTime) / (self->frames[frameIndex + TRANSLATE_PREV_FRAME_TIME] - frameTime); percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); bone->scaleX += (bone->data->scaleX * (prevFrameX + (self->frames[frameIndex + TRANSLATE_FRAME_X] - prevFrameX) * percent) - bone->scaleX) * alpha; bone->scaleY += (bone->data->scaleY * (prevFrameY + (self->frames[frameIndex + TRANSLATE_FRAME_Y] - prevFrameY) * percent) - bone->scaleY) * alpha; } spScaleTimeline* spScaleTimeline_create (int framesCount) { return _spBaseTimeline_create(framesCount, SP_TIMELINE_SCALE, 3, _spScaleTimeline_apply); } void spScaleTimeline_setFrame (spScaleTimeline* self, int frameIndex, float time, float x, float y) { spTranslateTimeline_setFrame(self, frameIndex, time, x, y); } /**/ static const int COLOR_PREV_FRAME_TIME = -5; static const int COLOR_FRAME_R = 1; static const int COLOR_FRAME_G = 2; static const int COLOR_FRAME_B = 3; static const int COLOR_FRAME_A = 4; void _spColorTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { spSlot *slot; int frameIndex; float prevFrameR, prevFrameG, prevFrameB, prevFrameA, percent, frameTime; float r, g, b, a; spColorTimeline* self = (spColorTimeline*)timeline; if (time < self->frames[0]) return; /* Time is before first frame. */ if (time >= self->frames[self->framesCount - 5]) { /* Time is after last frame. */ int i = self->framesCount - 1; r = self->frames[i - 3]; g = self->frames[i - 2]; b = self->frames[i - 1]; a = self->frames[i]; } else { /* Interpolate between the previous frame and the current frame. */ frameIndex = binarySearch(self->frames, self->framesCount, time, 5); prevFrameR = self->frames[frameIndex - 4]; prevFrameG = self->frames[frameIndex - 3]; prevFrameB = self->frames[frameIndex - 2]; prevFrameA = self->frames[frameIndex - 1]; frameTime = self->frames[frameIndex]; percent = 1 - (time - frameTime) / (self->frames[frameIndex + COLOR_PREV_FRAME_TIME] - frameTime); percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); r = prevFrameR + (self->frames[frameIndex + COLOR_FRAME_R] - prevFrameR) * percent; g = prevFrameG + (self->frames[frameIndex + COLOR_FRAME_G] - prevFrameG) * percent; b = prevFrameB + (self->frames[frameIndex + COLOR_FRAME_B] - prevFrameB) * percent; a = prevFrameA + (self->frames[frameIndex + COLOR_FRAME_A] - prevFrameA) * percent; } slot = skeleton->slots[self->slotIndex]; if (alpha < 1) { slot->r += (r - slot->r) * alpha; slot->g += (g - slot->g) * alpha; slot->b += (b - slot->b) * alpha; slot->a += (a - slot->a) * alpha; } else { slot->r = r; slot->g = g; slot->b = b; slot->a = a; } } spColorTimeline* spColorTimeline_create (int framesCount) { return (spColorTimeline*)_spBaseTimeline_create(framesCount, SP_TIMELINE_COLOR, 5, _spColorTimeline_apply); } void spColorTimeline_setFrame (spColorTimeline* self, int frameIndex, float time, float r, float g, float b, float a) { frameIndex *= 5; self->frames[frameIndex] = time; self->frames[frameIndex + 1] = r; self->frames[frameIndex + 2] = g; self->frames[frameIndex + 3] = b; self->frames[frameIndex + 4] = a; } /**/ void _spAttachmentTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { int frameIndex; const char* attachmentName; spAttachmentTimeline* self = (spAttachmentTimeline*)timeline; if (time < self->frames[0]) { if (lastTime > time) _spAttachmentTimeline_apply(timeline, skeleton, lastTime, (float)INT_MAX, 0, 0, 0); return; } else if (lastTime > time) /**/ lastTime = -1; frameIndex = time >= self->frames[self->framesCount - 1] ? self->framesCount - 1 : binarySearch1(self->frames, self->framesCount, time) - 1; if (self->frames[frameIndex] < lastTime) return; attachmentName = self->attachmentNames[frameIndex]; spSlot_setAttachment(skeleton->slots[self->slotIndex], attachmentName ? spSkeleton_getAttachmentForSlotIndex(skeleton, self->slotIndex, attachmentName) : 0); } void _spAttachmentTimeline_dispose (spTimeline* timeline) { spAttachmentTimeline* self = SUB_CAST(spAttachmentTimeline, timeline); int i; _spTimeline_deinit(timeline); for (i = 0; i < self->framesCount; ++i) FREE(self->attachmentNames[i]); FREE(self->attachmentNames); FREE(self->frames); FREE(self); } spAttachmentTimeline* spAttachmentTimeline_create (int framesCount) { spAttachmentTimeline* self = NEW(spAttachmentTimeline); _spTimeline_init(SUPER(self), SP_TIMELINE_ATTACHMENT, _spAttachmentTimeline_dispose, _spAttachmentTimeline_apply); CONST_CAST(int, self->framesCount) = framesCount; CONST_CAST(float*, self->frames) = CALLOC(float, framesCount); CONST_CAST(char**, self->attachmentNames) = CALLOC(char*, framesCount); return self; } void spAttachmentTimeline_setFrame (spAttachmentTimeline* self, int frameIndex, float time, const char* attachmentName) { self->frames[frameIndex] = time; FREE(self->attachmentNames[frameIndex]); if (attachmentName) MALLOC_STR(self->attachmentNames[frameIndex], attachmentName); else self->attachmentNames[frameIndex] = 0; } /**/ /** Fires events for frames > lastTime and <= time. */ void _spEventTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { spEventTimeline* self = (spEventTimeline*)timeline; int frameIndex; if (!firedEvents) return; if (lastTime > time) { /* Fire events after last time for looped animations. */ _spEventTimeline_apply(timeline, skeleton, lastTime, (float)INT_MAX, firedEvents, eventsCount, alpha); lastTime = -1; } else if (lastTime >= self->frames[self->framesCount - 1]) /* Last time is after last frame. */ return; if (time < self->frames[0]) return; /* Time is before first frame. */ if (lastTime < self->frames[0]) frameIndex = 0; else { float frame; frameIndex = binarySearch1(self->frames, self->framesCount, lastTime); frame = self->frames[frameIndex]; while (frameIndex > 0) { /* Fire multiple events with the same frame. */ if (self->frames[frameIndex - 1] != frame) break; frameIndex--; } } for (; frameIndex < self->framesCount && time >= self->frames[frameIndex]; ++frameIndex) { firedEvents[*eventsCount] = self->events[frameIndex]; (*eventsCount)++; } } void _spEventTimeline_dispose (spTimeline* timeline) { spEventTimeline* self = SUB_CAST(spEventTimeline, timeline); int i; _spTimeline_deinit(timeline); for (i = 0; i < self->framesCount; ++i) spEvent_dispose(self->events[i]); FREE(self->events); FREE(self->frames); FREE(self); } spEventTimeline* spEventTimeline_create (int framesCount) { spEventTimeline* self = NEW(spEventTimeline); _spTimeline_init(SUPER(self), SP_TIMELINE_EVENT, _spEventTimeline_dispose, _spEventTimeline_apply); CONST_CAST(int, self->framesCount) = framesCount; CONST_CAST(float*, self->frames) = CALLOC(float, framesCount); CONST_CAST(spEvent**, self->events) = CALLOC(spEvent*, framesCount); return self; } void spEventTimeline_setFrame (spEventTimeline* self, int frameIndex, float time, spEvent* event) { self->frames[frameIndex] = time; FREE(self->events[frameIndex]); self->events[frameIndex] = event; } /**/ void _spDrawOrderTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { int i; int frameIndex; const int* drawOrderToSetupIndex; spDrawOrderTimeline* self = (spDrawOrderTimeline*)timeline; if (time < self->frames[0]) return; /* Time is before first frame. */ if (time >= self->frames[self->framesCount - 1]) /* Time is after last frame. */ frameIndex = self->framesCount - 1; else frameIndex = binarySearch1(self->frames, self->framesCount, time) - 1; drawOrderToSetupIndex = self->drawOrders[frameIndex]; if (!drawOrderToSetupIndex) memcpy(skeleton->drawOrder, skeleton->slots, self->slotsCount * sizeof(int)); else { for (i = 0; i < self->slotsCount; ++i) skeleton->drawOrder[i] = skeleton->slots[drawOrderToSetupIndex[i]]; } } void _spDrawOrderTimeline_dispose (spTimeline* timeline) { spDrawOrderTimeline* self = SUB_CAST(spDrawOrderTimeline, timeline); int i; _spTimeline_deinit(timeline); for (i = 0; i < self->framesCount; ++i) FREE(self->drawOrders[i]); FREE(self->drawOrders); FREE(self->frames); FREE(self); } spDrawOrderTimeline* spDrawOrderTimeline_create (int framesCount, int slotsCount) { spDrawOrderTimeline* self = NEW(spDrawOrderTimeline); _spTimeline_init(SUPER(self), SP_TIMELINE_DRAWORDER, _spDrawOrderTimeline_dispose, _spDrawOrderTimeline_apply); CONST_CAST(int, self->framesCount) = framesCount; CONST_CAST(float*, self->frames) = CALLOC(float, framesCount); CONST_CAST(int**, self->drawOrders) = CALLOC(int*, framesCount); CONST_CAST(int, self->slotsCount) = slotsCount; return self; } void spDrawOrderTimeline_setFrame (spDrawOrderTimeline* self, int frameIndex, float time, const int* drawOrder) { self->frames[frameIndex] = time; FREE(self->drawOrders[frameIndex]); if (!drawOrder) self->drawOrders[frameIndex] = 0; else { self->drawOrders[frameIndex] = MALLOC(int, self->slotsCount); memcpy(CONST_CAST(int*, self->drawOrders[frameIndex]), drawOrder, self->slotsCount * sizeof(int)); } } /**/ void _spFFDTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { int frameIndex, i; float percent, frameTime; const float* prevVertices; const float* nextVertices; spFFDTimeline* self = (spFFDTimeline*)timeline; spSlot *slot = skeleton->slots[self->slotIndex]; if (slot->attachment != self->attachment) return; if (time < self->frames[0]) { slot->attachmentVerticesCount = 0; return; /* Time is before first frame. */ } if (slot->attachmentVerticesCount != self->frameVerticesCount) alpha = 1; // Don't mix from uninitialized slot vertices. if (slot->attachmentVerticesCount < self->frameVerticesCount) { if (slot->attachmentVerticesCapacity < self->frameVerticesCount) { FREE(slot->attachmentVertices); slot->attachmentVertices = MALLOC(float, self->frameVerticesCount); slot->attachmentVerticesCapacity = self->frameVerticesCount; } } slot->attachmentVerticesCount = self->frameVerticesCount; if (time >= self->frames[self->framesCount - 1]) { /* Time is after last frame. */ const float* lastVertices = self->frameVertices[self->framesCount - 1]; if (alpha < 1) { for (i = 0; i < self->frameVerticesCount; ++i) slot->attachmentVertices[i] += (lastVertices[i] - slot->attachmentVertices[i]) * alpha; } else memcpy(slot->attachmentVertices, lastVertices, self->frameVerticesCount * sizeof(float)); return; } /* Interpolate between the previous frame and the current frame. */ frameIndex = binarySearch1(self->frames, self->framesCount, time); frameTime = self->frames[frameIndex]; percent = 1 - (time - frameTime) / (self->frames[frameIndex - 1] - frameTime); percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); prevVertices = self->frameVertices[frameIndex - 1]; nextVertices = self->frameVertices[frameIndex]; if (alpha < 1) { for (i = 0; i < self->frameVerticesCount; ++i) { float prev = prevVertices[i]; slot->attachmentVertices[i] += (prev + (nextVertices[i] - prev) * percent - slot->attachmentVertices[i]) * alpha; } } else { for (i = 0; i < self->frameVerticesCount; ++i) { float prev = prevVertices[i]; slot->attachmentVertices[i] = prev + (nextVertices[i] - prev) * percent; } } } void _spFFDTimeline_dispose (spTimeline* timeline) { spFFDTimeline* self = SUB_CAST(spFFDTimeline, timeline); int i; _spCurveTimeline_deinit(SUPER(self)); for (i = 0; i < self->framesCount; ++i) FREE(self->frameVertices[i]); FREE(self->frameVertices); FREE(self->frames); FREE(self); } spFFDTimeline* spFFDTimeline_create (int framesCount, int frameVerticesCount) { spFFDTimeline* self = NEW(spFFDTimeline); _spCurveTimeline_init(SUPER(self), SP_TIMELINE_FFD, framesCount, _spFFDTimeline_dispose, _spFFDTimeline_apply); CONST_CAST(int, self->framesCount) = framesCount; CONST_CAST(float*, self->frames) = CALLOC(float, self->framesCount); CONST_CAST(float**, self->frameVertices) = CALLOC(float*, framesCount); CONST_CAST(int, self->frameVerticesCount) = frameVerticesCount; return self; } void spFFDTimeline_setFrame (spFFDTimeline* self, int frameIndex, float time, float* vertices) { self->frames[frameIndex] = time; FREE(self->frameVertices[frameIndex]); if (!vertices) self->frameVertices[frameIndex] = 0; else { self->frameVertices[frameIndex] = MALLOC(float, self->frameVerticesCount); memcpy(CONST_CAST(float*, self->frameVertices[frameIndex]), vertices, self->frameVerticesCount * sizeof(float)); } } /**/ static const int IKCONSTRAINT_PREV_FRAME_TIME = -3; static const int IKCONSTRAINT_PREV_FRAME_MIX = -2; static const int IKCONSTRAINT_PREV_FRAME_BEND_DIRECTION = -1; static const int IKCONSTRAINT_FRAME_MIX = 1; void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha) { int frameIndex; float prevFrameMix, frameTime, percent, mix; spIkConstraint* ikConstraint; spIkConstraintTimeline* self = (spIkConstraintTimeline*)timeline; if (time < self->frames[0]) return; /* Time is before first frame. */ ikConstraint = skeleton->ikConstraints[self->ikConstraintIndex]; if (time >= self->frames[self->framesCount - 3]) { /* Time is after last frame. */ ikConstraint->mix += (self->frames[self->framesCount - 2] - ikConstraint->mix) * alpha; ikConstraint->bendDirection = (int)self->frames[self->framesCount - 1]; return; } /* Interpolate between the previous frame and the current frame. */ frameIndex = binarySearch(self->frames, self->framesCount, time, 3); prevFrameMix = self->frames[frameIndex + IKCONSTRAINT_PREV_FRAME_MIX]; frameTime = self->frames[frameIndex]; percent = 1 - (time - frameTime) / (self->frames[frameIndex + IKCONSTRAINT_PREV_FRAME_TIME] - frameTime); percent = spCurveTimeline_getCurvePercent(SUPER(self), frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); mix = prevFrameMix + (self->frames[frameIndex + IKCONSTRAINT_FRAME_MIX] - prevFrameMix) * percent; ikConstraint->mix += (mix - ikConstraint->mix) * alpha; ikConstraint->bendDirection = (int)self->frames[frameIndex + IKCONSTRAINT_PREV_FRAME_BEND_DIRECTION]; } spIkConstraintTimeline* spIkConstraintTimeline_create (int framesCount) { return (spIkConstraintTimeline*)_spBaseTimeline_create(framesCount, SP_TIMELINE_IKCONSTRAINT, 3, _spIkConstraintTimeline_apply); } void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection) { frameIndex *= 3; self->frames[frameIndex] = time; self->frames[frameIndex + 1] = mix; self->frames[frameIndex + 2] = (float)bendDirection; }