axmol/cocos/editor-support/spine/Animation.c

837 lines
30 KiB
C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or 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 SOFTWARE 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 <spine/Animation.h>
#include <spine/IkConstraint.h>
#include <limits.h>
#include <spine/extension.h>
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(spSlot*));
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]) return; /* Time is before first frame. */
if (slot->attachmentVerticesCount < self->frameVerticesCount) {
if (slot->attachmentVerticesCapacity < self->frameVerticesCount) {
FREE(slot->attachmentVertices);
slot->attachmentVertices = MALLOC(float, self->frameVerticesCount);
slot->attachmentVerticesCapacity = self->frameVerticesCount;
}
}
if (slot->attachmentVerticesCount != self->frameVerticesCount) alpha = 1; /* Don't mix from uninitialized slot vertices. */
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;
}
/**/
void _spFlipTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time,
spEvent** firedEvents, int* eventsCount, float alpha) {
int frameIndex;
spFlipTimeline* self = (spFlipTimeline*)timeline;
if (time < self->frames[0]) {
if (lastTime > time) _spFlipTimeline_apply(timeline, skeleton, lastTime, (float)INT_MAX, 0, 0, 0);
return;
} else if (lastTime > time) /**/
lastTime = -1;
frameIndex = (time >= self->frames[self->framesCount - 2] ?
self->framesCount : binarySearch(self->frames, self->framesCount, time, 2)) - 2;
if (self->frames[frameIndex] < lastTime) return;
if (self->x)
skeleton->bones[self->boneIndex]->flipX = (int)self->frames[frameIndex + 1];
else
skeleton->bones[self->boneIndex]->flipY = (int)self->frames[frameIndex + 1];
}
void _spFlipTimeline_dispose (spTimeline* timeline) {
spFlipTimeline* self = SUB_CAST(spFlipTimeline, timeline);
_spTimeline_deinit(SUPER(self));
FREE(self->frames);
FREE(self);
}
spFlipTimeline* spFlipTimeline_create (int framesCount, int/*bool*/x) {
spFlipTimeline* self = NEW(spFlipTimeline);
_spTimeline_init(SUPER(self), x ? SP_TIMELINE_FLIPX : SP_TIMELINE_FLIPY, _spFlipTimeline_dispose, _spFlipTimeline_apply);
CONST_CAST(int, self->x) = x;
CONST_CAST(int, self->framesCount) = framesCount << 1;
CONST_CAST(float*, self->frames) = CALLOC(float, self->framesCount);
return self;
}
void spFlipTimeline_setFrame (spFlipTimeline* self, int frameIndex, float time, int/*bool*/flip) {
frameIndex <<= 1;
self->frames[frameIndex] = time;
self->frames[frameIndex + 1] = (float)flip;
}
/**/