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@@ -278,7 +278,7 @@ function Animation.RotateTimeline.new (frameCount)
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360 -- Wrap within -180 and 180.
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bone.rotation = bone.rotation + r * alpha;
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elseif blend == MixBlend.add then
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- bone.rotation = bone.rotation + r * alpha;
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+ bone.rotation = bone.rotation + r * alpha;
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end
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return;
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end
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@@ -318,7 +318,7 @@ function Animation.TranslateTimeline.new (frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.boneIndex = -1
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self.type = TimelineType.translate
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-
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+
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function self:getPropertyId ()
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return TimelineType.translate * SHL_24 + self.boneIndex
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end
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@@ -334,7 +334,7 @@ function Animation.TranslateTimeline.new (frameCount)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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- if time < frames[0] then
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+ if time < frames[0] then
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if blend == MixBlend.setup then
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bone.x = bone.data.x
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bone.y = bone.data.y
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@@ -389,7 +389,7 @@ function Animation.ScaleTimeline.new (frameCount)
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local self = Animation.TranslateTimeline.new(frameCount)
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self.type = TimelineType.scale
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-
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+
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function self:getPropertyId ()
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return TimelineType.scale * SHL_24 + self.boneIndex
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end
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@@ -437,7 +437,7 @@ function Animation.ScaleTimeline.new (frameCount)
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else
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local bx = 0
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local by = 0
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- if direction == MixDirection.out then
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+ if direction == MixDirection.out then
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if blend == MixBlend.setup then
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bx = bone.data.scaleX
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by = bone.data.scaleY
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@@ -490,7 +490,7 @@ function Animation.ShearTimeline.new (frameCount)
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local self = Animation.TranslateTimeline.new(frameCount)
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self.type = TimelineType.shear
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-
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+
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function self:getPropertyId ()
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return TimelineType.shear * SHL_24 + self.boneIndex
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end
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@@ -560,7 +560,7 @@ function Animation.ColorTimeline.new (frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.slotIndex = -1
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self.type = TimelineType.color
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-
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+
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function self:getPropertyId ()
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return TimelineType.color * SHL_24 + self.slotIndex
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end
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@@ -577,7 +577,7 @@ function Animation.ColorTimeline.new (frameCount)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, blend, direction)
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local frames = self.frames
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local slot = skeleton.slots[self.slotIndex]
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- if time < frames[0] then
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+ if time < frames[0] then
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if blend == MixBlend.setup then
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slot.color:setFrom(slot.data.color)
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elseif blend == MixBlend.first then
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@@ -648,7 +648,7 @@ function Animation.TwoColorTimeline.new (frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.slotIndex = -1
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self.type = TimelineType.twoColor
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-
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+
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function self:getPropertyId ()
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return TimelineType.twoColor * SHL_24 + self.slotIndex
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end
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@@ -668,7 +668,7 @@ function Animation.TwoColorTimeline.new (frameCount)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, blend, direction)
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local frames = self.frames
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local slot = skeleton.slots[self.slotIndex]
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- if time < frames[0] then
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+ if time < frames[0] then
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if blend == MixBlend.setup then
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slot.color:setFrom(slot.data.color)
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slot.darkColor:setFrom(slot.data.darkColor)
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@@ -722,7 +722,7 @@ function Animation.TwoColorTimeline.new (frameCount)
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else
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local light = slot.color
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local dark = slot.darkColor
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- if blend == MixBlend.setup then
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+ if blend == MixBlend.setup then
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light:setFrom(slot.data.color)
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dark:setFrom(slot.data.darkColor)
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end
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@@ -751,7 +751,7 @@ function Animation.AttachmentTimeline.new (frameCount)
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self.frames[frameIndex] = time
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self.attachmentNames[frameIndex] = attachmentName
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end
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-
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+
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function self:getPropertyId ()
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return TimelineType.attachment * SHL_24 + self.slotIndex
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end
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@@ -768,9 +768,9 @@ function Animation.AttachmentTimeline.new (frameCount)
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end
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return;
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end
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-
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+
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local frames = self.frames
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- if time < frames[0] then
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+ if time < frames[0] then
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if blend == MixBlend.setup or blend == MixBlend.first then
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attachmentName = slot.data.attachmentName
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if not attachmentName then
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@@ -830,8 +830,8 @@ function Animation.DeformTimeline.new (frameCount)
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if #(deformArray) == 0 then blend = MixBlend.setup end
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local frameVertices = self.frameVertices
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- local vertexCount = #(frameVertices[0])
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-
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+ local vertexCount = #(frameVertices[0])
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+
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if time < frames[0] then
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local vertexAttachment = slotAttachment;
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if blend == MixBlend.setup then
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@@ -1054,7 +1054,7 @@ function Animation.EventTimeline.new (frameCount)
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events = {},
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type = TimelineType.event
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}
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-
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+
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function self:getPropertyId ()
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return TimelineType.event * SHL_24
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end
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@@ -1111,7 +1111,7 @@ function Animation.DrawOrderTimeline.new (frameCount)
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drawOrders = {},
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type = TimelineType.drawOrder
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}
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-
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+
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function self:getPropertyId ()
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return TimelineType.drawOrder * SHL_24
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end
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@@ -1134,9 +1134,9 @@ function Animation.DrawOrderTimeline.new (frameCount)
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end
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return;
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end
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-
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+
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local frames = self.frames
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- if time < frames[0] then
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+ if time < frames[0] then
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if blend == MixBlend.setup or blend == MixBlend.first then
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for i,slot in ipairs(slots) do
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drawOrder[i] = slots[i]
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@@ -1185,7 +1185,7 @@ function Animation.IkConstraintTimeline.new (frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, compress, stretch, ...
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self.ikConstraintIndex = -1
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self.type = TimelineType.ikConstraint
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-
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+
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function self:getPropertyId ()
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return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
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end
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@@ -1229,7 +1229,7 @@ function Animation.IkConstraintTimeline.new (frameCount)
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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if blend == MixBlend.setup then
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constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
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- if direction == MixDirection.out then
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+ if direction == MixDirection.out then
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constraint.bendDirection = constraint.data.bendDirection
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constraint.compress = constraint.data.compress
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constraint.stretch = constraint.data.stretch
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@@ -1240,7 +1240,7 @@ function Animation.IkConstraintTimeline.new (frameCount)
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end
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else
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constraint.mix = constraint.mix + (frames[zlen(frames) + PREV_MIX] - constraint.mix) * alpha;
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- if direction == MixDirection._in then
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+ if direction == MixDirection._in then
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constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION])
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if (math_floor(frames[zlen(frames) + PREV_COMPRESS]) == 1) then constraint.compress = true else constraint.compress = false end
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if (math_floor(frames[zlen(frames) + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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@@ -1269,7 +1269,7 @@ function Animation.IkConstraintTimeline.new (frameCount)
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end
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else
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constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
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- if direction == MixDirection._in then
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+ if direction == MixDirection._in then
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constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
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if (math_floor(frames[frame + PREV_COMPRESS]) == 1) then constraint.compress = true else constraint.compress = false end
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if (math_floor(frames[frame + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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@@ -1298,7 +1298,7 @@ function Animation.TransformConstraintTimeline.new (frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.transformConstraintIndex = -1
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self.type = TimelineType.transformConstraint
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-
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+
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function self:getPropertyId ()
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return TimelineType.transformConstraint * SHL_24 + self.transformConstraintIndex
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end
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@@ -1404,7 +1404,7 @@ function Animation.PathConstraintPositionTimeline.new (frameCount)
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local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
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if (time < frames[0]) then
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if blend == MixBlend.setup then
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- constraint.position = constraint.data.position
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+ constraint.position = constraint.data.position
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elseif blend == MixBlend.first then
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constraint.position = constraint.position + (constraint.data.position - constraint.position) * alpha
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end
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@@ -1508,7 +1508,7 @@ function Animation.PathConstraintMixTimeline.new (frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
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self.pathConstraintIndex = -1
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self.type = TimelineType.pathConstraintMix
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-
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+
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function self:getPropertyId ()
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return TimelineType.pathConstraintMix * SHL_24 + self.pathConstraintIndex
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end
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