Esempio n. 1
0
        override public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> events, float alpha)
        {
            float[] frames = this.frames;
            if (time < frames[0])
            {
                return;                               // Time is before first frame.
            }
            PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];

            if (time >= frames[frames.Length - ENTRIES])               // Time is after last frame.
            {
                int i = frames.Length;
                constraint.rotateMix    += (frames[i + PREV_ROTATE] - constraint.rotateMix) * alpha;
                constraint.translateMix += (frames[i + PREV_TRANSLATE] - constraint.translateMix) * alpha;
                return;
            }

            // Interpolate between the previous frame and the current frame.
            int   frame     = Animation.binarySearch(frames, time, ENTRIES);
            float rotate    = frames[frame + PREV_ROTATE];
            float translate = frames[frame + PREV_TRANSLATE];
            float frameTime = frames[frame];
            float percent   = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

            constraint.rotateMix    += (rotate + (frames[frame + ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
            constraint.translateMix += (translate + (frames[frame + TRANSLATE] - translate) * percent - constraint.translateMix)
                                       * alpha;
        }
Esempio n. 2
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        /// <returns>May be null.</returns>
        public PathConstraint FindPathConstraint(String constraintName)
        {
            if (constraintName == null)
            {
                throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
            }
            ExposedList <PathConstraint> pathConstraints = this.pathConstraints;

            for (int i = 0, n = pathConstraints.Count; i < n; i++)
            {
                PathConstraint constraint = pathConstraints.Items[i];
                if (constraint.data.name.Equals(constraintName))
                {
                    return(constraint);
                }
            }
            return(null);
        }
Esempio n. 3
0
        /// <summary>Sets the bones and constraints to their setup pose values.</summary>
        public void SetBonesToSetupPose()
        {
            var bonesItems = this.bones.Items;

            for (int i = 0, n = bones.Count; i < n; i++)
            {
                bonesItems[i].SetToSetupPose();
            }

            var ikConstraintsItems = this.ikConstraints.Items;

            for (int i = 0, n = ikConstraints.Count; i < n; i++)
            {
                IkConstraint constraint = ikConstraintsItems[i];
                constraint.bendDirection = constraint.data.bendDirection;
                constraint.mix           = constraint.data.mix;
            }

            var transformConstraintsItems = this.transformConstraints.Items;

            for (int i = 0, n = transformConstraints.Count; i < n; i++)
            {
                TransformConstraint     constraint = transformConstraintsItems[i];
                TransformConstraintData data       = constraint.data;
                constraint.rotateMix    = data.rotateMix;
                constraint.translateMix = data.translateMix;
                constraint.scaleMix     = data.scaleMix;
                constraint.shearMix     = data.shearMix;
            }

            var pathConstraintItems = this.pathConstraints.Items;

            for (int i = 0, n = pathConstraints.Count; i < n; i++)
            {
                PathConstraint     constraint = pathConstraintItems[i];
                PathConstraintData data       = constraint.data;
                constraint.position     = data.position;
                constraint.spacing      = data.spacing;
                constraint.rotateMix    = data.rotateMix;
                constraint.translateMix = data.translateMix;
            }
        }
Esempio n. 4
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        /// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
        /// or removed.</summary>
        public void UpdateCache()
        {
            ExposedList <IUpdatable> updateCache = this.updateCache;

            updateCache.Clear();

            ExposedList <Bone> bones = this.bones;

            for (int i = 0, n = bones.Count; i < n; i++)
            {
                bones.Items[i].sorted = false;
            }

            ExposedList <IkConstraint> ikConstraints = this.ikConstraintsSorted;

            ikConstraints.Clear();
            ikConstraints.AddRange(this.ikConstraints);
            int ikCount = ikConstraints.Count;

            for (int i = 0, level, n = ikCount; i < n; i++)
            {
                IkConstraint ik   = ikConstraints.Items[i];
                Bone         bone = ik.bones.Items[0].parent;
                for (level = 0; bone != null; level++)
                {
                    bone = bone.parent;
                }
                ik.level = level;
            }
            for (int i = 1, ii; i < ikCount; i++)
            {
                IkConstraint ik    = ikConstraints.Items[i];
                int          level = ik.level;
                for (ii = i - 1; ii >= 0; ii--)
                {
                    IkConstraint other = ikConstraints.Items[ii];
                    if (other.level < level)
                    {
                        break;
                    }
                    ikConstraints.Items[ii + 1] = other;
                }
                ikConstraints.Items[ii + 1] = ik;
            }
            for (int i = 0, n = ikConstraints.Count; i < n; i++)
            {
                IkConstraint constraint = ikConstraints.Items[i];
                Bone         target     = constraint.target;
                SortBone(target);

                ExposedList <Bone> constrained = constraint.bones;
                Bone parent = constrained.Items[0];
                SortBone(parent);

                updateCache.Add(constraint);

                SortReset(parent.children);
                constrained.Items[constrained.Count - 1].sorted = true;
            }

            ExposedList <PathConstraint> pathConstraints = this.pathConstraints;

            for (int i = 0, n = pathConstraints.Count; i < n; i++)
            {
                PathConstraint constraint = pathConstraints.Items[i];

                Slot slot      = constraint.target;
                int  slotIndex = slot.data.index;
                Bone slotBone  = slot.bone;
                if (skin != null)
                {
                    SortPathConstraintAttachment(skin, slotIndex, slotBone);
                }
                if (data.defaultSkin != null && data.defaultSkin != skin)
                {
                    SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
                }
                for (int ii = 0, nn = data.skins.Count; ii < nn; ii++)
                {
                    SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone);
                }

                PathAttachment attachment = slot.Attachment as PathAttachment;
                if (attachment != null)
                {
                    SortPathConstraintAttachment(attachment, slotBone);
                }

                ExposedList <Bone> constrained = constraint.bones;
                int boneCount = constrained.Count;
                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortBone(constrained.Items[ii]);
                }

                updateCache.Add(constraint);

                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortReset(constrained.Items[ii].children);
                }
                for (int ii = 0; ii < boneCount; ii++)
                {
                    constrained.Items[ii].sorted = true;
                }
            }

            ExposedList <TransformConstraint> transformConstraints = this.transformConstraints;

            for (int i = 0, n = transformConstraints.Count; i < n; i++)
            {
                TransformConstraint constraint = transformConstraints.Items[i];

                SortBone(constraint.target);

                ExposedList <Bone> constrained = constraint.bones;
                int boneCount = constrained.Count;
                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortBone(constrained.Items[ii]);
                }

                updateCache.Add(constraint);

                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortReset(constrained.Items[ii].children);
                }
                for (int ii = 0; ii < boneCount; ii++)
                {
                    constrained.Items[ii].sorted = true;
                }
            }

            for (int i = 0, n = bones.Count; i < n; i++)
            {
                SortBone(bones.Items[i]);
            }
        }