Created
April 26, 2014 20:48
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Old Timeline
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public FfdTimeline (int frameCount) { | |
super(frameCount); | |
frames = new float[frameCount]; | |
frameVertices = new float[frameCount][]; | |
} | |
public void setSlotIndex (int slotIndex) { | |
this.slotIndex = slotIndex; | |
} | |
public int getSlotIndex () { | |
return slotIndex; | |
} | |
public void setMeshAttachment (MeshAttachment attachment) { | |
this.meshAttachment = attachment; | |
} | |
public MeshAttachment getMeshAttachment () { | |
return meshAttachment; | |
} | |
public float[] getFrames () { | |
return frames; | |
} | |
public float[][] getVertices () { | |
return frameVertices; | |
} | |
/** Sets the time of the specified keyframe. */ | |
public void setFrame (int frameIndex, float time, float[] vertices) { | |
frames[frameIndex] = time; | |
frameVertices[frameIndex] = vertices; | |
} | |
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha) { | |
Slot slot = skeleton.slots.get(slotIndex); | |
if (slot.getAttachment() != meshAttachment) return; | |
FloatArray verticesArray = slot.getAttachmentVertices(); | |
verticesArray.size = 0; | |
float[] frames = this.frames; | |
if (time < frames[0]) return; // Time is before first frame. | |
float[][] frameVertices = this.frameVertices; | |
int vertexCount = frameVertices[0].length; | |
verticesArray.ensureCapacity(vertexCount); | |
verticesArray.size = vertexCount; | |
float[] vertices = verticesArray.items; | |
if (time >= frames[frames.length - 1]) { // Time is after last frame. | |
System.arraycopy(frameVertices[frames.length - 1], 0, vertices, 0, vertexCount); | |
return; | |
} | |
// Interpolate between the previous frame and the current frame. | |
int frameIndex = binarySearch(frames, time, 1); | |
float frameTime = frames[frameIndex]; | |
float percent = MathUtils.clamp(1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime), 0, 1); | |
percent = getCurvePercent(frameIndex - 1, percent); | |
float[] prevVertices = frameVertices[frameIndex - 1]; | |
float[] nextVertices = frameVertices[frameIndex]; | |
// BOZO - FFD, use alpha for mixing? | |
for (int i = 0; i < vertexCount; i++) { | |
float prev = prevVertices[i]; | |
vertices[i] = prev + (nextVertices[i] - prev) * percent; | |
} | |
} | |
} |
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