/usr/src/castle-game-engine-5.2.0/x3d/x3dloadinternalspine_animations.inc is in castle-game-engine-src 5.2.0-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2014-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Spine animations. }
{$ifdef read_interface}
TAnimation = class
Name: string;
BoneTimelines: TBoneTimelineList;
SlotTimelines: TSlotTimelineList;
DrawOrderTimelines: TDrawOrderTimelineList;
Node: TTimeSensorNode;
NodeUsedAsChild: boolean;
constructor Create;
destructor Destroy; override;
procedure Parse(const Json: TJSONObject;
const Bones: TBoneList; const BonesAnimated: TBonesAnimated;
const Slots: TSlotList; const SlotsAnimated: TSlotsAnimated;
var CurvesRemoved: Cardinal);
procedure BuildNodes(const BaseUrl: string; const Container: TX3DRootNode;
const BonesAnimated: TBonesAnimated; const SlotsAnimated: TSlotsAnimated);
end;
TAnimationList = class(specialize TFPGObjectList<TAnimation>)
procedure Parse(const Json: TJSONObject;
const Bones: TBoneList; const BonesAnimated: TBonesAnimated;
const Slots: TSlotList; const SlotsAnimated: TSlotsAnimated);
procedure BuildNodes(const BaseUrl: string; const Container: TX3DRootNode;
const BonesAnimated: TBonesAnimated; const SlotsAnimated: TSlotsAnimated);
end;
{$endif}
{$ifdef read_implementation}
{ TAnimation ----------------------------------------------------------------- }
constructor TAnimation.Create;
begin
inherited;
BoneTimelines := TBoneTimelineList.Create;
SlotTimelines := TSlotTimelineList.Create;
DrawOrderTimelines := TDrawOrderTimelineList.Create;
end;
destructor TAnimation.Destroy;
begin
if NodeUsedAsChild then
Node := nil else
FreeIfUnusedAndNil(Node);
FreeAndNil(BoneTimelines);
FreeAndNil(SlotTimelines);
FreeAndNil(DrawOrderTimelines);
inherited;
end;
procedure TAnimation.Parse(const Json: TJSONObject;
const Bones: TBoneList; const BonesAnimated: TBonesAnimated;
const Slots: TSlotList; const SlotsAnimated: TSlotsAnimated;
var CurvesRemoved: Cardinal);
procedure ReadBoneTimelines(const Bone: TBone; const Json: TJSONObject);
var
BoneTimeline: TBoneTimeline;
ChildArray: TJSONArray;
begin
ChildArray := Json.Find('translate', jtArray) as TJSONArray;
if ChildArray <> nil then
begin
BoneTimeline := TBoneTimelineTranslate.Create;
BoneTimeline.Bone := Bone;
BoneTimeline.Parse(ChildArray);
if BoneTimeline.DoingSomething then
begin
BoneTimelines.Add(BoneTimeline);
{ Note: avoid duplicates on BonesAnimated. Our ToReset mechanism
(used when building nodes) depends that there are no duplicates on
these lists.
And we can have multiple animations affecting the same bone,
so without explicitly checking below to avoid duplicates,
we would have trouble. }
if BonesAnimated.Translation.IndexOf(Bone) = -1 then
BonesAnimated.Translation.Add(Bone);
end else
begin
Inc(CurvesRemoved);
FreeAndNil(BoneTimeline);
end;
end;
ChildArray := Json.Find('scale', jtArray) as TJSONArray;
if ChildArray <> nil then
begin
BoneTimeline := TBoneTimelineScale.Create;
BoneTimeline.Bone := Bone;
BoneTimeline.Parse(ChildArray);
if BoneTimeline.DoingSomething then
begin
BoneTimelines.Add(BoneTimeline);
if BonesAnimated.Scale.IndexOf(Bone) = -1 then
BonesAnimated.Scale.Add(Bone);
end else
begin
Inc(CurvesRemoved);
FreeAndNil(BoneTimeline);
end;
end;
ChildArray := Json.Find('rotate', jtArray) as TJSONArray;
if ChildArray <> nil then
begin
BoneTimeline := TBoneTimelineRotate.Create;
BoneTimeline.Bone := Bone;
BoneTimeline.Parse(ChildArray);
if BoneTimeline.DoingSomething then
begin
BoneTimelines.Add(BoneTimeline);
if BonesAnimated.Rotation.IndexOf(Bone) = -1 then
BonesAnimated.Rotation.Add(Bone);
end else
begin
Inc(CurvesRemoved);
FreeAndNil(BoneTimeline);
end;
end;
end;
procedure ReadSlotTimelines(const Slot: TSlot; const Json: TJSONObject);
var
SlotTimeline: TSlotTimeline;
ChildArray: TJSONArray;
begin
ChildArray := Json.Find('attachment', jtArray) as TJSONArray;
if ChildArray <> nil then
begin
SlotTimeline := TSlotTimelineAttachment.Create;
SlotTimeline.Slot := Slot;
SlotTimeline.Parse(ChildArray);
SlotTimelines.Add(SlotTimeline);
if SlotsAnimated.Attachment.IndexOf(Slot) = -1 then
SlotsAnimated.Attachment.Add(Slot);
end;
ChildArray := Json.Find('color', jtArray) as TJSONArray;
if ChildArray <> nil then
begin
SlotTimeline := TSlotTimelineColor.Create;
SlotTimeline.Slot := Slot;
SlotTimeline.Parse(ChildArray);
SlotTimelines.Add(SlotTimeline);
if SlotsAnimated.Color.IndexOf(Slot) = -1 then
SlotsAnimated.Color.Add(Slot);
end;
end;
var
I: Integer;
Bone: TBone;
Slot: TSlot;
ChildObj: TJSONObject;
ChildArray: TJSONArray;
begin
ChildObj := Json.Find('bones', jtObject) as TJSONObject;
if ChildObj <> nil then
begin
for I := 0 to ChildObj.Count - 1 do
if ChildObj.Items[I] is TJSONObject then
begin
Bone := Bones.Find(ChildObj.Names[I]);
ReadBoneTimelines(Bone, TJSONObject(ChildObj.Items[I]));
end;
end;
ChildObj := Json.Find('slots', jtObject) as TJSONObject;
if ChildObj <> nil then
begin
for I := 0 to ChildObj.Count - 1 do
if ChildObj.Items[I] is TJSONObject then
begin
Slot := Slots.Find(ChildObj.Names[I]);
ReadSlotTimelines(Slot, TJSONObject(ChildObj.Items[I]));
end;
end;
ChildArray := Json.Find('draworder', jtArray) as TJSONArray;
if ChildArray <> nil then
DrawOrderTimelines.Parse(ChildArray, Slots, SlotsAnimated);
end;
procedure TAnimation.BuildNodes(const BaseUrl: string;
const Container: TX3DRootNode;
const BonesAnimated: TBonesAnimated; const SlotsAnimated: TSlotsAnimated);
var
MaxTime: Single;
I, J: Integer;
Route: TX3DRoute;
BonesToReset: TBonesAnimated;
SlotsToReset: TSlotsAnimated;
begin
Node := TTimeSensorNode.Create(DefaultAnimationPrefix + ToX3DName(Name), BaseUrl);
MaxTime := 0;
for I := 0 to BoneTimelines.Count - 1 do
MaxTo1st(MaxTime, BoneTimelines[I].MaxTime);
for I := 0 to SlotTimelines.Count - 1 do
MaxTo1st(MaxTime, SlotTimelines[I].MaxTime);
MaxTo1st(MaxTime, DrawOrderTimelines.MaxTime);
Node.FdCycleInterval.Value := MaxTime;
NodeUsedAsChild := true;
Container.FdChildren.Add(Node);
BonesToReset := TBonesAnimated.Create;
try
BonesToReset.Assign(BonesAnimated);
for I := 0 to BoneTimelines.Count - 1 do
begin
BoneTimelines[I].BuildNodes(BaseUrl, MaxTime, Container, BonesToReset);
{ add animation name to bone timeline, to make it unique in case
we have many animations }
BoneTimelines[I].Node.NodeName := Node.NodeName + '_' + BoneTimelines[I].Node.NodeName;
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(BoneTimelines[I].Node.EventSet_fraction);
Container.Routes.Add(Route);
end;
for I := 0 to BonesToReset.Translation.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(BonesToReset.Translation[I].ResetTranslation.EventSet_fraction);
Container.Routes.Add(Route);
end;
for I := 0 to BonesToReset.Scale.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(BonesToReset.Scale[I].ResetScale.EventSet_fraction);
Container.Routes.Add(Route);
end;
for I := 0 to BonesToReset.Rotation.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(BonesToReset.Rotation[I].ResetRotation.EventSet_fraction);
Container.Routes.Add(Route);
end;
finally FreeAndNil(BonesToReset) end;
SlotsToReset := TSlotsAnimated.Create;
try
SlotsToReset.Assign(SlotsAnimated);
for I := 0 to SlotTimelines.Count - 1 do
begin
SlotTimelines[I].BuildNodes(BaseUrl, MaxTime, Container, SlotsToReset);
{ add animation name to slot timeline, to make it unique in case
we have many animations }
SlotTimelines[I].Node1.Node.NodeName := Node.NodeName + '_' +
SlotTimelines[I].Node1.Node.NodeName;
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(SlotTimelines[I].Node1.EventSet_fraction);
Container.Routes.Add(Route);
if SlotTimelines[I].HasNode2 then
begin
SlotTimelines[I].Node2.Node.NodeName := Node.NodeName + '_' +
SlotTimelines[I].Node2.Node.NodeName;
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(SlotTimelines[I].Node2.EventSet_fraction);
Container.Routes.Add(Route);
end;
end;
for I := 0 to DrawOrderTimelines.Count - 1 do
begin
DrawOrderTimelines[I].BuildNodes(BaseUrl, DrawOrderTimelines.Time,
MaxTime, Container, SlotsToReset);
{ add animation name to draworder timeline, to make it unique in case
we have many animations }
DrawOrderTimelines[I].Node.NodeName := Node.NodeName + '_' +
DrawOrderTimelines[I].Node.NodeName;
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(DrawOrderTimelines[I].Node.EventSet_fraction);
Container.Routes.Add(Route);
end;
for I := 0 to SlotsToReset.Attachment.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(SlotsToReset.Attachment[I].ResetAttachment.EventSet_fraction);
Container.Routes.Add(Route);
end;
for I := 0 to SlotsToReset.Color.Count - 1 do
begin
for J := 0 to SlotsToReset.Color[I].ResetColor1.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(SlotsToReset.Color[I].ResetColor1[J].EventSet_fraction);
Container.Routes.Add(Route);
end;
for J := 0 to SlotsToReset.Color[I].ResetColor2.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(SlotsToReset.Color[I].ResetColor2[J].EventSet_fraction);
Container.Routes.Add(Route);
end;
end;
for I := 0 to SlotsToReset.DrawOrder.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(Node.EventFraction_changed);
Route.SetDestinationDirectly(SlotsToReset.DrawOrder[I].ResetDrawOrder.EventSet_fraction);
Container.Routes.Add(Route);
end;
finally FreeAndNil(SlotsToReset) end;
end;
{ TAnimationList ------------------------------------------------------------- }
procedure TAnimationList.Parse(const Json: TJSONObject;
const Bones: TBoneList; const BonesAnimated: TBonesAnimated;
const Slots: TSlotList; const SlotsAnimated: TSlotsAnimated);
var
I: Integer;
Animation: TAnimation;
ChildObj: TJSONObject;
CurvesRemoved: Cardinal;
begin
ChildObj := Json.Find('animations', jtObject) as TJSONObject;
if ChildObj <> nil then
begin
{ Note that we do not raise error when "animations" element is missing,
it just means for us that there are no animations.
Not sure whether Spine can actually output such file, though. }
CurvesRemoved := 0;
for I := 0 to ChildObj.Count - 1 do
if ChildObj.Items[I] is TJSONObject then
begin
Animation := TAnimation.Create;
Add(Animation);
Animation.Name := ChildObj.Names[I];
Animation.Parse(TJSONObject(ChildObj.Items[I]), Bones, BonesAnimated,
Slots, SlotsAnimated, CurvesRemoved);
end;
WritelnLog('Spine', 'Spine animations curves parsed, empty curves removed: %d',
[CurvesRemoved]);
end;
end;
procedure TAnimationList.BuildNodes(const BaseUrl: string;
const Container: TX3DRootNode;
const BonesAnimated: TBonesAnimated; const SlotsAnimated: TSlotsAnimated);
var
I: Integer;
begin
for I := 0 to Count - 1 do
Items[I].BuildNodes(BaseUrl, Container, BonesAnimated, SlotsAnimated);
end;
{$endif}
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