/usr/src/castle-game-engine-5.2.0/x3d/x3dloadinternalspine_slottimelines.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 slot timelines. }
{$ifdef read_interface}
{ Node with key field and set_fraction event. Like interpolators,
but not only (e.g. IntegerSequencer). }
TKeyedNode = object
EventSet_Fraction: TSFFloatEvent;
Key: TMFFloat;
Node: TX3DNode;
UsedAsChild: boolean;
end;
TSlotTimeline = class
private
FMaxTime: Single;
public
Slot: TSlot;
Time: TSingleList;
Node1, Node2: TKeyedNode;
HasNode2: boolean;
property MaxTime: Single read FMaxTime;
constructor Create;
destructor Destroy; override;
procedure Parse(const Json: TJSONArray);
procedure ParseSingleValue(const Json: TJSONObject); virtual; abstract;
procedure BuildNodes(const BaseUrl: string;
const MaxAnimationTime: Single; const Container: TX3DRootNode;
const SlotsToReset: TSlotsAnimated); virtual;
end;
TSlotTimelineAttachment = class(TSlotTimeline)
Attachments: TStringList;
constructor Create;
destructor Destroy; override;
procedure ParseSingleValue(const Json: TJSONObject); override;
procedure BuildNodes(const BaseUrl: string;
const MaxAnimationTime: Single; const Container: TX3DRootNode;
const SlotsToReset: TSlotsAnimated); override;
end;
TSlotTimelineColor = class(TSlotTimeline)
Colors: TVector4SingleList;
Curve: boolean;
CurveControlPoints: TVector4SingleList;
constructor Create;
destructor Destroy; override;
procedure ParseSingleValue(const Json: TJSONObject); override;
procedure BuildNodes(const BaseUrl: string;
const MaxAnimationTime: Single; const Container: TX3DRootNode;
const SlotsToReset: TSlotsAnimated); override;
end;
TSlotTimelineList = class(specialize TFPGObjectList<TSlotTimeline>)
end;
{$endif}
{$ifdef read_implementation}
{ TSlotTimeline -------------------------------------------------------------- }
constructor TSlotTimeline.Create;
begin
inherited;
Time := TSingleList.Create;
end;
destructor TSlotTimeline.Destroy;
begin
FreeAndNil(Time);
inherited;
end;
procedure TSlotTimeline.Parse(const Json: TJSONArray);
var
I: Integer;
O: TJSONObject;
NextTime: Single;
begin
for I := 0 to Json.Count - 1 do
if Json[I] is TJSONObject then
begin
O := TJSONObject(Json[I]);
NextTime := O.Get('time', 0.0);
if (Time.Count <> 0) and (Time.Last > NextTime) then
raise ESpineReadError.Create('Timeline must have increasing time values');
Time.Add(NextTime);
FMaxTime := NextTime;
ParseSingleValue(O);
end;
end;
procedure TSlotTimeline.BuildNodes(const BaseUrl: string;
const MaxAnimationTime: Single; const Container: TX3DRootNode;
const SlotsToReset: TSlotsAnimated);
procedure FillKeys(var Node: TKeyedNode);
var
I: Integer;
begin
Node.Key.Items.Clear;
for I := 0 to Time.Count - 1 do
Node.Key.Items.Add(Time[I] / MaxAnimationTime);
Node.UsedAsChild := true;
Container.FdChildren.Add(Node.Node);
end;
begin
{ We assume that descendant already created Node1/2 in overridden BuildNodes }
FillKeys(Node1);
if HasNode2 then
FillKeys(Node2);
end;
{ TSlotTimelineAttachment ------------------------------------------------------- }
constructor TSlotTimelineAttachment.Create;
begin
inherited Create;
Attachments := TStringList.Create;
end;
destructor TSlotTimelineAttachment.Destroy;
begin
FreeAndNil(Attachments);
inherited;
end;
procedure TSlotTimelineAttachment.ParseSingleValue(const Json: TJSONObject);
var
AttachmentName: string;
begin
AttachmentName := Json.Get('name', '');
Slot.AttachmentNames.Add(AttachmentName);
Attachments.Add(AttachmentName);
end;
procedure TSlotTimelineAttachment.BuildNodes(const BaseUrl: string;
const MaxAnimationTime: Single; const Container: TX3DRootNode;
const SlotsToReset: TSlotsAnimated);
var
I: Integer;
N: TIntegerSequencerNode;
EventValueChanged: TX3DEvent;
Route: TX3DRoute;
begin
N := TIntegerSequencerNode.Create('SlotTimeline_attachment_' + ToX3DName(Slot.Name));
N.FdForceContinousValue_Changed.Value := true;
for I := 0 to Attachments.Count - 1 do
N.FdKeyValue.Items.Add(Slot.AttachmentNames.IndexOf(Attachments[I]));
EventValueChanged := N.EventValue_changed;
Node1.EventSet_Fraction := N.EventSet_Fraction;
Node1.Key := N.FdKey;
Node1.Node := N;
inherited;
{ When there's only 1 keyframe, Spine does something weird: instead of smooth
interpolation, animation suddenly jumps from setup pose to given keyframe pose
at given key time (unless animation is looping and it's the last frame,
then it's visibly ignored). We just ignore (do not route) such weird animations for now. }
if Time.Count > 1 then
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(EventValueChanged);
Route.SetDestinationDirectly(Slot.SwitchNode.FdWhichChoice.EventIn);
Container.Routes.Add(Route);
if SlotsToReset.Attachment.Remove(Slot) = -1 then
OnWarning(wtMajor, 'Spine', 'Multiple slot timelines affect slot attachment: slot ' + Slot.Name);
end;
end;
{ TSlotTimelineColor --------------------------------------------------------- }
constructor TSlotTimelineColor.Create;
begin
inherited Create;
Colors := TVector4SingleList.Create;
CurveControlPoints := TVector4SingleList.Create;
end;
destructor TSlotTimelineColor.Destroy;
begin
FreeAndNil(Colors);
FreeAndNil(CurveControlPoints);
inherited;
end;
procedure TSlotTimelineColor.ParseSingleValue(const Json: TJSONObject);
var
ControlPoints: TVector4Single;
CurveTypeJson: TJSONData;
begin
ControlPoints := Vector4Single(0, 0, 1, 1); // default value, in case curve is later changed from linear to curve
CurveTypeJson := Json.Find('curve');
if CurveTypeJson <> nil then
begin
if CurveTypeJson is TJSONArray then
begin
if TJSONArray(CurveTypeJson).Count <> 4 then
OnWarning(wtMinor, 'Spine', 'Curve type interpolation is an array, but does not have 4 elements (required for Bezier curve array)') else
begin
Curve := true;
ControlPoints[0] := TJSONArray(CurveTypeJson).Floats[0];
ControlPoints[1] := TJSONArray(CurveTypeJson).Floats[1];
ControlPoints[2] := TJSONArray(CurveTypeJson).Floats[2];
ControlPoints[3] := TJSONArray(CurveTypeJson).Floats[3];
end;
end;
{ For now, silently ignore warning that we don't handle curve type
'stepped'. Spine optimizes it's curves by using 'stepped' where
previous and next values are equal, so this is common, and we would
flood the warnings console for many models because of this (while in fact
models are handled Ok since 'stepped' is only for optimization). }
{ else
if CurveTypeJson.AsString <> 'linear' then
OnWarning(wtMinor, 'Spine', 'Found "' + CurveTypeJson.AsString + '" interpolation type on slot timeline of slot ' + Slot.Name + ', we do not support this interpolation type');
}
end;
CurveControlPoints.Add(ControlPoints);
Colors.Add(HexToColor(Json.Get('color', 'ffffffff')));
end;
procedure TSlotTimelineColor.BuildNodes(const BaseUrl: string;
const MaxAnimationTime: Single; const Container: TX3DRootNode;
const SlotsToReset: TSlotsAnimated);
var
I: Integer;
N: TColorInterpolatorNode;
NA: TScalarInterpolatorNode;
EventValueChanged1, EventValueChanged2: TX3DEvent;
Route: TX3DRoute;
begin
(* TODO: colors on curve:
if Curve then
begin
NC := TCubicBezierColorInterpolatorNode.Create('SlotTimeline_color_' + ToX3DName(Slot.Name));
for I := 0 to Colors.Count - 1 do
begin
NC.FdKeyValue.Items.Add(Colors[I]);
NC.FdControlPoints.Items.Add(CurveControlPoints[I]);
end;
EventValueChanged := NC.EventValue_changed;
Node := NC;
end else
*)
begin
N := TColorInterpolatorNode.Create('SlotTimeline_color_' + ToX3DName(Slot.Name));
for I := 0 to Colors.Count - 1 do
N.FdKeyValue.Items.Add(Vector3SingleCut(Colors[I]));
EventValueChanged1 := N.EventValue_changed;
Node1.EventSet_Fraction := N.EventSet_Fraction;
Node1.Node := N;
Node1.Key := N.FdKey;
NA := TScalarInterpolatorNode.Create('SlotTimeline_alpha_' + ToX3DName(Slot.Name));
for I := 0 to Colors.Count - 1 do
NA.FdKeyValue.Items.Add(1 - Colors[I][3]);
EventValueChanged2 := NA.EventValue_changed;
Node2.EventSet_Fraction := NA.EventSet_Fraction;
Node2.Node := NA;
Node2.Key := NA.FdKey;
HasNode2 := true;
end;
inherited;
{ When there's only 1 keyframe, Spine does something weird: instead of smooth
interpolation, animation suddenly jumps from setup pose to given keyframe pose
at given key time (unless animation is looping and it's the last frame,
then it's visibly ignored). We just ignore (do not route) such weird animations for now. }
if Time.Count > 1 then
begin
for I := 0 to Slot.Materials.Count - 1 do
begin
Route := TX3DRoute.Create;
Route.SetSourceDirectly(EventValueChanged1);
Route.SetDestinationDirectly(Slot.Materials[I].FdEmissiveColor);
Container.Routes.Add(Route);
Route := TX3DRoute.Create;
Route.SetSourceDirectly(EventValueChanged2);
Route.SetDestinationDirectly(Slot.Materials[I].FdTransparency);
Container.Routes.Add(Route);
end;
if SlotsToReset.Color.Remove(Slot) = -1 then
OnWarning(wtMajor, 'Spine', 'Multiple slot timelines affect slot color: slot ' + Slot.Name);
end;
end;
{$endif}
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