override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
Slot slot = skeleton.slots.Items[slotIndex];
VertexAttachment slotAttachment = slot.attachment as VertexAttachment;
if (slotAttachment == null || !slotAttachment.ApplyDeform(attachment)) return;
var verticesArray = slot.attachmentVertices;
float[] frames = this.frames;
if (time < frames[0]) {
if (setupPose) verticesArray.Clear();
return;
}
float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].Length;
if (verticesArray.Count != vertexCount) alpha = 1; // Don't mix from uninitialized slot vertices.
// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
verticesArray.Count = vertexCount;
float[] vertices = verticesArray.Items;
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.Length - 1];
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
} else if (setupPose) {
VertexAttachment vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++) {
float setup = setupVertices[i];
vertices[i] = setup + (lastVertices[i] - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
vertices[i] = lastVertices[i] * alpha;
}
} else {
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++)
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
}
return;
}
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time);
float[] prevVertices = frameVertices[frame - 1];
float[] nextVertices = frameVertices[frame];
float frameTime = frames[frame];
float percent = GetCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
} else if (setupPose) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
var setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i], setup = setupVertices[i];
vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
}
} else {
// Weighted deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
} else {
// Vertex positions or deform offsets, with alpha.
for (int i = 0; i < vertexCount; i++) {
float prev = prevVertices[i];
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
}
}
}
}