/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System;
using System.Collections.Generic;

namespace Spine {
	public class Animation {
		internal ExposedList<Timeline> timelines;
		internal float duration;
		internal String name;

		public String Name { get { return name; } }
		public ExposedList<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
		public float Duration { get { return duration; } set { duration = value; } }

		public Animation (String name, ExposedList<Timeline> timelines, float duration) {
			if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
			if (timelines == null) throw new ArgumentNullException("timelines", "timelines cannot be null.");
			this.name = name;
			this.timelines = timelines;
			this.duration = duration;
		}

		/// <summary>Applies all the animation's timelines to the specified skeleton.</summary>
		/// <param name="skeleton">The skeleton to be posed.</param>
		/// <param name="lastTime">The last time the animation was applied.</param>
		/// <param name="time">The point in time in the animation to apply to the skeleton.</param>
		/// <param name="loop">If true, time wraps within the animation duration.</param>
		/// <param name="events">Any triggered events are added. May be null.</param>
		/// <param name="alpha">The percentage between this animation's pose and the current pose.</param>
		/// <param name="setupPose">If true, the animation is mixed with the setup pose, else it is mixed with the current pose. Passing true when alpha is 1 is slightly more efficient.</param>
		/// <param name="mixingOut">True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose. Irrelevant when alpha is 1.</param>
		/// <seealso cref="Timeline.Apply(Skeleton, float, float, ExposedList, float, bool, bool)"/>
		public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, ExposedList<Event> events, float alpha, bool setupPose, bool mixingOut) {
			if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");

			if (loop && duration != 0) {
				time %= duration;
				if (lastTime > 0) lastTime %= duration;
			}

			ExposedList<Timeline> timelines = this.timelines;
			for (int i = 0, n = timelines.Count; i < n; i++)
				timelines.Items[i].Apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
		}

		/// <param name="target">After the first and before the last entry.</param>
		internal static int BinarySearch (float[] values, float target, int step) {
			int low = 0;
			int high = values.Length / step - 2;
			if (high == 0) return step;
			int current = (int)((uint)high >> 1);
			while (true) {
				if (values[(current + 1) * step] <= target)
					low = current + 1;
				else
					high = current;
				if (low == high) return (low + 1) * step;
				current = (int)((uint)(low + high) >> 1);
			}
		}

		/// <param name="target">After the first and before the last entry.</param>
		internal static int BinarySearch (float[] values, float target) {
			int low = 0;
			int high = values.Length - 2;
			if (high == 0) return 1;
			int current = (int)((uint)high >> 1);
			while (true) {
				if (values[(current + 1)] <= target)
					low = current + 1;
				else
					high = current;
				if (low == high) return (low + 1);
				current = (int)((uint)(low + high) >> 1);
			}
		}

		internal static int LinearSearch (float[] values, float target, int step) {
			for (int i = 0, last = values.Length - step; i <= last; i += step)
				if (values[i] > target) return i;
			return -1;
		}
	}

	public interface Timeline {
		/// <summary>Sets the value(s) for the specified time.</summary>
		/// <param name="events">Any triggered events are added. May be null.</param>
		/// <param name="setupPose">True when the timeline is mixed with the setup pose, false when it is mixed with the current pose. Passing true when alpha is 1 is slightly more efficient.</param>
		/// <param name="mixingOut">True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose.
		/// Used for timelines with instant transitions, eg draw order, attachment visibility, scale sign.</param>
		void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> events, float alpha, bool setupPose, bool mixingOut);
		int PropertyId { get; }
	}

	internal enum TimelineType {
		Rotate = 0, Translate, Scale, Shear, //
		Attachment, Color, Deform, //
		Event, DrawOrder, //
		IkConstraint, TransformConstraint, //
		PathConstraintPosition, PathConstraintSpacing, PathConstraintMix
	}

	/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
	abstract public class CurveTimeline : Timeline {
		protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
		protected const int BEZIER_SIZE = 10 * 2 - 1;

		private float[] curves; // type, x, y, ...
		public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } }

		public CurveTimeline (int frameCount) {
			if (frameCount <= 0) throw new ArgumentException("frameCount must be > 0: " + frameCount, "frameCount");
			curves = new float[(frameCount - 1) * BEZIER_SIZE];
		}

		abstract public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut);

		abstract public int PropertyId { get; }

		public void SetLinear (int frameIndex) {
			curves[frameIndex * BEZIER_SIZE] = LINEAR;
		}

		public void SetStepped (int frameIndex) {
			curves[frameIndex * BEZIER_SIZE] = STEPPED;
		}

		/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
		/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
		/// the difference between the keyframe's values.</summary>
		public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
			float tmpx = (-cx1 * 2 + cx2) * 0.03f, tmpy = (-cy1 * 2 + cy2) * 0.03f;
			float dddfx = ((cx1 - cx2) * 3 + 1) * 0.006f, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006f;
			float ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
			float dfx = cx1 * 0.3f + tmpx + dddfx * 0.16666667f, dfy = cy1 * 0.3f + tmpy + dddfy * 0.16666667f;

			int i = frameIndex * BEZIER_SIZE;
			float[] curves = this.curves;
			curves[i++] = BEZIER;

			float x = dfx, y = dfy;
			for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) {
				curves[i] = x;
				curves[i + 1] = y;
				dfx += ddfx;
				dfy += ddfy;
				ddfx += dddfx;
				ddfy += dddfy;
				x += dfx;
				y += dfy;
			}
		}

		public float GetCurvePercent (int frameIndex, float percent) {
			percent = MathUtils.Clamp (percent, 0, 1);
			float[] curves = this.curves;
			int i = frameIndex * BEZIER_SIZE;
			float type = curves[i];
			if (type == LINEAR) return percent;
			if (type == STEPPED) return 0;
			i++;
			float x = 0;
			for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) {
				x = curves[i];
				if (x >= percent) {
					float prevX, prevY;
					if (i == start) {
						prevX = 0;
						prevY = 0;
					} else {
						prevX = curves[i - 2];
						prevY = curves[i - 1];
					}
					return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
				}
			}
			float y = curves[i - 1];
			return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
		}
		public float GetCurveType (int frameIndex) {
			return curves[frameIndex * BEZIER_SIZE];
		}
	}

	public class RotateTimeline : CurveTimeline {
		public const int ENTRIES = 2;
		internal const int PREV_TIME = -2, PREV_ROTATION = -1;
		internal const int ROTATION = 1;

		internal int boneIndex;
		internal float[] frames;

		public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, angle, ...

		override public int PropertyId {
			get { return ((int)TimelineType.Rotate << 24) + boneIndex; }
		}

		public RotateTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount << 1];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float degrees) {
			frameIndex <<= 1;
			frames[frameIndex] = time;
			frames[frameIndex + ROTATION] = degrees;
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			Bone bone = skeleton.bones.Items[boneIndex];

			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) bone.rotation = bone.data.rotation;
				return;
			}

			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				if (setupPose) {
					bone.rotation = bone.data.rotation + frames[frames.Length + PREV_ROTATION] * alpha;
				} else {
					float rr = bone.data.rotation + frames[frames.Length + PREV_ROTATION] - bone.rotation;
					rr -= (16384 - (int)(16384.499999999996 - rr / 360)) * 360; // Wrap within -180 and 180.
					bone.rotation += rr * alpha;
				}
				return;
			}

			// Interpolate between the previous frame and the current frame.
			int frame = Animation.BinarySearch(frames, time, ENTRIES);
			float prevRotation = frames[frame + PREV_ROTATION];
			float frameTime = frames[frame];
			float percent = GetCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

			float r = frames[frame + ROTATION] - prevRotation;
			r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
			r = prevRotation + r * percent;
			if (setupPose) {
				r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
				bone.rotation = bone.data.rotation + r * alpha;
			} else {
				r = bone.data.rotation + r - bone.rotation;
				r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
				bone.rotation += r * alpha;
			}
		}
	}

	public class TranslateTimeline : CurveTimeline {
		public const int ENTRIES = 3;
		protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
		protected const int X = 1, Y = 2;

		internal int boneIndex;
		internal float[] frames;

		public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, value, value, ...

		override public int PropertyId {
			get { return ((int)TimelineType.Translate << 24) + boneIndex; }
		}

		public TranslateTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount * ENTRIES];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float x, float y) {
			frameIndex *= ENTRIES;
			frames[frameIndex] = time;
			frames[frameIndex + X] = x;
			frames[frameIndex + Y] = y;
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			Bone bone = skeleton.bones.Items[boneIndex];

			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) {
					bone.x = bone.data.x;
					bone.y = bone.data.y;
				}
				return;
			}

			float x, y;
			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				x = frames[frames.Length + PREV_X];
				y = frames[frames.Length + PREV_Y];
			} else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				x = frames[frame + PREV_X];
				y = frames[frame + PREV_Y];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				x += (frames[frame + X] - x) * percent;
				y += (frames[frame + Y] - y) * percent;
			}
			if (setupPose) {
				bone.x = bone.data.x + x * alpha;
				bone.y = bone.data.y + y * alpha;
			} else {
				bone.x += (bone.data.x + x - bone.x) * alpha;
				bone.y += (bone.data.y + y - bone.y) * alpha;
			}
		}
	}

	public class ScaleTimeline : TranslateTimeline {
		override public int PropertyId {
			get { return ((int)TimelineType.Scale << 24) + boneIndex; }
		}

		public ScaleTimeline (int frameCount)
			: base(frameCount) {
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			Bone bone = skeleton.bones.Items[boneIndex];

			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) {
					bone.scaleX = bone.data.scaleX;
					bone.scaleY = bone.data.scaleY;
				}
				return;
			}

			float x, y;
			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				x = frames[frames.Length + PREV_X] * bone.data.scaleX;
				y = frames[frames.Length + PREV_Y] * bone.data.scaleY;
			} else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				x = frames[frame + PREV_X];
				y = frames[frame + PREV_Y];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				x = (x + (frames[frame + X] - x) * percent) * bone.data.scaleX;
				y = (y + (frames[frame + Y] - y) * percent) * bone.data.scaleY;
			}
			if (alpha == 1) {
				bone.scaleX = x;
				bone.scaleY = y;
			} else {
				float bx, by;
				if (setupPose) {
					bx = bone.data.scaleX;
					by = bone.data.scaleY;
				} else {
					bx = bone.scaleX;
					by = bone.scaleY;
				}
				// Mixing out uses sign of setup or current pose, else use sign of key.
				if (mixingOut) {
					x = Math.Abs(x) * Math.Sign(bx);
					y = Math.Abs(y) * Math.Sign(by);
				} else {
					bx = Math.Abs(bx) * Math.Sign(x);
					by = Math.Abs(by) * Math.Sign(y);
				}
				bone.scaleX = bx + (x - bx) * alpha;
				bone.scaleY = by + (y - by) * alpha;
			}
		}
	}

	public class ShearTimeline : TranslateTimeline {
		override public int PropertyId {
			get { return ((int)TimelineType.Shear << 24) + boneIndex; }
		}

		public ShearTimeline (int frameCount)
			: base(frameCount) {
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			Bone bone = skeleton.bones.Items[boneIndex];
			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) {
					bone.shearX = bone.data.shearX;
					bone.shearY = bone.data.shearY;
				}
				return;
			}

			float x, y;
			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				x = frames[frames.Length + PREV_X];
				y = frames[frames.Length + PREV_Y];
			} else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				x = frames[frame + PREV_X];
				y = frames[frame + PREV_Y];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				x = x + (frames[frame + X] - x) * percent;
				y = y + (frames[frame + Y] - y) * percent;
			}
			if (setupPose) {
				bone.shearX = bone.data.shearX + x * alpha;
				bone.shearY = bone.data.shearY + y * alpha;
			} else {
				bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
				bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
			}
		}
	}

	public class ColorTimeline : CurveTimeline {
		public const int ENTRIES = 5;
		protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1;
		protected const int R = 1, G = 2, B = 3, A = 4;

		internal int slotIndex;
		internal float[] frames;

		public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ...

		override public int PropertyId {
			get { return ((int)TimelineType.Color << 24) + slotIndex; }
		}

		public ColorTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount * ENTRIES];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float r, float g, float b, float a) {
			frameIndex *= ENTRIES;
			frames[frameIndex] = time;
			frames[frameIndex + R] = r;
			frames[frameIndex + G] = g;
			frames[frameIndex + B] = b;
			frames[frameIndex + A] = a;
		}

		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];
			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) {
					var slotData = slot.data;
					slot.r = slotData.r;
					slot.g = slotData.g;
					slot.b = slotData.b;
					slot.a = slotData.a;
				}
				return;
			}

			float r, g, b, a;
			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				int i = frames.Length;
				r = frames[i + PREV_R];
				g = frames[i + PREV_G];
				b = frames[i + PREV_B];
				a = frames[i + PREV_A];
			} else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				r = frames[frame + PREV_R];
				g = frames[frame + PREV_G];
				b = frames[frame + PREV_B];
				a = frames[frame + PREV_A];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				r += (frames[frame + R] - r) * percent;
				g += (frames[frame + G] - g) * percent;
				b += (frames[frame + B] - b) * percent;
				a += (frames[frame + A] - a) * percent;
			}
			if (alpha == 1) {
				slot.r = r;
				slot.g = g;
				slot.b = b;
				slot.a = a;
			} else {
				float br, bg, bb, ba;
				if (setupPose) {
					br = slot.data.r;
					bg = slot.data.g;
					bb = slot.data.b;
					ba = slot.data.a;
				} else {
					br = slot.r;
					bg = slot.g;
					bb = slot.b;
					ba = slot.a;
				}
				slot.r = br + ((r - br) * alpha);
				slot.g = bg + ((g - bg) * alpha);
				slot.b = bb + ((b - bb) * alpha);
				slot.a = ba + ((a - ba) * alpha);
			}
		}
	}

	public class AttachmentTimeline : Timeline {
		internal int slotIndex;
		internal float[] frames;
		private String[] attachmentNames;

		public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
		public String[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } }
		public int FrameCount { get { return frames.Length; } }

		public int PropertyId {
			get { return ((int)TimelineType.Attachment << 24) + slotIndex; }
		}

		public AttachmentTimeline (int frameCount) {
			frames = new float[frameCount];
			attachmentNames = new String[frameCount];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, String attachmentName) {
			frames[frameIndex] = time;
			attachmentNames[frameIndex] = attachmentName;
		}

		public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			string attachmentName;
			Slot slot = skeleton.slots.Items[slotIndex];
			if (mixingOut && setupPose) {
				attachmentName = slot.data.attachmentName;
				slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
				return;
			}

			float[] frames = this.frames;
			if (time < frames[0]) { // Time is before first frame.
				if (setupPose) {
					attachmentName = slot.data.attachmentName;
					slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
				}
				return;
			}

			int frameIndex;
			if (time >= frames[frames.Length - 1]) // Time is after last frame.
				frameIndex = frames.Length - 1;
			else
				frameIndex = Animation.BinarySearch(frames, time, 1) - 1;

			attachmentName = attachmentNames[frameIndex];
			slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
		}
	}

	public class DeformTimeline : CurveTimeline {
		internal int slotIndex;
		internal float[] frames;
		internal float[][] frameVertices;
		internal VertexAttachment attachment;

		public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
		public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
		public VertexAttachment Attachment { get { return attachment; } set { attachment = value; } }

		override public int PropertyId {
			get { return ((int)TimelineType.Deform << 24) + slotIndex; }
		}

		public DeformTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount];
			frameVertices = new float[frameCount][];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float[] vertices) {
			frames[frameIndex] = time;
			frameVertices[frameIndex] = vertices;
		}

		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;
				}
			}
		}
	}

	public class EventTimeline : Timeline {
		internal float[] frames;
		private Event[] events;

		public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
		public Event[] Events { get { return events; } set { events = value; } }
		public int FrameCount { get { return frames.Length; } }

		public int PropertyId {
			get { return ((int)TimelineType.Event << 24); }
		}

		public EventTimeline (int frameCount) {
			frames = new float[frameCount];
			events = new Event[frameCount];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, Event e) {
			frames[frameIndex] = e.Time;
			events[frameIndex] = e;
		}

		/// <summary>Fires events for frames &gt; lastTime and &lt;= time.</summary>
		public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			if (firedEvents == null) return;
			float[] frames = this.frames;
			int frameCount = frames.Length;

			if (lastTime > time) { // Fire events after last time for looped animations.
				Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha, setupPose, mixingOut);
				lastTime = -1f;
			} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
				return;
			if (time < frames[0]) return; // Time is before first frame.

			int frame;
			if (lastTime < frames[0])
				frame = 0;
			else {
				frame = Animation.BinarySearch(frames, lastTime);
				float frameTime = frames[frame];
				while (frame > 0) { // Fire multiple events with the same frame.
					if (frames[frame - 1] != frameTime) break;
					frame--;
				}
			}
			for (; frame < frameCount && time >= frames[frame]; frame++)
				firedEvents.Add(events[frame]);
		}
	}

	public class DrawOrderTimeline : Timeline {
		internal float[] frames;
		private int[][] drawOrders;

		public float[] Frames { get { return frames; } set { frames = value; } } // time, ...
		public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } }
		public int FrameCount { get { return frames.Length; } }

		public int PropertyId {
			get { return ((int)TimelineType.DrawOrder << 24); }
		}

		public DrawOrderTimeline (int frameCount) {
			frames = new float[frameCount];
			drawOrders = new int[frameCount][];
		}

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		/// <param name="drawOrder">May be null to use bind pose draw order.</param>
		public void SetFrame (int frameIndex, float time, int[] drawOrder) {
			frames[frameIndex] = time;
			drawOrders[frameIndex] = drawOrder;
		}

		public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			ExposedList<Slot> drawOrder = skeleton.drawOrder;
			ExposedList<Slot> slots = skeleton.slots;
			if (mixingOut && setupPose) {
				Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
				return;
			}

			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
				return;
			}

			int frame;
			if (time >= frames[frames.Length - 1]) // Time is after last frame.
				frame = frames.Length - 1;
			else
				frame = Animation.BinarySearch(frames, time) - 1;
			
			int[] drawOrderToSetupIndex = drawOrders[frame];
			if (drawOrderToSetupIndex == null) {
				drawOrder.Clear();
				for (int i = 0, n = slots.Count; i < n; i++)
					drawOrder.Add(slots.Items[i]);
			} else {
				var drawOrderItems = drawOrder.Items;
				var slotsItems = slots.Items;
				for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
					drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
			}
		}
	}

	public class IkConstraintTimeline : CurveTimeline {
		public const int ENTRIES = 3;
		private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1;
		private const int MIX = 1, BEND_DIRECTION = 2;

		internal int ikConstraintIndex;
		internal float[] frames;

		public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ...

		override public int PropertyId {
			get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; }
		}

		public IkConstraintTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount * ENTRIES];
		}
			
		/// <summary>Sets the time, mix and bend direction of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
			frameIndex *= ENTRIES;
			frames[frameIndex] = time;
			frames[frameIndex + MIX] = mix;
			frames[frameIndex + BEND_DIRECTION] = bendDirection;
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			IkConstraint constraint = skeleton.ikConstraints.Items[ikConstraintIndex];
			float[] frames = this.frames;
			if (time < frames[0]) { // Time is before first frame.
				if (setupPose) {
					constraint.mix = constraint.data.mix;
					constraint.bendDirection = constraint.data.bendDirection;
				}
				return;
			}

			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				if (setupPose) {
					constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha;
					constraint.bendDirection = mixingOut ? constraint.data.bendDirection
						: (int)frames[frames.Length + PREV_BEND_DIRECTION];
				} else {
					constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha;
					if (!mixingOut) constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
				}
				return;
			}

			// Interpolate between the previous frame and the current frame.
			int frame = Animation.BinarySearch(frames, time, ENTRIES);
			float mix = frames[frame + PREV_MIX];
			float frameTime = frames[frame];
			float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

			if (setupPose) {
				constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
				constraint.bendDirection = mixingOut ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION];
			} else {
				constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
				if (!mixingOut) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
			}
		}
	}

	public class TransformConstraintTimeline : CurveTimeline {
		public const int ENTRIES = 5;
		private const int PREV_TIME = -5, PREV_ROTATE = -4, PREV_TRANSLATE = -3, PREV_SCALE = -2, PREV_SHEAR = -1;
		private const int ROTATE = 1, TRANSLATE = 2, SCALE = 3, SHEAR = 4;

		internal int transformConstraintIndex;
		internal float[] frames;

		public int TransformConstraintIndex { get { return transformConstraintIndex; } set { transformConstraintIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, scale mix, shear mix, ...

		override public int PropertyId {
			get { return ((int)TimelineType.TransformConstraint << 24) + transformConstraintIndex; }
		}

		public TransformConstraintTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount * ENTRIES];
		}

		public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix, float scaleMix, float shearMix) {
			frameIndex *= ENTRIES;
			frames[frameIndex] = time;
			frames[frameIndex + ROTATE] = rotateMix;
			frames[frameIndex + TRANSLATE] = translateMix;
			frames[frameIndex + SCALE] = scaleMix;
			frames[frameIndex + SHEAR] = shearMix;
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			TransformConstraint constraint = skeleton.transformConstraints.Items[transformConstraintIndex];
			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) {
					var data = constraint.data;
					constraint.rotateMix = data.rotateMix;
					constraint.translateMix = data.translateMix;
					constraint.scaleMix = data.scaleMix;
					constraint.shearMix = data.shearMix;
				}
				return;
			}

			float rotate, translate, scale, shear;
			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				int i = frames.Length;
				rotate = frames[i + PREV_ROTATE];
				translate = frames[i + PREV_TRANSLATE];
				scale = frames[i + PREV_SCALE];
				shear = frames[i + PREV_SHEAR];
			} else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				rotate = frames[frame + PREV_ROTATE];
				translate = frames[frame + PREV_TRANSLATE];
				scale = frames[frame + PREV_SCALE];
				shear = frames[frame + PREV_SHEAR];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				rotate += (frames[frame + ROTATE] - rotate) * percent;
				translate += (frames[frame + TRANSLATE] - translate) * percent;
				scale += (frames[frame + SCALE] - scale) * percent;
				shear += (frames[frame + SHEAR] - shear) * percent;
			}
			if (setupPose) {
				TransformConstraintData data = constraint.data;
				constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
				constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
				constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
				constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
			} else {
				constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
				constraint.translateMix += (translate - constraint.translateMix) * alpha;
				constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
				constraint.shearMix += (shear - constraint.shearMix) * alpha;
			}
		}
	}

	public class PathConstraintPositionTimeline : CurveTimeline {
		public const int ENTRIES = 2;
		protected const int PREV_TIME = -2, PREV_VALUE = -1;
		protected const int VALUE = 1;

		internal int pathConstraintIndex;
		internal float[] frames;

		override public int PropertyId {
			get { return ((int)TimelineType.PathConstraintPosition << 24) + pathConstraintIndex; }
		}

		public PathConstraintPositionTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount * ENTRIES];
		}

		public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, position, ...

		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float value) {
			frameIndex *= ENTRIES;
			frames[frameIndex] = time;
			frames[frameIndex + VALUE] = value;
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) constraint.position = constraint.data.position;
				return;
			}

			float position;
			if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
				position = frames[frames.Length + PREV_VALUE];
			else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				position = frames[frame + PREV_VALUE];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				position += (frames[frame + VALUE] - position) * percent;
			}
			if (setupPose)
				constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
			else
				constraint.position += (position - constraint.position) * alpha;
		}
	}

	public class PathConstraintSpacingTimeline : PathConstraintPositionTimeline {
		override public int PropertyId {
			get { return ((int)TimelineType.PathConstraintSpacing << 24) + pathConstraintIndex; }
		}

		public PathConstraintSpacingTimeline (int frameCount)
			: base(frameCount) {
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) constraint.spacing = constraint.data.spacing;
				return;
			}

			float spacing;
			if (time >= frames[frames.Length - ENTRIES]) // Time is after last frame.
				spacing = frames[frames.Length + PREV_VALUE];
			else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				spacing = frames[frame + PREV_VALUE];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				spacing += (frames[frame + VALUE] - spacing) * percent;
			}

			if (setupPose)
				constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
			else
				constraint.spacing += (spacing - constraint.spacing) * alpha;
		}
	}

	public class PathConstraintMixTimeline : CurveTimeline {
		public const int ENTRIES = 3;
		private const int PREV_TIME = -3, PREV_ROTATE = -2, PREV_TRANSLATE = -1;
		private const int ROTATE = 1, TRANSLATE = 2;

		internal int pathConstraintIndex;
		internal float[] frames;

		public int PathConstraintIndex { get { return pathConstraintIndex; } set { pathConstraintIndex = value; } }
		public float[] Frames { get { return frames; } set { frames = value; } } // time, rotate mix, translate mix, ...

		override public int PropertyId {
			get { return ((int)TimelineType.PathConstraintMix << 24) + pathConstraintIndex; }
		}

		public PathConstraintMixTimeline (int frameCount)
			: base(frameCount) {
			frames = new float[frameCount * ENTRIES];
		}			

		/// <summary>Sets the time and mixes of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, float time, float rotateMix, float translateMix) {
			frameIndex *= ENTRIES;
			frames[frameIndex] = time;
			frames[frameIndex + ROTATE] = rotateMix;
			frames[frameIndex + TRANSLATE] = translateMix;
		}

		override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) {
			PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
			float[] frames = this.frames;
			if (time < frames[0]) {
				if (setupPose) {
					constraint.rotateMix = constraint.data.rotateMix;
					constraint.translateMix = constraint.data.translateMix;
				}
				return;
			}

			float rotate, translate;
			if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
				rotate = frames[frames.Length + PREV_ROTATE];
				translate = frames[frames.Length + PREV_TRANSLATE];
			} else {
				// Interpolate between the previous frame and the current frame.
				int frame = Animation.BinarySearch(frames, time, ENTRIES);
				rotate = frames[frame + PREV_ROTATE];
				translate = frames[frame + PREV_TRANSLATE];
				float frameTime = frames[frame];
				float percent = GetCurvePercent(frame / ENTRIES - 1,
					1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));

				rotate += (frames[frame + ROTATE] - rotate) * percent;
				translate += (frames[frame + TRANSLATE] - translate) * percent;
			}

			if (setupPose) {
				constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
				constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
			} else {
				constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
				constraint.translateMix += (translate - constraint.translateMix) * alpha;
			}
		}
	}
}
