动画面板:新增两个动画测试按钮 + 把动画模型 API 全部落进对照表

## 功能(面板源码,重启后仍在)
- 新增 AnimationTools:
  - Animate Random Props:随机骨骼/插槽/附件 → ani_api_test
    旋转 0°→90°、位移 (0,0)→(120,-60)、缩放 (1,1)→(1.6,0.6)、斜切 (0,0)→(25,15)
    插槽颜色 (1,1,1,1)→(1,0.2,0.2,0.25)、附件 显示→隐藏;全部只在 0f/30f
  - Curve Test 6 Modes:curve_test,6 根骨骼各一条旋转轴(0°→45°,0f/30f),
    分别 linear / curve 平滑(0.25,0,0.75,1) / stepped / ease-in(0.42,0,1,1) /
    ease-out(0,0,0.58,1) / 对称自动(0.25,0.25,0.75,0.75)
- ObjectPanel.build 里挂载这两个按钮,复用面板自己的 wire() 点击轮询

## 对照表(tools/deobf/anchors.tsv + 混淆名对照表.md 第十一节)
- GP.I=animations、GP.D:LFT;.D:F=fps、Gl=动画(name/skeleton/timelineGroups/register)
- Gl.D/B/L/I(Gp)=旋转/位移/缩放/斜切;Gl.D/B(Gp,GU)=插槽颜色/附件;Gl.D()=绘制顺序
- FH=组;FI=时间轴(runtimeTimelineClass、keys、findKey、insertKey、invalidateRuntime)
- FN=关键帧(time、curve、c2x/c2y/c3x/c3y、setAngle/setX/setY、Color、Gn)
- FV=曲线枚举(linear/curve/stepped;'自动'=curve+控制值)
- 踩坑记录:
  * 关键帧数值写在 FN.D()/B()/L() 的 float 字段,**不是** FN.D():ga(ga 是 deform 的),
    否则会出现'有帧但运行时不变'
  * 编辑器时间轴刻度就是**帧**,关键帧时间写 0/30,不要按 1 秒=30 帧换算
  * FI.D(float,int) 建帧要求时间轴已有关键帧(先有鸡问题)
  * fI.removeRange 两个 (int,int) 重载都不缩容 → 清空动画直接换新 fI
names.tsv 合并成 380 条,payload-named.zip 重产(7271 处成员引用)。

验证:全部在运行中的编辑器里逐条读回(时间轴/关键帧/曲线枚举/控制值),
重启后 pid 94663 单实例,日志确认 '[animtool] 两个动画按钮已加入'。
This commit is contained in:
tianmo committed 2026-10-17 12:57:17 +08:00
1 parent 8df990a058
commit 6580611012
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+77
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@@ -339,6 +339,83 @@ com.spineview.SceneObjects listAllNodes (Ljava/lang/ClassLoader;)Ljava/util/List
com.spineview.SceneActions delete (Ljava/lang/ClassLoader;Ljava/lang/Object;)Z delete
# ^ 面板自己的"罗列场景对象 / 删除对象"(走编辑器删除流程,自带撤销)——清理误建对象时用它
# ============================================================================
# 【动画模型】(2026-10-17 实测:新建 Gl / 4 条骨骼轴 / 2 条插槽轴 / 关键帧 / 6 种曲线均跑通并读回验证)
# ============================================================================
# ---- 骨架上的动画表与 fps ----
GP I LfI animations
# ^ 骨架的动画表(fI,元素是 Gl)。新建动画 = new Gl() → 设 D:LGP、D:String → Gl.D() 注册 → animations.add(gl)
GP D LFT; projectSettings
FT D F fps
# ^ 本项目 fps=30(编辑器时间轴刻度直接用帧:关键帧时间写 0 和 30,不要换算成秒)
# ---- Gl = 动画 ----
Gl D LGP; skeleton
Gl D Ljava/lang/String; name
Gl D LfI timelineGroups
# ^ 时间轴组表(FH)。清空动画:直接换一个新的空 fI(removeRange 两个重载实测都不缩容)
Gl D ()V register
# ^ 把动画注册进骨架的动画列表模型(编辑器 New Animation 命令里就是这么做的)
Gl D (LGp;)LFI; rotateTimeline
Gl B (LGp;)LFI; translateTimeline
Gl L (LGp;)LFI; scaleTimeline
Gl I (LGp;)LFI; shearTimeline
# ^ 骨骼四条轴(取或建):运行时类分别是 ih / io / ii / ij
Gl D (LGp;LGU;)LFI; slotColorTimeline
Gl B (LGp;LGU;)LFI; slotAttachmentTimeline
# ^ 插槽两条轴:hU / ip
Gl D ()LFI; drawOrderTimeline
# ^ 骨架级绘制顺序轴(hZ)
# ---- FH = 时间轴组(按对象分组)----
FH D LGl; animation
FH D LGp; bone
FH D LfI timelines
# ---- FI = 时间轴 ----
FI D Ljava/lang/Class; runtimeTimelineClass
# ^ 运行时轴类:ih=Rotate(旋转) io=Translate(位移) ii=Scale(缩放) ij=Shear(斜切)
# hU=SlotColor(插槽颜色) ip=SlotAttachment(附件切换) hZ=DrawOrder(绘制顺序)
FI D LfI keys
FI D (F)LFN; findKey
# ^ 按时间精确找关键帧;找不到返回 null
FI D (LFN;Z)V insertKey
# ^ 插入关键帧(第二参=是否记撤销)
FI L ()V invalidateRuntime
# ^ 标脏运行时轴(改完关键帧调它,让编辑器重建 il)
FI D (FI;LFH;)V copyFrom
# ---- FN = 关键帧(数值字段以动画 JSON 导出器为准)----
FN D F time
FN D LFV; curve
# ^ 曲线类型;FV 枚举见下
FN B F curveC2x
FN L F curveC2y
FN I F curveC3x
FN S F curveC3y
# ^ 贝塞尔四个控制值(新建关键帧默认 0.25 / 0 / 0.75 / 1)
FN D (F)V setAngle
FN D ()F getAngle
# ^ 旋转轴的 angle(**不是** FN.D():ga!ga 是 deform 的数值数组)
FN B (F)V setX
FN B ()F getX
FN L (F)V setY
FN L ()F getY
# ^ 位移/缩放/斜切轴的 x / y
FN D Lcom/badlogic/gdx/graphics/Color; color
FN D LGn; attachment
# ^ 插槽颜色 / 挂哪个附件(null = 隐藏)
FN D LOr; valueSchema
FN D ()Lga; values
# ^ deform 用的数值数组(旋转/位移/缩放/斜切**不要**写这里)
# ---- FV = 曲线枚举(名字来自 FV.<clinit>)----
FV D LFV; linear
FV B LFV; curve
FV L LFV; stepped
# ^ 依次是 linear / curve(贝塞尔) / stepped;"自动"= curve + 一组控制值(如 0.25,0.25,0.75,0.75)
# ---- WidgetGroup 的尺寸读取(本次用来把对话框撑到合适大小)----
eX LineNumberTable ()F getMinWidth
eX String ()F getMinHeight
Can't render this file because it contains an unexpected character in line 41 and column 97.
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@@ -1,5 +1,34 @@
# 合并后的名字映射表:确定(=)指纹 + 手动/实测锚点
# owner name desc newName
FH D LGl; animation
FH D LGp; bone
FH D LfI timelines
FI D (F)LFN; findKey
FI D (FI;LFH;)V copyFrom
FI D (LFN;Z)V insertKey
FI D LfI keys
FI D Ljava/lang/Class; runtimeTimelineClass
FI L ()V invalidateRuntime
FN B ()F getX
FN B (F)V setX
FN B F curveC2x
FN D ()F getAngle
FN D ()Lga; values
FN D (F)V setAngle
FN D F time
FN D LFV; curve
FN D LGn; attachment
FN D LOr; valueSchema
FN D Lcom/badlogic/gdx/graphics/Color; color
FN I F curveC3x
FN L ()F getY
FN L (F)V setY
FN L F curveC2y
FN S F curveC3y
FT D F fps
FV B LFV; curve
FV D LFV; linear
FV L LFV; stepped
GD D F position
GD D LGU; target
GD D Ljava/lang/String; name
@@ -25,6 +54,8 @@ GO L F scaleX
GO S F rotation
GO Z F height
GP D (LGp;)V addBone
GP D LFT; projectSettings
GP I LfI animations
GP L (LGn;ZZ)V removeAttachment
GP L LfI attachments
GP Z LfI slots
@@ -51,6 +82,17 @@ GX SourceFile F rotation
GX StackMapTable F scaleX
GX Z F scaleMix
GX init F scaleY
Gl B (LGp;)LFI; translateTimeline
Gl B (LGp;LGU;)LFI; slotAttachmentTimeline
Gl D ()LFI; drawOrderTimeline
Gl D ()V register
Gl D (LGp;)LFI; rotateTimeline
Gl D (LGp;LGU;)LFI; slotColorTimeline
Gl D LGP; skeleton
Gl D LfI timelineGroups
Gl D Ljava/lang/String; name
Gl I (LGp;)LFI; shearTimeline
Gl L (LGp;)LFI; scaleTimeline
Gn D LHi; placeholderRef
Gn D Ljava/lang/String; name
Gn I ()Ljava/lang/String; type
1 # 合并后的名字映射表:确定(=)指纹 + 手动/实测锚点
2 # owner
3 FH
4 FH
5 FH
6 FI
7 FI
8 FI
9 FI
10 FI
11 FI
12 FN
13 FN
14 FN
15 FN
16 FN
17 FN
18 FN
19 FN
20 FN
21 FN
22 FN
23 FN
24 FN
25 FN
26 FN
27 FN
28 FT
29 FV
30 FV
31 FV
32 GD
33 GD
34 GD
54 GO
55 GO
56 GP
57 GP
58 GP
59 GP
60 GP
61 GP
82 GX
83 GX
84 GX
85 Gl
86 Gl
87 Gl
88 Gl
89 Gl
90 Gl
91 Gl
92 Gl
93 Gl
94 Gl
95 Gl
96 Gn
97 Gn
98 Gn
@@ -0,0 +1,403 @@
package com.spineview;
import java.lang.reflect.Field;
import java.lang.reflect.Method;
import java.lang.reflect.Modifier;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Random;
/**
* 动画面板工具(正式按钮,重启后仍在):
* - "Animate Random Props":随机骨骼/插槽/附件,把所有能 K 帧的属性做成 0f/30f 两个关键帧(值变化明显)
* - "Curve Test 6 Modes":6 根骨骼各一条旋转轴(0°→45°,0f/30f),分别用 linear / curve 平滑 /
* stepped / ease-in / ease-out / 对称自动 六种曲线
*
* 动画模型(全部来自字节码,见 混淆名对照表.md 第十一节):
* GP.I:fI = 动画表;Gl = 动画(D:LGP 骨架、D:String 名字、D:fI 时间轴组)
* Gl.D(Gp)=旋转、Gl.B(Gp)=位移、Gl.L(Gp)=缩放、Gl.I(Gp)=斜切
* Gl.D(Gp,GU)=插槽颜色、Gl.B(Gp,GU)=附件切换
* FH = 组(D:Gl、D:Gp、D:fI 时间轴);FI = 时间轴(D:Class 运行时类、D:fI 关键帧、L() 重建)
* FN = 关键帧(D:F 时间、D:FV 曲线、B/L/I/S 贝塞尔控制值;
* D(float)=angle、B(float)=x、L(float)=y、D:Color 颜色、D:Gn 附件)
* FV = 曲线枚举(D=linear、B=curve、L=stepped)
*/
final class AnimationTools {
private static boolean installed;
private AnimationTools() {
}
/** 由 ObjectPanel.build 调用:加两个按钮并接上点击。 */
static void install(final ClassLoader loader, Object skin, Object buttonsTable,
Class<?> tableClass, final Class<?> cellClass, final Class<?> actorClass) {
if (installed) return;
try {
addButton(loader, skin, buttonsTable, cellClass, actorClass, "Animate Random Props",
new Runnable() {
@Override public void run() {
final ClassLoader classLoader = loader;
Thread thread = new Thread(new Runnable() {
@Override public void run() {
try { animateRandom(classLoader); } catch (Throwable error) {
System.err.println("[animtool] 随机动画失败: " + error);
error.printStackTrace(System.err);
}
}
}, "spineview-animate-random");
thread.setDaemon(true);
thread.start();
}
});
addButton(loader, skin, buttonsTable, cellClass, actorClass, "Curve Test 6 Modes",
new Runnable() {
@Override public void run() {
final ClassLoader classLoader = loader;
Thread thread = new Thread(new Runnable() {
@Override public void run() {
try { curveTest(classLoader); } catch (Throwable error) {
System.err.println("[animtool] 曲线测试失败: " + error);
error.printStackTrace(System.err);
}
}
}, "spineview-curve-test");
thread.setDaemon(true);
thread.start();
}
});
installed = true;
System.err.println("[animtool] 两个动画按钮已加入");
} catch (Throwable error) {
System.err.println("[animtool] 加按钮失败: " + error);
}
}
private static void addButton(ClassLoader loader, Object skin, Object buttonsTable,
Class<?> cellClass, Class<?> actorClass, String text, Runnable action) throws Exception {
Class<?> textButton = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.TextButton", true, loader);
Class<?> skinClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.Skin", true, loader);
final Object button = textButton.getConstructor(String.class, skinClass).newInstance(text, skin);
Object cell = find(buttonsTable.getClass(), "D", new Class<?>[] {actorClass}, cellClass)
.invoke(buttonsTable, button);
find(cellClass, "C", new Class<?>[0], cellClass).invoke(cell); // Cell.left()
find(buttonsTable.getClass(), "I", new Class<?>[0], cellClass).invoke(buttonsTable);
ObjectPanel.wire(loader, button, action);
}
// ==================== 按钮 1:随机对象的所有可 K 属性 ====================
static void animateRandom(ClassLoader loader) throws Exception {
final ClassLoader L = loader;
final Class<?> gp = Class.forName("GP", true, L);
final Class<?> boneC = Class.forName("Gp", true, L);
final Class<?> slotC = Class.forName("GU", true, L);
final Class<?> attC = Class.forName("Gn", true, L);
final Class<?> glC = Class.forName("Gl", true, L);
final Class<?> fiC = Class.forName("FI", true, L);
final Class<?> fnC = Class.forName("FN", true, L);
final Class<?> colorC = Class.forName("com.badlogic.gdx.graphics.Color", true, L);
SceneActions.onEditorThread(L, new Runnable() {
@Override public void run() {
try {
Object skeleton = null;
List<Object> bones = new ArrayList<Object>(), slots = new ArrayList<Object>(),
atts = new ArrayList<Object>();
for (Object o : SceneObjects.listAllNodes(L)) {
if (o == null) continue;
if (skeleton == null && gp.isInstance(o)) skeleton = o;
if (boneC.isInstance(o)) bones.add(o);
if (slotC.isInstance(o)) slots.add(o);
if (attC.isInstance(o)) atts.add(o);
}
if (skeleton == null || bones.isEmpty() || slots.isEmpty() || atts.isEmpty()) {
System.err.println("[animtool] 场景对象不够");
return;
}
Random random = new Random();
Object bone = bones.get(random.nextInt(bones.size()));
Object slot = slots.get(random.nextInt(slots.size()));
Object slotBone = fieldOfType(slotC, slot, boneC);
List<Object> own = new ArrayList<Object>();
for (Object a : atts) if (fieldOfType(attC, a, slotC) == slot) own.add(a);
Object attachment = own.isEmpty() ? atts.get(random.nextInt(atts.size()))
: own.get(random.nextInt(own.size()));
System.err.println("[animtool] 随机选中:骨骼=" + SceneObjects.nameOf(bone)
+ " 插槽=" + SceneObjects.nameOf(slot) + " 附件=" + SceneObjects.nameOf(attachment));
Object anim = animation(L, skeleton, "ani_api_test");
set(anim, "D", Class.forName("fI", true, L),
Class.forName("fI", true, L).getConstructor().newInstance());
Object rotate = find(glC, "D", new Class<?>[] {boneC}, fiC).invoke(anim, bone);
scalarPair(L, rotate, fiC, fnC, 0f, "D", 0f);
scalarPair(L, rotate, fiC, fnC, 30f, "D", 90f);
Object translate = find(glC, "B", new Class<?>[] {boneC}, fiC).invoke(anim, bone);
xy(L, translate, fiC, fnC, 0f, 0f, 0f);
xy(L, translate, fiC, fnC, 30f, 120f, -60f);
Object scale = find(glC, "L", new Class<?>[] {boneC}, fiC).invoke(anim, bone);
xy(L, scale, fiC, fnC, 0f, 1f, 1f);
xy(L, scale, fiC, fnC, 30f, 1.6f, 0.6f);
Object shear = find(glC, "I", new Class<?>[] {boneC}, fiC).invoke(anim, bone);
xy(L, shear, fiC, fnC, 0f, 0f, 0f);
xy(L, shear, fiC, fnC, 30f, 25f, 15f);
Object color = find(glC, "D", new Class<?>[] {boneC, slotC}, fiC).invoke(anim, slotBone, slot);
color(L, color, fiC, fnC, colorC, 0f, 1f, 1f, 1f, 1f);
color(L, color, fiC, fnC, colorC, 30f, 1f, 0.2f, 0.2f, 0.25f);
Object att = find(glC, "B", new Class<?>[] {boneC, slotC}, fiC).invoke(anim, slotBone, slot);
attachment(L, att, fiC, fnC, attC, 0f, attachment);
attachment(L, att, fiC, fnC, attC, 30f, null);
refresh(L, skeleton);
System.err.println("[animtool] ani_api_test 已重建:6 条时间轴(0f/30f)");
} catch (Throwable error) {
System.err.println("[animtool] 随机动画失败: " + error);
error.printStackTrace(System.err);
}
}
});
}
// ==================== 按钮 2:六种曲线 ====================
static void curveTest(ClassLoader loader) throws Exception {
final ClassLoader L = loader;
final Class<?> gp = Class.forName("GP", true, L);
final Class<?> boneC = Class.forName("Gp", true, L);
final Class<?> glC = Class.forName("Gl", true, L);
final Class<?> fiC = Class.forName("FI", true, L);
final Class<?> fnC = Class.forName("FN", true, L);
final Class<?> fvC = Class.forName("FV", true, L);
SceneActions.onEditorThread(L, new Runnable() {
@Override public void run() {
try {
Object skeleton = null;
Map<String, Object> bones = new LinkedHashMap<String, Object>();
for (Object o : SceneObjects.listAllNodes(L)) {
if (o == null) continue;
if (skeleton == null && gp.isInstance(o)) skeleton = o;
if (boneC.isInstance(o)) bones.put(SceneObjects.nameOf(o), o);
}
if (skeleton == null) return;
String[] order = {"root", "bone", "bone2", "bone3", "bone5", "lizi"};
String[] labels = {"linear", "curve smooth", "stepped", "ease-in", "ease-out", "symmetric auto"};
Object linear = fvC.getField("D").get(null);
Object curve = fvC.getField("B").get(null);
Object stepped = fvC.getField("L").get(null);
Object[] modes = {linear, curve, stepped, curve, curve, curve};
float[][] controls = {{0, 0, 0, 0}, {0.25f, 0f, 0.75f, 1f}, {0, 0, 0, 0},
{0.42f, 0f, 1f, 1f}, {0f, 0f, 0.58f, 1f}, {0.25f, 0.25f, 0.75f, 0.75f}};
Object anim = animation(L, skeleton, "curve_test");
set(anim, "D", Class.forName("fI", true, L),
Class.forName("fI", true, L).getConstructor().newInstance());
int made = 0;
for (int i = 0; i < order.length; i++) {
Object bone = bones.get(order[i]);
if (bone == null) continue;
Object tl = find(glC, "D", new Class<?>[] {boneC}, fiC).invoke(anim, bone);
Object k0 = key(L, tl, fiC, fnC, 0f);
Object k1 = key(L, tl, fiC, fnC, 30f);
setFloatMethod(fnC, k0, "D", 0f); // angle 0
setFloatMethod(fnC, k1, "D", 45f); // angle 45
set(k0, "D", fvC, modes[i]);
set(k0, "B", float.class, Float.valueOf(controls[i][0]));
set(k0, "L", float.class, Float.valueOf(controls[i][1]));
set(k0, "I", float.class, Float.valueOf(controls[i][2]));
set(k0, "S", float.class, Float.valueOf(controls[i][3]));
rebuild(fiC, tl);
System.err.println("[animtool] curve_test " + order[i] + " = " + labels[i]);
made++;
}
refresh(L, skeleton);
System.err.println("[animtool] curve_test 已重建:共 " + made + " 条旋转轴(0f/30f,0°→45°)");
} catch (Throwable error) {
System.err.println("[animtool] 曲线测试失败: " + error);
error.printStackTrace(System.err);
}
}
});
}
// ==================== 时间轴/关键帧 ====================
/** 取或建动画(并按编辑器自己的 Gl.D() 注册)。 */
private static Object animation(ClassLoader L, Object skeleton, String name) throws Exception {
Class<?> gp = Class.forName("GP", true, L);
Class<?> glC = Class.forName("Gl", true, L);
Class<?> fI = Class.forName("fI", true, L);
Field animsF = gp.getDeclaredField("I");
animsF.setAccessible(true);
Object anims = animsF.get(skeleton);
for (int i = 0; i < size(fI, anims); i++) {
Object a = get(fI, anims, i);
if (a != null && name.equals(fieldOfType(glC, a, String.class))) return a;
}
Object anim = glC.getConstructor().newInstance();
set(anim, "D", gp, skeleton);
set(anim, "D", String.class, name);
for (Method m : glC.getDeclaredMethods()) {
if (m.getName().equals("D") && m.getParameterTypes().length == 0
&& m.getReturnType() == void.class) { m.setAccessible(true); m.invoke(anim); }
}
add(fI, anims, anim);
System.err.println("[animtool] 新建动画 " + name);
return anim;
}
private static Object key(ClassLoader L, Object tl, Class<?> fiC, Class<?> fnC, float time)
throws Exception {
Method get = find(fiC, "D", new Class<?>[] {float.class}, fnC);
Object k = get.invoke(tl, Float.valueOf(time));
if (k != null) return k;
k = fnC.getConstructor(fiC).newInstance(tl);
set(k, "D", float.class, Float.valueOf(time));
find(fiC, "D", new Class<?>[] {fnC, boolean.class}, void.class)
.invoke(tl, k, Boolean.FALSE);
return k;
}
private static void scalarPair(ClassLoader L, Object tl, Class<?> fiC, Class<?> fnC,
float time, String setter, float value) throws Exception {
Object k = key(L, tl, fiC, fnC, time);
setFloatMethod(fnC, k, setter, value);
rebuild(fiC, tl);
}
private static void xy(ClassLoader L, Object tl, Class<?> fiC, Class<?> fnC,
float time, float x, float y) throws Exception {
Object k = key(L, tl, fiC, fnC, time);
setFloatMethod(fnC, k, "B", x);
setFloatMethod(fnC, k, "L", y);
rebuild(fiC, tl);
}
private static void color(ClassLoader L, Object tl, Class<?> fiC, Class<?> fnC, Class<?> colorC,
float time, float r, float g, float b, float a) throws Exception {
Object k = key(L, tl, fiC, fnC, time);
Object color = fieldOfType(fnC, k, colorC);
if (color == null) color = colorC.getConstructor().newInstance();
colorC.getField("r").setFloat(color, r);
colorC.getField("g").setFloat(color, g);
colorC.getField("b").setFloat(color, b);
colorC.getField("a").setFloat(color, a);
set(k, "D", colorC, color);
rebuild(fiC, tl);
}
private static void attachment(ClassLoader L, Object tl, Class<?> fiC, Class<?> fnC,
Class<?> attC, float time, Object attachment) throws Exception {
Object k = key(L, tl, fiC, fnC, time);
set(k, "D", attC, attachment);
rebuild(fiC, tl);
}
private static void rebuild(Class<?> fiC, Object tl) throws Exception {
find(fiC, "L", new Class<?>[0], void.class).invoke(tl);
}
private static void refresh(ClassLoader L, Object skeleton) throws Exception {
Class<?> gp = Class.forName("GP", true, L);
Class<?> vz = Class.forName("VZ", true, L);
Class<?> og = Class.forName("OG", true, L);
Object tree = staticField(og, vz);
Method refresh = find(vz, "D", new Class<?>[] {gp, boolean.class, boolean.class}, void.class);
if (refresh != null) refresh.invoke(tree, skeleton, Boolean.TRUE, Boolean.TRUE);
}
// ==================== 反射工具 ====================
private static void setFloatMethod(Class<?> owner, Object target, String name, float value)
throws Exception {
for (Class<?> c = owner; c != null && c != Object.class; c = c.getSuperclass()) {
for (Method m : c.getDeclaredMethods()) {
if (!m.getName().equals(name)) continue;
Class<?>[] types = m.getParameterTypes();
if (types.length != 1 || types[0] != float.class) continue;
m.setAccessible(true);
m.invoke(target, Float.valueOf(value));
return;
}
}
throw new NoSuchMethodException("float " + name);
}
private static Object fieldOfType(Class<?> owner, Object target, Class<?> type) {
for (Class<?> c = owner; c != null && c != Object.class; c = c.getSuperclass()) {
for (Field f : c.getDeclaredFields()) {
if (Modifier.isStatic(f.getModifiers()) || f.getType() != type) continue;
f.setAccessible(true);
try {
Object v = f.get(target);
if (v != null) return v;
} catch (Throwable ignored) {
// 下一个
}
}
}
return null;
}
private static Object staticField(Class<?> owner, Class<?> type) {
for (Field f : owner.getDeclaredFields()) {
if (!Modifier.isStatic(f.getModifiers()) || f.getType() != type) continue;
f.setAccessible(true);
try {
Object v = f.get(null);
if (v != null) return v;
} catch (Throwable ignored) {
// 下一个
}
}
return null;
}
private static void set(Object target, String name, Class<?> type, Object value) throws Exception {
for (Class<?> c = target.getClass(); c != null && c != Object.class; c = c.getSuperclass()) {
for (Field f : c.getDeclaredFields()) {
if (!f.getName().equals(name) || f.getType() != type) continue;
f.setAccessible(true);
f.set(target, value);
return;
}
}
throw new NoSuchFieldException(name);
}
private static Method find(Class<?> owner, String name, Class<?>[] params, Class<?> ret) {
for (Class<?> c = owner; c != null && c != Object.class; c = c.getSuperclass()) {
for (Method m : c.getDeclaredMethods()) {
if (!m.getName().equals(name)) continue;
if (!Arrays.equals(m.getParameterTypes(), params)) continue;
if (ret != null && m.getReturnType() != ret) continue;
m.setAccessible(true);
return m;
}
}
throw new IllegalStateException(owner.getName() + "." + name);
}
private static void add(Class<?> arrayClass, Object array, Object item) throws Exception {
find(arrayClass, "D", new Class<?>[] {Object.class}, void.class).invoke(array, item);
}
private static int size(Class<?> arrayClass, Object array) {
if (array == null) return 0;
for (Class<?> c = arrayClass; c != null && c != Object.class; c = c.getSuperclass()) {
for (Field f : c.getDeclaredFields()) {
if (f.getType() != int.class) continue;
f.setAccessible(true);
try { return f.getInt(array); } catch (Throwable ignored) { }
}
}
return 0;
}
private static Object get(Class<?> arrayClass, Object array, int index) {
try {
return find(arrayClass, "D", new Class<?>[] {int.class}, Object.class)
.invoke(array, Integer.valueOf(index));
} catch (Throwable ignored) {
return null;
}
}
}
@@ -138,6 +138,8 @@ public final class ObjectPanel {
}
// 新按钮:点一下弹名称面板 → 按名字匹配附件 → 在当前选中骨骼下建 15 根骨骼(每根 1 插槽 1 附件)
NewFifteen.install(loader, skin, buttons, tableClass, cellClass, actorClass);
// 动画工具按钮:随机对象 6 属性动画 / 六种曲线测试
AnimationTools.install(loader, skin, buttons, tableClass, cellClass, actorClass);
call(buttons, Obf.TABLE_ROW, new Class<?>[0], cellClass);
Object nameCell = call(buttons, Obf.TABLE_ADD, new Class<?>[] {actorClass}, cellClass, state.nameField);
layoutCell(nameCell, Obf.CELL_LEFT);
+59
View File
@@ -531,3 +531,62 @@ macOS 文件系统大小写不敏感,解到目录里会互相覆盖 —— 所
| `eX.LineNumberTable()F` / `eX.String()F` | **getMinWidth / getMinHeight** | 同上(对话框 min=302x166) |
| `eX.b_()V` | **invalidate** | 让内容按新尺寸重新布局(和 `dl.b_()Z`=remove 同名不同描述符) |
| `dl.D(FFI)V` | **setPosition(x,y,alignment)** | **align=0 → 以 (x,y) 为中心**。"先出现在左下角、再跳到中间"的原因就是:先 `addActor`(默认 (0,0))渲染了一帧,350ms 后才居中。修法:**尺寸 + 居中都在同一次渲染回调里做完**(本次实测 399x170 @ (1665.5,937) → 中心正好 (1865,1022) = 3730x2044 的正中) |
---
## 十一、动画模型(2026-10-17 实测:新建动画 / 4 条骨骼轴 / 2 条插槽轴 / 关键帧 / 6 种曲线全部跑通)
这一节是"在动画面板下用编辑器自身 API 建 30 帧动画"时确认的整套模型。每条都真跑过并读回验证。
### 骨架 / 动画
| 载荷签名 | 真名 | 依据 / 坑 |
| --- | --- | --- |
| `GP.I:LfI` | **animations(动画表)** | 元素是 `Gl`;新建动画后 `animations.add(gl)` |
| `GP.D:LFT;` → `FT.D:F` | **projectSettings.fps** | 本项目 fps=**30**。⚠️ 编辑器时间轴刻度直接用**帧**:关键帧时间写 0 和 30,不要换算成秒 |
| `Gl.D:LGP;` / `Gl.D:Ljava/lang/String;` | skeleton / name | |
| `Gl.D:LfI` | **timelineGroups(时间轴组表)** | 元素是 `FH`。清空动画最稳的做法:直接换一个**新的空 fI**(`removeRange` 的两个 `(int,int)` 重载实测都不缩容) |
| `Gl.D()V` | **register(注册到动画列表模型)** | 编辑器 New Animation 命令里就是这么做的 |
| `Gl.D(Gp)FI` / `Gl.B(Gp)FI` / `Gl.L(Gp)FI` / `Gl.I(Gp)FI` | **旋转 / 位移 / 缩放 / 斜切轴** | 运行时类依次 `ih` / `io` / `ii` / `ij` |
| `Gl.D(Gp,GU)FI` / `Gl.B(Gp,GU)FI` | **插槽颜色 / 附件切换轴** | 运行时类 `hU` / `ip` |
| `Gl.D()FI` | **绘制顺序轴** | 运行时类 `hZ` |
### 时间轴 / 关键帧
| 载荷签名 | 真名 | 依据 / 坑 |
| --- | --- | --- |
| `FH.D:Gl` / `FH.D:Gp` / `FH.D:LfI` | animation / bone / timelines | `FH` 是按"骨骼或插槽"分组的一层 |
| `FI.D:Ljava/lang/Class;` | **runtimeTimelineClass** | `ih`=Rotate、`io`=Translate、`ii`=Scale、`ij`=Shear、`hU`=SlotColor、`ip`=SlotAttachment、`hZ`=DrawOrder |
| `FI.D:LfI` | **keys(关键帧表)** | 元素是 `FN` |
| `FI.D(float)FN` | **findKey** | 按时间精确找关键帧(找不到返回 null) |
| `FI.D(FN,boolean)V` | **insertKey** | 插入关键帧(第二参=是否记撤销) |
| `FI.L()V` | **invalidateRuntime** | 标脏运行时轴(改完关键帧调它重建) |
| `FI.D(float,int)Z` | **addKeyFromPose** | 按当前姿态在指定时间建关键帧;⚠️ 时间轴上**必须已经有关键帧**,否则抛 `frameCount must be > 0` |
| `FN` 字段/方法 | 真名 | 依据 / 坑 |
| --- | --- | --- |
| `D:F` | **time** | 关键帧时间(帧) |
| `D:FV` | **curve** | 曲线类型,见下 |
| `B/L/I/S:F` | **curveC2x / c2y / c3x / c3y** | 贝塞尔四个控制值(新建关键帧默认 0.25 / 0 / 0.75 / 1) |
| `D(float)` / `D()F` | **setAngle / getAngle** | 旋转轴的角度。⚠️ **不是** `FN.D():ga`! |
| `B(float)` / `B()F` | **setX / getX** | 位移/缩放/斜切的 x |
| `L(float)` / `L()F` | **setY / getY** | 位移/缩放/斜切的 y |
| `D:Color` | **color** | 插槽颜色关键帧 |
| `D:Gn` | **attachment** | 附件切换关键帧(null = 隐藏) |
| `D:Or` / `D():ga` | **valueSchema / values** | **deform** 用的数值数组(旋转/位移/缩放/斜切不要写这里——曾因此"帧有值但不生效") |
### 曲线枚举 `FV`(名字取自 `<clinit>`)
| 字段 | 真名 |
| --- | --- |
| `FV.D` | **linear(线性)** |
| `FV.B` | **curve(贝塞尔)** |
| `FV.L` | **stepped(阶跃)** |
"自动"不是单独的枚举值,而是 **curve + 一组控制值**(本次实测过 0.25,0.25,0.75,0.75 的对称自动;ease-in 用 0.42,0,1,1;ease-out 用 0,0,0.58,1)。
### 面板按钮(正式源码)
- `viewpanel/src/com/spineview/AnimationTools.java`
- **Animate Random Props**:随机骨骼/插槽/附件 → `ani_api_test`:旋转 0°→90°、位移 (0,0)→(120,-60)、缩放 (1,1)→(1.6,0.6)、斜切 (0,0)→(25,15)、插槽颜色 (1,1,1,1)→(1,0.2,0.2,0.25)、附件 显示→隐藏;全部只在 0f/30f
- **Curve Test 6 Modes**:`curve_test`:6 根骨骼各一条旋转轴(0°→45°,0f/30f),分别 linear / curve 平滑 / stepped / ease-in / ease-out / 对称自动