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1412 lines
60 KiB
1412 lines
60 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System; |
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using System.Collections.Generic; |
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|
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namespace Spine { |
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/// <summary> |
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/// <para> |
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/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies |
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/// multiple animations on top of each other (layering).</para> |
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/// <para> |
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/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para> |
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/// </summary> |
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public class AnimationState { |
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static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0); |
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|
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/// 1) A previously applied timeline has set this property.<para /> |
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/// Result: Mix from the current pose to the timeline pose. |
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internal const int Subsequent = 0; |
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/// 1) This is the first timeline to set this property.<para /> |
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/// 2) The next track entry applied after this one does not have a timeline to set this property.<para /> |
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/// Result: Mix from the setup pose to the timeline pose. |
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internal const int First = 1; |
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/// 1) A previously applied timeline has set this property.<br> |
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/// 2) The next track entry to be applied does have a timeline to set this property.<br> |
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/// 3) The next track entry after that one does not have a timeline to set this property.<br> |
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/// Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading |
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/// animations that key the same property. A subsequent timeline will set this property using a mix. |
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internal const int HoldSubsequent = 2; |
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/// 1) This is the first timeline to set this property.<para /> |
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/// 2) The next track entry to be applied does have a timeline to set this property.<para /> |
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/// 3) The next track entry after that one does not have a timeline to set this property.<para /> |
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/// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations |
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/// that key the same property. A subsequent timeline will set this property using a mix. |
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internal const int HoldFirst = 3; |
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/// 1) This is the first timeline to set this property.<para /> |
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/// 2) The next track entry to be applied does have a timeline to set this property.<para /> |
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/// 3) The next track entry after that one does have a timeline to set this property.<para /> |
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/// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para /> |
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/// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than |
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/// 2 track entries in a row have a timeline that sets the same property.<para /> |
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/// Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid |
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/// "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A |
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/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed |
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/// out position. |
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internal const int HoldMix = 4; |
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internal const int Setup = 1, Current = 2; |
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protected AnimationStateData data; |
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>(); |
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private readonly ExposedList<Event> events = new ExposedList<Event>(); |
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// difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray<AnimationStateListener> listeners'. |
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internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); } |
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internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); } |
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internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); } |
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internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); } |
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internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); } |
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internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); } |
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public delegate void TrackEntryDelegate (TrackEntry trackEntry); |
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public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; |
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public delegate void TrackEntryEventDelegate (TrackEntry trackEntry, Event e); |
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public event TrackEntryEventDelegate Event; |
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public void AssignEventSubscribersFrom (AnimationState src) { |
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Event = src.Event; |
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Start = src.Start; |
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Interrupt = src.Interrupt; |
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End = src.End; |
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Dispose = src.Dispose; |
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Complete = src.Complete; |
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} |
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public void AddEventSubscribersFrom (AnimationState src) { |
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Event += src.Event; |
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Start += src.Start; |
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Interrupt += src.Interrupt; |
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End += src.End; |
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Dispose += src.Dispose; |
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Complete += src.Complete; |
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} |
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// end of difference |
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private readonly EventQueue queue; // Initialized by constructor. |
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private readonly HashSet<int> propertyIDs = new HashSet<int>(); |
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private bool animationsChanged; |
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private float timeScale = 1; |
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private int unkeyedState; |
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|
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private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>(); |
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public AnimationState (AnimationStateData data) { |
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if (data == null) throw new ArgumentNullException("data", "data cannot be null."); |
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this.data = data; |
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this.queue = new EventQueue( |
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this, |
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delegate { this.animationsChanged = true; }, |
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trackEntryPool |
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); |
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} |
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/// <summary> |
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/// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary> |
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/// <param name="delta">delta time</param> |
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public void Update (float delta) { |
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delta *= timeScale; |
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var tracksItems = tracks.Items; |
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for (int i = 0, n = tracks.Count; i < n; i++) { |
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TrackEntry current = tracksItems[i]; |
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if (current == null) continue; |
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|
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current.animationLast = current.nextAnimationLast; |
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current.trackLast = current.nextTrackLast; |
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float currentDelta = delta * current.timeScale; |
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|
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if (current.delay > 0) { |
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current.delay -= currentDelta; |
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if (current.delay > 0) continue; |
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currentDelta = -current.delay; |
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current.delay = 0; |
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} |
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TrackEntry next = current.next; |
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if (next != null) { |
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// When the next entry's delay is passed, change to the next entry, preserving leftover time. |
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float nextTime = current.trackLast - next.delay; |
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if (nextTime >= 0) { |
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next.delay = 0; |
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next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale; |
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current.trackTime += currentDelta; |
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SetCurrent(i, next, true); |
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while (next.mixingFrom != null) { |
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next.mixTime += delta; |
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next = next.mixingFrom; |
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} |
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continue; |
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} |
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} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) { |
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// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom. |
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tracksItems[i] = null; |
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queue.End(current); |
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DisposeNext(current); |
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continue; |
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} |
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if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) { |
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// End mixing from entries once all have completed. |
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TrackEntry from = current.mixingFrom; |
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current.mixingFrom = null; |
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if (from != null) from.mixingTo = null; |
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while (from != null) { |
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queue.End(from); |
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from = from.mixingFrom; |
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} |
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} |
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current.trackTime += currentDelta; |
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} |
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queue.Drain(); |
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} |
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/// <summary>Returns true when all mixing from entries are complete.</summary> |
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private bool UpdateMixingFrom (TrackEntry to, float delta) { |
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TrackEntry from = to.mixingFrom; |
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if (from == null) return true; |
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bool finished = UpdateMixingFrom(from, delta); |
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from.animationLast = from.nextAnimationLast; |
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from.trackLast = from.nextTrackLast; |
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// Require mixTime > 0 to ensure the mixing from entry was applied at least once. |
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if (to.mixTime > 0 && to.mixTime >= to.mixDuration) { |
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame). |
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if (from.totalAlpha == 0 || to.mixDuration == 0) { |
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to.mixingFrom = from.mixingFrom; |
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if (from.mixingFrom != null) from.mixingFrom.mixingTo = to; |
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to.interruptAlpha = from.interruptAlpha; |
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queue.End(from); |
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} |
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return finished; |
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} |
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from.trackTime += delta * from.timeScale; |
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to.mixTime += delta; |
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return false; |
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} |
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/// <summary> |
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/// Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple |
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/// skeletons to pose them identically.</summary> |
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/// <returns>True if any animations were applied.</returns> |
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public bool Apply (Skeleton skeleton) { |
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); |
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if (animationsChanged) AnimationsChanged(); |
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var events = this.events; |
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bool applied = false; |
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var tracksItems = tracks.Items; |
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for (int i = 0, n = tracks.Count; i < n; i++) { |
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TrackEntry current = tracksItems[i]; |
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if (current == null || current.delay > 0) continue; |
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applied = true; |
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// Track 0 animations aren't for layering, so do not show the previously applied animations before the first key. |
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MixBlend blend = i == 0 ? MixBlend.First : current.mixBlend; |
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// Apply mixing from entries first. |
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float mix = current.alpha; |
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if (current.mixingFrom != null) |
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mix *= ApplyMixingFrom(current, skeleton, blend); |
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else if (current.trackTime >= current.trackEnd && current.next == null) // |
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mix = 0; // Set to setup pose the last time the entry will be applied. |
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// Apply current entry. |
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float animationLast = current.animationLast, animationTime = current.AnimationTime; |
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int timelineCount = current.animation.timelines.Count; |
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var timelines = current.animation.timelines; |
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var timelinesItems = timelines.Items; |
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if ((i == 0 && mix == 1) || blend == MixBlend.Add) { |
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for (int ii = 0; ii < timelineCount; ii++) { |
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var timeline = timelinesItems[ii]; |
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if (timeline is AttachmentTimeline) |
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ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, blend, true); |
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else |
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timeline.Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In); |
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} |
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} else { |
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var timelineMode = current.timelineMode.Items; |
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bool firstFrame = current.timelinesRotation.Count != timelineCount << 1; |
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if (firstFrame) current.timelinesRotation.Resize(timelines.Count << 1); |
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var timelinesRotation = current.timelinesRotation.Items; |
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for (int ii = 0; ii < timelineCount; ii++) { |
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Timeline timeline = timelinesItems[ii]; |
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MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup; |
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var rotateTimeline = timeline as RotateTimeline; |
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if (rotateTimeline != null) |
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, |
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ii << 1, firstFrame); |
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else if (timeline is AttachmentTimeline) |
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ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, blend, true); |
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else |
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timeline.Apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.In); |
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} |
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} |
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QueueEvents(current, animationTime); |
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events.Clear(false); |
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current.nextAnimationLast = animationTime; |
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current.nextTrackLast = current.trackTime; |
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} |
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// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so |
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// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or |
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// the time is before the first key). |
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int setupState = unkeyedState + Setup; |
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var slots = skeleton.slots.Items; |
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for (int i = 0, n = skeleton.slots.Count; i < n; i++) { |
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Slot slot = (Slot)slots[i]; |
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if (slot.attachmentState == setupState) { |
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string attachmentName = slot.data.attachmentName; |
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slot.Attachment = (attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName)); |
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} |
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} |
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unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot. |
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queue.Drain(); |
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return applied; |
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} |
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/// <summary>Version of <see cref="Apply"/> only applying EventTimelines for lightweight off-screen updates.</summary> |
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// Note: This method is not part of the libgdx reference implementation. |
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public bool ApplyEventTimelinesOnly (Skeleton skeleton) { |
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); |
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var events = this.events; |
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bool applied = false; |
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var tracksItems = tracks.Items; |
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for (int i = 0, n = tracks.Count; i < n; i++) { |
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TrackEntry current = tracksItems[i]; |
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if (current == null || current.delay > 0) continue; |
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applied = true; |
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// Apply mixing from entries first. |
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if (current.mixingFrom != null) |
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ApplyMixingFromEventTimelinesOnly(current, skeleton); |
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// Apply current entry. |
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float animationLast = current.animationLast, animationTime = current.AnimationTime; |
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int timelineCount = current.animation.timelines.Count; |
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var timelines = current.animation.timelines; |
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var timelinesItems = timelines.Items; |
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for (int ii = 0; ii < timelineCount; ii++) { |
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Timeline timeline = timelinesItems[ii]; |
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if (timeline is EventTimeline) |
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timeline.Apply(skeleton, animationLast, animationTime, events, 1.0f, MixBlend.Setup, MixDirection.In); |
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} |
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QueueEvents(current, animationTime); |
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events.Clear(false); |
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current.nextAnimationLast = animationTime; |
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current.nextTrackLast = current.trackTime; |
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} |
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queue.Drain(); |
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return applied; |
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} |
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private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixBlend blend) { |
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TrackEntry from = to.mixingFrom; |
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if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, blend); |
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float mix; |
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if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes. |
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mix = 1; |
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if (blend == MixBlend.First) blend = MixBlend.Setup; // Tracks > 0 are transparent and can't reset to setup pose. |
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} else { |
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mix = to.mixTime / to.mixDuration; |
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if (mix > 1) mix = 1; |
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if (blend != MixBlend.First) blend = from.mixBlend; // Track 0 ignores track mix blend. |
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} |
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var eventBuffer = mix < from.eventThreshold ? this.events : null; |
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bool attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; |
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float animationLast = from.animationLast, animationTime = from.AnimationTime; |
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var timelines = from.animation.timelines; |
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int timelineCount = timelines.Count; |
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var timelinesItems = timelines.Items; |
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float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); |
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if (blend == MixBlend.Add) { |
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for (int i = 0; i < timelineCount; i++) |
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timelinesItems[i].Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out); |
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} else { |
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var timelineMode = from.timelineMode.Items; |
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var timelineHoldMix = from.timelineHoldMix.Items; |
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bool firstFrame = from.timelinesRotation.Count != timelineCount << 1; |
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize |
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var timelinesRotation = from.timelinesRotation.Items; |
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from.totalAlpha = 0; |
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for (int i = 0; i < timelineCount; i++) { |
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Timeline timeline = timelinesItems[i]; |
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MixDirection direction = MixDirection.Out; |
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MixBlend timelineBlend; |
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float alpha; |
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switch (timelineMode[i]) { |
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case AnimationState.Subsequent: |
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if (!drawOrder && timeline is DrawOrderTimeline) continue; |
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timelineBlend = blend; |
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alpha = alphaMix; |
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break; |
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case AnimationState.First: |
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timelineBlend = MixBlend.Setup; |
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alpha = alphaMix; |
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break; |
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case AnimationState.HoldSubsequent: |
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timelineBlend = blend; |
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alpha = alphaHold; |
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break; |
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case AnimationState.HoldFirst: |
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timelineBlend = MixBlend.Setup; |
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alpha = alphaHold; |
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break; |
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default: // HoldMix |
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timelineBlend = MixBlend.Setup; |
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TrackEntry holdMix = timelineHoldMix[i]; |
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alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration); |
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break; |
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} |
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from.totalAlpha += alpha; |
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var rotateTimeline = timeline as RotateTimeline; |
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if (rotateTimeline != null) { |
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, |
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i << 1, firstFrame); |
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} else if (timeline is AttachmentTimeline) { |
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ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, timelineBlend, attachments); |
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} else { |
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if (drawOrder && timeline is DrawOrderTimeline && timelineBlend == MixBlend.Setup) |
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direction = MixDirection.In; |
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timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, alpha, timelineBlend, direction); |
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} |
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} |
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} |
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|
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if (to.mixDuration > 0) QueueEvents(from, animationTime); |
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this.events.Clear(false); |
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from.nextAnimationLast = animationTime; |
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from.nextTrackLast = from.trackTime; |
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return mix; |
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} |
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|
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/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying EventTimelines for lightweight off-screen updates.</summary> |
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// Note: This method is not part of the libgdx reference implementation. |
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private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton) { |
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TrackEntry from = to.mixingFrom; |
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if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton); |
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|
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float mix; |
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if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes. |
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mix = 1; |
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} |
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else { |
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mix = to.mixTime / to.mixDuration; |
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if (mix > 1) mix = 1; |
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} |
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|
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var eventBuffer = mix < from.eventThreshold ? this.events : null; |
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if (eventBuffer == null) |
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return mix; |
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|
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float animationLast = from.animationLast, animationTime = from.AnimationTime; |
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var timelines = from.animation.timelines; |
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int timelineCount = timelines.Count; |
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var timelinesItems = timelines.Items; |
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for (int i = 0; i < timelineCount; i++) { |
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var timeline = timelinesItems[i]; |
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if (timeline is EventTimeline) |
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timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, 0, MixBlend.Setup, MixDirection.Out); |
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} |
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|
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if (to.mixDuration > 0) QueueEvents(from, animationTime); |
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this.events.Clear(false); |
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from.nextAnimationLast = animationTime; |
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from.nextTrackLast = from.trackTime; |
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|
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return mix; |
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} |
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|
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/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary> |
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/// <param name="attachments">False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline |
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/// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent |
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/// timelines see any deform.</param> |
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private void ApplyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, MixBlend blend, |
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bool attachments) { |
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|
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Slot slot = skeleton.slots.Items[timeline.slotIndex]; |
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if (!slot.bone.active) return; |
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|
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float[] frames = timeline.frames; |
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if (time < frames[0]) { // Time is before first frame. |
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if (blend == MixBlend.Setup || blend == MixBlend.First) |
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SetAttachment(skeleton, slot, slot.data.attachmentName, attachments); |
|
} |
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else { |
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int frameIndex; |
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if (time >= frames[frames.Length - 1]) // Time is after last frame. |
|
frameIndex = frames.Length - 1; |
|
else |
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frameIndex = Animation.BinarySearch(frames, time) - 1; |
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SetAttachment(skeleton, slot, timeline.attachmentNames[frameIndex], attachments); |
|
} |
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|
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// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later. |
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if (slot.attachmentState <= unkeyedState) slot.attachmentState = unkeyedState + Setup; |
|
} |
|
|
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private void SetAttachment (Skeleton skeleton, Slot slot, String attachmentName, bool attachments) { |
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slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName); |
|
if (attachments) slot.attachmentState = unkeyedState + Current; |
|
} |
|
|
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/// <summary> |
|
/// Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest |
|
/// the first time the mixing was applied.</summary> |
|
static private void ApplyRotateTimeline (RotateTimeline timeline, Skeleton skeleton, float time, float alpha, MixBlend blend, |
|
float[] timelinesRotation, int i, bool firstFrame) { |
|
|
|
if (firstFrame) timelinesRotation[i] = 0; |
|
|
|
if (alpha == 1) { |
|
timeline.Apply(skeleton, 0, time, null, 1, blend, MixDirection.In); |
|
return; |
|
} |
|
|
|
Bone bone = skeleton.bones.Items[timeline.boneIndex]; |
|
if (!bone.active) return; |
|
|
|
float[] frames = timeline.frames; |
|
float r1, r2; |
|
if (time < frames[0]) { // Time is before first frame. |
|
switch (blend) { |
|
case MixBlend.Setup: |
|
bone.rotation = bone.data.rotation; |
|
return; |
|
default: |
|
return; |
|
case MixBlend.First: |
|
r1 = bone.rotation; |
|
r2 = bone.data.rotation; |
|
break; |
|
} |
|
} else { |
|
r1 = blend == MixBlend.Setup ? bone.data.rotation : bone.rotation; |
|
if (time >= frames[frames.Length - RotateTimeline.ENTRIES]) // Time is after last frame. |
|
r2 = bone.data.rotation + frames[frames.Length + RotateTimeline.PREV_ROTATION]; |
|
else { |
|
// Interpolate between the previous frame and the current frame. |
|
int frame = Animation.BinarySearch(frames, time, RotateTimeline.ENTRIES); |
|
float prevRotation = frames[frame + RotateTimeline.PREV_ROTATION]; |
|
float frameTime = frames[frame]; |
|
float percent = timeline.GetCurvePercent((frame >> 1) - 1, |
|
1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime)); |
|
|
|
r2 = frames[frame + RotateTimeline.ROTATION] - prevRotation; |
|
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360; |
|
r2 = prevRotation + r2 * percent + bone.data.rotation; |
|
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360; |
|
} |
|
} |
|
|
|
// Mix between rotations using the direction of the shortest route on the first frame. |
|
float total, diff = r2 - r1; |
|
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360; |
|
if (diff == 0) { |
|
total = timelinesRotation[i]; |
|
} else { |
|
float lastTotal, lastDiff; |
|
if (firstFrame) { |
|
lastTotal = 0; |
|
lastDiff = diff; |
|
} else { |
|
lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops. |
|
lastDiff = timelinesRotation[i + 1]; // Difference between bones. |
|
} |
|
bool current = diff > 0, dir = lastTotal >= 0; |
|
// Detect cross at 0 (not 180). |
|
if (Math.Sign(lastDiff) != Math.Sign(diff) && Math.Abs(lastDiff) <= 90) { |
|
// A cross after a 360 rotation is a loop. |
|
if (Math.Abs(lastTotal) > 180) lastTotal += 360 * Math.Sign(lastTotal); |
|
dir = current; |
|
} |
|
total = diff + lastTotal - lastTotal % 360; // Store loops as part of lastTotal. |
|
if (dir != current) total += 360 * Math.Sign(lastTotal); |
|
timelinesRotation[i] = total; |
|
} |
|
timelinesRotation[i + 1] = diff; |
|
r1 += total * alpha; |
|
bone.rotation = r1 - (16384 - (int)(16384.499999999996 - r1 / 360)) * 360; |
|
} |
|
|
|
private void QueueEvents (TrackEntry entry, float animationTime) { |
|
float animationStart = entry.animationStart, animationEnd = entry.animationEnd; |
|
float duration = animationEnd - animationStart; |
|
float trackLastWrapped = entry.trackLast % duration; |
|
|
|
// Queue events before complete. |
|
var events = this.events; |
|
var eventsItems = events.Items; |
|
int i = 0, n = events.Count; |
|
for (; i < n; i++) { |
|
Event e = eventsItems[i]; |
|
if (e.time < trackLastWrapped) break; |
|
if (e.time > animationEnd) continue; // Discard events outside animation start/end. |
|
queue.Event(entry, e); |
|
} |
|
|
|
// Queue complete if completed a loop iteration or the animation. |
|
bool complete = false; |
|
if (entry.loop) |
|
complete = duration == 0 || (trackLastWrapped > entry.trackTime % duration); |
|
else |
|
complete = animationTime >= animationEnd && entry.animationLast < animationEnd; |
|
if (complete) queue.Complete(entry); |
|
|
|
// Queue events after complete. |
|
for (; i < n; i++) { |
|
Event e = eventsItems[i]; |
|
if (e.time < animationStart) continue; // Discard events outside animation start/end. |
|
queue.Event(entry, eventsItems[i]); |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para> |
|
/// <para> |
|
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose, |
|
/// rather than leaving them in their current pose.</para> |
|
/// </summary> |
|
public void ClearTracks () { |
|
bool oldDrainDisabled = queue.drainDisabled; |
|
queue.drainDisabled = true; |
|
for (int i = 0, n = tracks.Count; i < n; i++) { |
|
ClearTrack(i); |
|
} |
|
tracks.Clear(); |
|
queue.drainDisabled = oldDrainDisabled; |
|
queue.Drain(); |
|
} |
|
|
|
/// <summary> |
|
/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para> |
|
/// <para> |
|
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose, |
|
/// rather than leaving them in their current pose.</para> |
|
/// </summary> |
|
public void ClearTrack (int trackIndex) { |
|
if (trackIndex >= tracks.Count) return; |
|
TrackEntry current = tracks.Items[trackIndex]; |
|
if (current == null) return; |
|
|
|
queue.End(current); |
|
|
|
DisposeNext(current); |
|
|
|
TrackEntry entry = current; |
|
while (true) { |
|
TrackEntry from = entry.mixingFrom; |
|
if (from == null) break; |
|
queue.End(from); |
|
entry.mixingFrom = null; |
|
entry.mixingTo = null; |
|
entry = from; |
|
} |
|
|
|
tracks.Items[current.trackIndex] = null; |
|
|
|
queue.Drain(); |
|
} |
|
|
|
/// <summary>Sets the active TrackEntry for a given track number.</summary> |
|
private void SetCurrent (int index, TrackEntry current, bool interrupt) { |
|
TrackEntry from = ExpandToIndex(index); |
|
tracks.Items[index] = current; |
|
|
|
if (from != null) { |
|
if (interrupt) queue.Interrupt(from); |
|
current.mixingFrom = from; |
|
from.mixingTo = current; |
|
current.mixTime = 0; |
|
|
|
// Store the interrupted mix percentage. |
|
if (from.mixingFrom != null && from.mixDuration > 0) |
|
current.interruptAlpha *= Math.Min(1, from.mixTime / from.mixDuration); |
|
|
|
from.timelinesRotation.Clear(); // Reset rotation for mixing out, in case entry was mixed in. |
|
} |
|
|
|
queue.Start(current); // triggers AnimationsChanged |
|
} |
|
|
|
|
|
/// <summary>Sets an animation by name. <seealso cref="SetAnimation(int, Animation, bool)" /></summary> |
|
public TrackEntry SetAnimation (int trackIndex, string animationName, bool loop) { |
|
Animation animation = data.skeletonData.FindAnimation(animationName); |
|
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName"); |
|
return SetAnimation(trackIndex, animation, loop); |
|
} |
|
|
|
/// <summary>Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never |
|
/// applied to a skeleton, it is replaced (not mixed from).</summary> |
|
/// <param name="loop">If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its |
|
/// duration. In either case<see cref="TrackEntry.TrackEnd"/> determines when the track is cleared.</param> |
|
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept |
|
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns> |
|
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) { |
|
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null."); |
|
bool interrupt = true; |
|
TrackEntry current = ExpandToIndex(trackIndex); |
|
if (current != null) { |
|
if (current.nextTrackLast == -1) { |
|
// Don't mix from an entry that was never applied. |
|
tracks.Items[trackIndex] = current.mixingFrom; |
|
queue.Interrupt(current); |
|
queue.End(current); |
|
DisposeNext(current); |
|
current = current.mixingFrom; |
|
interrupt = false; // mixingFrom is current again, but don't interrupt it twice. |
|
} else { |
|
DisposeNext(current); |
|
} |
|
} |
|
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, current); |
|
SetCurrent(trackIndex, entry, interrupt); |
|
queue.Drain(); |
|
return entry; |
|
} |
|
|
|
/// <summary>Queues an animation by name.</summary> |
|
/// <seealso cref="AddAnimation(int, Animation, bool, float)" /> |
|
public TrackEntry AddAnimation (int trackIndex, string animationName, bool loop, float delay) { |
|
Animation animation = data.skeletonData.FindAnimation(animationName); |
|
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName"); |
|
return AddAnimation(trackIndex, animation, loop, delay); |
|
} |
|
|
|
/// <summary>Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is |
|
/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary> |
|
/// <param name="delay"> |
|
/// If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry |
|
/// minus any mix duration (from the {@link AnimationStateData}) plus the specified <code>Delay</code> (ie the mix |
|
/// ends at (<code>Delay</code> = 0) or before (<code>Delay</code> < 0) the previous track entry duration). If the |
|
/// previous entry is looping, its next loop completion is used instead of its duration. |
|
/// </param> |
|
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept |
|
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns> |
|
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) { |
|
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null."); |
|
|
|
TrackEntry last = ExpandToIndex(trackIndex); |
|
if (last != null) { |
|
while (last.next != null) |
|
last = last.next; |
|
} |
|
|
|
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, last); |
|
|
|
if (last == null) { |
|
SetCurrent(trackIndex, entry, true); |
|
queue.Drain(); |
|
} else { |
|
last.next = entry; |
|
if (delay <= 0) { |
|
float duration = last.animationEnd - last.animationStart; |
|
if (duration != 0) { |
|
if (last.loop) { |
|
delay += duration * (1 + (int)(last.trackTime / duration)); // Completion of next loop. |
|
} else { |
|
delay += Math.Max(duration, last.trackTime); // After duration, else next update. |
|
} |
|
delay -= data.GetMix(last.animation, animation); |
|
} else |
|
delay = last.trackTime; // Next update. |
|
} |
|
} |
|
|
|
entry.delay = delay; |
|
return entry; |
|
} |
|
|
|
/// <summary> |
|
/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's |
|
/// <see cref="TrackEntry.getMixDuration()"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para> |
|
/// <para> |
|
/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>, |
|
/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes |
|
/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation |
|
/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of |
|
/// 0 still mixes out over one frame.</para> |
|
/// <para> |
|
/// Mixing in is done by first setting an empty animation, then adding an animation using |
|
/// <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"/> and on the returned track entry, set the |
|
/// <see cref="TrackEntry.SetMixDuration(float)"/>. Mixing from an empty animation causes the new animation to be applied more and |
|
/// more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the |
|
/// setup pose value if no lower tracks key the property to the value keyed in the new animation.</para> |
|
/// </summary> |
|
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) { |
|
TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false); |
|
entry.mixDuration = mixDuration; |
|
entry.trackEnd = mixDuration; |
|
return entry; |
|
} |
|
|
|
/// <summary> |
|
/// Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's |
|
/// <see cref="TrackEntry.MixDuration"/>. If the track is empty, it is equivalent to calling |
|
/// <see cref="AnimationState.SetEmptyAnimation(int, float)"/>.</summary> |
|
/// <seealso cref="AnimationState.SetEmptyAnimation(int, float)"/> |
|
/// <param name="trackIndex">Track number.</param> |
|
/// <param name="mixDuration">Mix duration.</param> |
|
/// <param name="delay">If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry |
|
/// minus any mix duration plus the specified <code>Delay</code> (ie the mix ends at (<code>Delay</code> = 0) or |
|
/// before (<code>Delay</code> < 0) the previous track entry duration). If the previous entry is looping, its next |
|
/// loop completion is used instead of its duration.</param> |
|
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept |
|
/// after the <see cref="AnimationState.Dispose"/> event occurs. |
|
/// </returns> |
|
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) { |
|
if (delay <= 0) delay -= mixDuration; |
|
TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay); |
|
entry.mixDuration = mixDuration; |
|
entry.trackEnd = mixDuration; |
|
return entry; |
|
} |
|
|
|
/// <summary> |
|
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix |
|
/// duration.</summary> |
|
public void SetEmptyAnimations (float mixDuration) { |
|
bool oldDrainDisabled = queue.drainDisabled; |
|
queue.drainDisabled = true; |
|
for (int i = 0, n = tracks.Count; i < n; i++) { |
|
TrackEntry current = tracks.Items[i]; |
|
if (current != null) SetEmptyAnimation(current.trackIndex, mixDuration); |
|
} |
|
queue.drainDisabled = oldDrainDisabled; |
|
queue.Drain(); |
|
} |
|
|
|
private TrackEntry ExpandToIndex (int index) { |
|
if (index < tracks.Count) return tracks.Items[index]; |
|
tracks.Resize(index + 1); |
|
return null; |
|
} |
|
|
|
/// <summary>Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.</summary> |
|
/// <param name="last">May be null.</param> |
|
private TrackEntry NewTrackEntry (int trackIndex, Animation animation, bool loop, TrackEntry last) { |
|
TrackEntry entry = trackEntryPool.Obtain(); // Pooling |
|
entry.trackIndex = trackIndex; |
|
entry.animation = animation; |
|
entry.loop = loop; |
|
entry.holdPrevious = false; |
|
|
|
entry.eventThreshold = 0; |
|
entry.attachmentThreshold = 0; |
|
entry.drawOrderThreshold = 0; |
|
|
|
entry.animationStart = 0; |
|
entry.animationEnd = animation.Duration; |
|
entry.animationLast = -1; |
|
entry.nextAnimationLast = -1; |
|
|
|
entry.delay = 0; |
|
entry.trackTime = 0; |
|
entry.trackLast = -1; |
|
entry.nextTrackLast = -1; // nextTrackLast == -1 signifies a TrackEntry that wasn't applied yet. |
|
entry.trackEnd = float.MaxValue; // loop ? float.MaxValue : animation.Duration; |
|
entry.timeScale = 1; |
|
|
|
entry.alpha = 1; |
|
entry.interruptAlpha = 1; |
|
entry.mixTime = 0; |
|
entry.mixDuration = (last == null) ? 0 : data.GetMix(last.animation, animation); |
|
return entry; |
|
} |
|
|
|
/// <summary>Dispose all track entries queued after the given TrackEntry.</summary> |
|
private void DisposeNext (TrackEntry entry) { |
|
TrackEntry next = entry.next; |
|
while (next != null) { |
|
queue.Dispose(next); |
|
next = next.next; |
|
} |
|
entry.next = null; |
|
} |
|
|
|
private void AnimationsChanged () { |
|
animationsChanged = false; |
|
|
|
// Process in the order that animations are applied. |
|
propertyIDs.Clear(); |
|
|
|
var tracksItems = tracks.Items; |
|
for (int i = 0, n = tracks.Count; i < n; i++) { |
|
TrackEntry entry = tracksItems[i]; |
|
if (entry == null) continue; |
|
while (entry.mixingFrom != null) // Move to last entry, then iterate in reverse. |
|
entry = entry.mixingFrom; |
|
|
|
do { |
|
if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) ComputeHold(entry); |
|
entry = entry.mixingTo; |
|
} while (entry != null); |
|
} |
|
} |
|
|
|
private void ComputeHold (TrackEntry entry) { |
|
TrackEntry to = entry.mixingTo; |
|
var timelines = entry.animation.timelines.Items; |
|
int timelinesCount = entry.animation.timelines.Count; |
|
var timelineMode = entry.timelineMode.Resize(timelinesCount).Items; //timelineMode.setSize(timelinesCount); |
|
entry.timelineHoldMix.Clear(); |
|
var timelineHoldMix = entry.timelineHoldMix.Resize(timelinesCount).Items; //timelineHoldMix.setSize(timelinesCount); |
|
var propertyIDs = this.propertyIDs; |
|
|
|
if (to != null && to.holdPrevious) { |
|
for (int i = 0; i < timelinesCount; i++) |
|
timelineMode[i] = propertyIDs.Add(timelines[i].PropertyId) ? AnimationState.HoldFirst : AnimationState.HoldSubsequent; |
|
|
|
return; |
|
} |
|
|
|
// outer: |
|
for (int i = 0; i < timelinesCount; i++) { |
|
Timeline timeline = timelines[i]; |
|
int id = timeline.PropertyId; |
|
if (!propertyIDs.Add(id)) |
|
timelineMode[i] = AnimationState.Subsequent; |
|
else if (to == null || timeline is AttachmentTimeline || timeline is DrawOrderTimeline |
|
|| timeline is EventTimeline || !to.animation.HasTimeline(id)) { |
|
timelineMode[i] = AnimationState.First; |
|
} else { |
|
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) { |
|
if (next.animation.HasTimeline(id)) continue; |
|
if (next.mixDuration > 0) { |
|
timelineMode[i] = AnimationState.HoldMix; |
|
timelineHoldMix[i] = next; |
|
goto continue_outer; // continue outer; |
|
} |
|
break; |
|
} |
|
timelineMode[i] = AnimationState.HoldFirst; |
|
} |
|
continue_outer: {} |
|
} |
|
} |
|
|
|
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns> |
|
public TrackEntry GetCurrent (int trackIndex) { |
|
if (trackIndex >= tracks.Count) return null; |
|
return tracks.Items[trackIndex]; |
|
} |
|
|
|
/// <summary> Discards all listener notifications that have not yet been delivered. This can be useful to call from an |
|
/// AnimationState event subscriber when it is known that further notifications that may have been already queued for delivery |
|
/// are not wanted because new animations are being set. |
|
public void ClearListenerNotifications () { |
|
queue.Clear(); |
|
} |
|
|
|
/// <summary> |
|
/// <para>Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower |
|
/// or faster. Defaults to 1.</para> |
|
/// <para> |
|
/// See TrackEntry <see cref="TrackEntry.TimeScale"/> for affecting a single animation.</para> |
|
/// </summary> |
|
public float TimeScale { get { return timeScale; } set { timeScale = value; } } |
|
|
|
/// <summary>The AnimationStateData to look up mix durations.</summary> |
|
public AnimationStateData Data { |
|
get { |
|
return data; |
|
} |
|
set { |
|
if (data == null) throw new ArgumentNullException("data", "data cannot be null."); |
|
this.data = value; |
|
} |
|
} |
|
|
|
/// <summary>A list of tracks that have animations, which may contain nulls.</summary> |
|
public ExposedList<TrackEntry> Tracks { get { return tracks; } } |
|
|
|
override public string ToString () { |
|
var buffer = new System.Text.StringBuilder(); |
|
for (int i = 0, n = tracks.Count; i < n; i++) { |
|
TrackEntry entry = tracks.Items[i]; |
|
if (entry == null) continue; |
|
if (buffer.Length > 0) buffer.Append(", "); |
|
buffer.Append(entry.ToString()); |
|
} |
|
if (buffer.Length == 0) return "<none>"; |
|
return buffer.ToString(); |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// <para> |
|
/// Stores settings and other state for the playback of an animation on an <see cref="AnimationState"/> track.</para> |
|
/// <para> |
|
/// References to a track entry must not be kept after the <see cref="AnimationStateListener.Dispose(TrackEntry)"/> event occurs.</para> |
|
/// </summary> |
|
public class TrackEntry : Pool<TrackEntry>.IPoolable { |
|
internal Animation animation; |
|
|
|
internal TrackEntry next, mixingFrom, mixingTo; |
|
// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'. |
|
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; |
|
public event AnimationState.TrackEntryEventDelegate Event; |
|
internal void OnStart () { if (Start != null) Start(this); } |
|
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); } |
|
internal void OnEnd () { if (End != null) End(this); } |
|
internal void OnDispose () { if (Dispose != null) Dispose(this); } |
|
internal void OnComplete () { if (Complete != null) Complete(this); } |
|
internal void OnEvent (Event e) { if (Event != null) Event(this, e); } |
|
|
|
internal int trackIndex; |
|
|
|
internal bool loop, holdPrevious; |
|
internal float eventThreshold, attachmentThreshold, drawOrderThreshold; |
|
internal float animationStart, animationEnd, animationLast, nextAnimationLast; |
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internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f; |
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internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha; |
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internal MixBlend mixBlend = MixBlend.Replace; |
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internal readonly ExposedList<int> timelineMode = new ExposedList<int>(); |
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internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>(); |
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internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>(); |
|
|
|
// IPoolable.Reset() |
|
public void Reset () { |
|
next = null; |
|
mixingFrom = null; |
|
mixingTo = null; |
|
animation = null; |
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// replaces 'listener = null;' since delegates are used for event callbacks |
|
Start = null; |
|
Interrupt = null; |
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End = null; |
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Dispose = null; |
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Complete = null; |
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Event = null; |
|
timelineMode.Clear(); |
|
timelineHoldMix.Clear(); |
|
timelinesRotation.Clear(); |
|
} |
|
public void ResetEvent() |
|
{ |
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Event = null; |
|
} |
|
|
|
/// <summary>The index of the track where this entry is either current or queued.</summary> |
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/// <seealso cref="AnimationState.GetCurrent(int)"/> |
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public int TrackIndex { get { return trackIndex; } } |
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|
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/// <summary>The animation to apply for this track entry.</summary> |
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public Animation Animation { get { return animation; } } |
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|
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/// <summary> |
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/// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its |
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/// duration.</summary> |
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public bool Loop { get { return loop; } set { loop = value; } } |
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|
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///<summary> |
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/// <para> |
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/// Seconds to postpone playing the animation. When this track entry is the current track entry, <code>Delay</code> |
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/// postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued, <code>Delay</code> is the time from |
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/// the start of the previous animation to when this track entry will become the current track entry (ie when the previous |
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/// track entry <see cref="TrackEntry.TrackTime"/> >= this track entry's <code>Delay</code>).</para> |
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/// <para> |
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/// <see cref="TrackEntry.TimeScale"/> affects the delay.</para> |
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/// </summary> |
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public float Delay { get { return delay; } set { delay = value; } } |
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|
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/// <summary> |
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/// Current time in seconds this track entry has been the current track entry. The track time determines |
|
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting |
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/// looping.</summary> |
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public float TrackTime { get { return trackTime; } set { trackTime = value; } } |
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|
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/// <summary> |
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/// <para> |
|
/// The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float |
|
/// value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time |
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/// is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the |
|
/// properties keyed by the animation are set to the setup pose and the track is cleared.</para> |
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/// <para> |
|
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> rather than have the animation |
|
/// abruptly cease being applied.</para> |
|
/// </summary> |
|
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } } |
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|
|
/// <summary> |
|
/// <para> |
|
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.</para> |
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/// <para> |
|
/// When changing the <code>AnimationStart</code> time, it often makes sense to set <see cref="TrackEntry.AnimationLast"> to the same |
|
/// value to prevent timeline keys before the start time from triggering.</para> |
|
/// </summary> |
|
public float AnimationStart { get { return animationStart; } set { animationStart = value; } } |
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|
|
/// <summary> |
|
/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will |
|
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation <see cref="Animation.Duration"/>. |
|
///</summary> |
|
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } } |
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|
|
/// <summary> |
|
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this |
|
/// animation is applied, event timelines will fire all events between the <code>AnimationLast</code> time (exclusive) and |
|
/// <code>AnimationTime</code> (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation |
|
/// is applied.</summary> |
|
public float AnimationLast { |
|
get { return animationLast; } |
|
set { |
|
animationLast = value; |
|
nextAnimationLast = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the <code>AnimationTime</code>, which is between <see cref="TrackEntry.AnimationStart"/> |
|
/// and <see cref="TrackEntry.AnimationEnd"/>. When the <code>TrackTime</code> is 0, the <code>AnimationTime</code> is equal to the |
|
/// <code>AnimationStart</code> time. |
|
/// </summary> |
|
public float AnimationTime { |
|
get { |
|
if (loop) { |
|
float duration = animationEnd - animationStart; |
|
if (duration == 0) return animationStart; |
|
return (trackTime % duration) + animationStart; |
|
} |
|
return Math.Min(trackTime + animationStart, animationEnd); |
|
} |
|
} |
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|
|
/// <summary> |
|
/// <para> |
|
/// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or |
|
/// faster. Defaults to 1.</para> |
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/// <para> |
|
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to be adjusted to |
|
/// match the animation speed.</para> |
|
/// <para> |
|
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>Delay</code> <= 0, note the |
|
/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If |
|
/// the time scale is not 1, the delay may need to be adjusted.</para> |
|
/// <para> |
|
/// See AnimationState <see cref="AnimationState.TimeScale"/> for affecting all animations.</para> |
|
/// </summary> |
|
public float TimeScale { get { return timeScale; } set { timeScale = value; } } |
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|
|
/// <summary> |
|
/// <para> |
|
/// Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults |
|
/// to 1, which overwrites the skeleton's current pose with this animation.</para> |
|
/// <para> |
|
/// Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to |
|
/// use alpha on track 0 if the skeleton pose is from the last frame render.</para> |
|
/// </summary> |
|
public float Alpha { get { return alpha; } set { alpha = value; } } |
|
|
|
/// <summary> |
|
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the |
|
/// <code>EventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event |
|
/// timelines are not applied while this animation is being mixed out. |
|
/// </summary> |
|
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } } |
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|
|
/// <summary> |
|
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the |
|
/// <code>AttachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to |
|
/// 0, so attachment timelines are not applied while this animation is being mixed out. |
|
///</summary> |
|
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } } |
|
|
|
/// <summary> |
|
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the |
|
/// <code>DrawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0, |
|
/// so draw order timelines are not applied while this animation is being mixed out. |
|
/// </summary> |
|
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } } |
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|
|
/// <summary> |
|
/// The animation queued to start after this animation, or null. <code>Next</code> makes up a linked list. </summary> |
|
public TrackEntry Next { get { return next; } } |
|
|
|
/// <summary> |
|
/// Returns true if at least one loop has been completed.</summary> |
|
/// <seealso cref="TrackEntry.Complete"/> |
|
public bool IsComplete { |
|
get { return trackTime >= animationEnd - animationStart; } |
|
} |
|
|
|
/// <summary> |
|
/// Seconds from 0 to the <see cref="TrackEntry.MixDuration"/> when mixing from the previous animation to this animation. May be |
|
/// slightly more than <code>MixDuration</code> when the mix is complete.</summary> |
|
public float MixTime { get { return mixTime; } set { mixTime = value; } } |
|
|
|
/// <summary> |
|
/// <para> |
|
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData |
|
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/> based on the animation before this animation (if any).</para> |
|
/// <para> |
|
/// The <code>MixDuration</code> can be set manually rather than use the value from |
|
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/>. In that case, the <code>MixDuration</code> can be set for a new |
|
/// track entry only before <see cref="AnimationState.Update(float)"/> is first called.</para> |
|
/// <para> |
|
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <code>Delay</code> <= 0, note the |
|
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>, not a mix duration set |
|
/// afterward.</para> |
|
/// </summary> |
|
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } } |
|
|
|
/// <summary> |
|
/// <para> |
|
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to <see cref="MixBlend.Replace"/>, which |
|
/// replaces the values from the lower tracks with the animation values. <see cref="MixBlend.Add"/> adds the animation values to |
|
/// the values from the lower tracks.</para> |
|
/// <para> |
|
/// The <code>MixBlend</code> can be set for a new track entry only before <see cref="AnimationState.Apply(Skeleton)"/> is first |
|
/// called.</para> |
|
/// </summary> |
|
public MixBlend MixBlend { get { return mixBlend; } set { mixBlend = value; } } |
|
|
|
/// <summary> |
|
/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no |
|
/// mixing is currently occuring. When mixing from multiple animations, <code>MixingFrom</code> makes up a linked list.</summary> |
|
public TrackEntry MixingFrom { get { return mixingFrom; } } |
|
|
|
/// <summary> |
|
/// The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is |
|
/// currently occuring. When mixing to multiple animations, <code>MixingTo</code> makes up a linked list.</summary> |
|
public TrackEntry MixingTo { get { return mixingTo; } } |
|
|
|
/// <summary> |
|
/// <para> |
|
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead |
|
/// of being mixed out.</para> |
|
/// <para> |
|
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will |
|
/// briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% |
|
/// while the second animation mixes from 0% to 100%. Setting <code>HoldPrevious</code> to true applies the first animation |
|
/// at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which |
|
/// keys the property, only when a higher track also keys the property.</para> |
|
/// <para> |
|
/// Snapping will occur if <code>HoldPrevious</code> is true and this animation does not key all the same properties as the |
|
/// previous animation.</para> |
|
/// </summary> |
|
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } } |
|
|
|
/// <summary> |
|
/// <para> |
|
/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the |
|
/// long way around when using <see cref="alpha"/> and starting animations on other tracks.</para> |
|
/// <para> |
|
/// Mixing with <see cref="MixBlend.Replace"/> involves finding a rotation between two others, which has two possible solutions: |
|
/// the short way or the long way around. The two rotations likely change over time, so which direction is the short or long |
|
/// way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the |
|
/// long way. TrackEntry chooses the short way the first time it is applied and remembers that direction.</para> |
|
/// </summary> |
|
public void ResetRotationDirections () { |
|
timelinesRotation.Clear(); |
|
} |
|
|
|
override public string ToString () { |
|
return animation == null ? "<none>" : animation.name; |
|
} |
|
} |
|
|
|
class EventQueue { |
|
private readonly List<EventQueueEntry> eventQueueEntries = new List<EventQueueEntry>(); |
|
internal bool drainDisabled; |
|
|
|
private readonly AnimationState state; |
|
private readonly Pool<TrackEntry> trackEntryPool; |
|
internal event Action AnimationsChanged; |
|
|
|
internal EventQueue (AnimationState state, Action HandleAnimationsChanged, Pool<TrackEntry> trackEntryPool) { |
|
this.state = state; |
|
this.AnimationsChanged += HandleAnimationsChanged; |
|
this.trackEntryPool = trackEntryPool; |
|
} |
|
|
|
struct EventQueueEntry { |
|
public EventType type; |
|
public TrackEntry entry; |
|
public Event e; |
|
|
|
public EventQueueEntry (EventType eventType, TrackEntry trackEntry, Event e = null) { |
|
this.type = eventType; |
|
this.entry = trackEntry; |
|
this.e = e; |
|
} |
|
} |
|
|
|
enum EventType { |
|
Start, Interrupt, End, Dispose, Complete, Event |
|
} |
|
|
|
internal void Start (TrackEntry entry) { |
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Start, entry)); |
|
if (AnimationsChanged != null) AnimationsChanged(); |
|
} |
|
|
|
internal void Interrupt (TrackEntry entry) { |
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Interrupt, entry)); |
|
} |
|
|
|
internal void End (TrackEntry entry) { |
|
eventQueueEntries.Add(new EventQueueEntry(EventType.End, entry)); |
|
if (AnimationsChanged != null) AnimationsChanged(); |
|
} |
|
|
|
internal void Dispose (TrackEntry entry) { |
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Dispose, entry)); |
|
} |
|
|
|
internal void Complete (TrackEntry entry) { |
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Complete, entry)); |
|
} |
|
|
|
internal void Event (TrackEntry entry, Event e) { |
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Event, entry, e)); |
|
} |
|
|
|
/// <summary>Raises all events in the queue and drains the queue.</summary> |
|
internal void Drain () { |
|
if (drainDisabled) return; |
|
drainDisabled = true; |
|
|
|
var entries = this.eventQueueEntries; |
|
AnimationState state = this.state; |
|
|
|
// Don't cache entries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete). |
|
for (int i = 0; i < entries.Count; i++) { |
|
var queueEntry = entries[i]; |
|
TrackEntry trackEntry = queueEntry.entry; |
|
|
|
switch (queueEntry.type) { |
|
case EventType.Start: |
|
trackEntry.OnStart(); |
|
state.OnStart(trackEntry); |
|
break; |
|
case EventType.Interrupt: |
|
trackEntry.OnInterrupt(); |
|
state.OnInterrupt(trackEntry); |
|
break; |
|
case EventType.End: |
|
trackEntry.OnEnd(); |
|
state.OnEnd(trackEntry); |
|
goto case EventType.Dispose; // Fall through. (C#) |
|
case EventType.Dispose: |
|
trackEntry.OnDispose(); |
|
state.OnDispose(trackEntry); |
|
trackEntryPool.Free(trackEntry); // Pooling |
|
break; |
|
case EventType.Complete: |
|
trackEntry.OnComplete(); |
|
state.OnComplete(trackEntry); |
|
break; |
|
case EventType.Event: |
|
trackEntry.OnEvent(queueEntry.e); |
|
state.OnEvent(trackEntry, queueEntry.e); |
|
break; |
|
} |
|
} |
|
eventQueueEntries.Clear(); |
|
|
|
drainDisabled = false; |
|
} |
|
|
|
internal void Clear () { |
|
eventQueueEntries.Clear(); |
|
} |
|
} |
|
|
|
public class Pool<T> where T : class, new() { |
|
public readonly int max; |
|
readonly Stack<T> freeObjects; |
|
|
|
public int Count { get { return freeObjects.Count; } } |
|
public int Peak { get; private set; } |
|
|
|
public Pool (int initialCapacity = 16, int max = int.MaxValue) { |
|
freeObjects = new Stack<T>(initialCapacity); |
|
this.max = max; |
|
} |
|
|
|
public T Obtain () { |
|
return freeObjects.Count == 0 ? new T() : freeObjects.Pop(); |
|
} |
|
|
|
public void Free (T obj) { |
|
if (obj == null) throw new ArgumentNullException("obj", "obj cannot be null"); |
|
if (freeObjects.Count < max) { |
|
freeObjects.Push(obj); |
|
Peak = Math.Max(Peak, freeObjects.Count); |
|
} |
|
Reset(obj); |
|
} |
|
|
|
// protected void FreeAll (List<T> objects) { |
|
// if (objects == null) throw new ArgumentNullException("objects", "objects cannot be null."); |
|
// var freeObjects = this.freeObjects; |
|
// int max = this.max; |
|
// for (int i = 0; i < objects.Count; i++) { |
|
// T obj = objects[i]; |
|
// if (obj == null) continue; |
|
// if (freeObjects.Count < max) freeObjects.Push(obj); |
|
// Reset(obj); |
|
// } |
|
// Peak = Math.Max(Peak, freeObjects.Count); |
|
// } |
|
|
|
public void Clear () { |
|
freeObjects.Clear(); |
|
} |
|
|
|
protected void Reset (T obj) { |
|
var poolable = obj as IPoolable; |
|
if (poolable != null) poolable.Reset(); |
|
} |
|
|
|
public interface IPoolable { |
|
void Reset (); |
|
} |
|
} |
|
|
|
}
|
|
|