/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Collections.Generic; namespace Spine { /// /// /// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies /// multiple animations on top of each other (layering). /// /// See Applying Animations in the Spine Runtimes Guide. /// public class AnimationState { static readonly Animation EmptyAnimation = new Animation("", new ExposedList(), 0); /// 1) A previously applied timeline has set this property. /// Result: Mix from the current pose to the timeline pose. internal const int Subsequent = 0; /// 1) This is the first timeline to set this property. /// 2) The next track entry applied after this one does not have a timeline to set this property. /// Result: Mix from the setup pose to the timeline pose. internal const int First = 1; /// 1) A previously applied timeline has set this property.
/// 2) The next track entry to be applied does have a timeline to set this property.
/// 3) The next track entry after that one does not have a timeline to set this property.
/// Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading /// animations that key the same property. A subsequent timeline will set this property using a mix. internal const int HoldSubsequent = 2; /// 1) This is the first timeline to set this property. /// 2) The next track entry to be applied does have a timeline to set this property. /// 3) The next track entry after that one does not have a timeline to set this property. /// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations /// that key the same property. A subsequent timeline will set this property using a mix. internal const int HoldFirst = 3; /// 1) This is the first timeline to set this property. /// 2) The next track entry to be applied does have a timeline to set this property. /// 3) The next track entry after that one does have a timeline to set this property. /// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property. /// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than /// 2 track entries in a row have a timeline that sets the same property. /// 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 /// "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 /// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed /// out position. internal const int HoldMix = 4; internal const int Setup = 1, Current = 2; protected AnimationStateData data; private readonly ExposedList tracks = new ExposedList(); private readonly ExposedList events = new ExposedList(); // difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray listeners'. internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); } internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); } internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); } internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); } internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); } internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); } public delegate void TrackEntryDelegate (TrackEntry trackEntry); public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; public delegate void TrackEntryEventDelegate (TrackEntry trackEntry, Event e); public event TrackEntryEventDelegate Event; public void AssignEventSubscribersFrom (AnimationState src) { Event = src.Event; Start = src.Start; Interrupt = src.Interrupt; End = src.End; Dispose = src.Dispose; Complete = src.Complete; } public void AddEventSubscribersFrom (AnimationState src) { Event += src.Event; Start += src.Start; Interrupt += src.Interrupt; End += src.End; Dispose += src.Dispose; Complete += src.Complete; } // end of difference private readonly EventQueue queue; // Initialized by constructor. private readonly HashSet propertyIDs = new HashSet(); private bool animationsChanged; private float timeScale = 1; private int unkeyedState; private readonly Pool trackEntryPool = new Pool(); public AnimationState (AnimationStateData data) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); this.data = data; this.queue = new EventQueue( this, delegate { this.animationsChanged = true; }, trackEntryPool ); } /// /// Increments the track entry , setting queued animations as current if needed. /// delta time public void Update (float delta) { delta *= timeScale; var tracksItems = tracks.Items; for (int i = 0, n = tracks.Count; i < n; i++) { TrackEntry current = tracksItems[i]; if (current == null) continue; current.animationLast = current.nextAnimationLast; current.trackLast = current.nextTrackLast; float currentDelta = delta * current.timeScale; if (current.delay > 0) { current.delay -= currentDelta; if (current.delay > 0) continue; currentDelta = -current.delay; current.delay = 0; } TrackEntry next = current.next; if (next != null) { // When the next entry's delay is passed, change to the next entry, preserving leftover time. float nextTime = current.trackLast - next.delay; if (nextTime >= 0) { next.delay = 0; next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale; current.trackTime += currentDelta; SetCurrent(i, next, true); while (next.mixingFrom != null) { next.mixTime += delta; next = next.mixingFrom; } continue; } } else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) { // Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom. tracksItems[i] = null; queue.End(current); DisposeNext(current); continue; } if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) { // End mixing from entries once all have completed. TrackEntry from = current.mixingFrom; current.mixingFrom = null; if (from != null) from.mixingTo = null; while (from != null) { queue.End(from); from = from.mixingFrom; } } current.trackTime += currentDelta; } queue.Drain(); } /// Returns true when all mixing from entries are complete. private bool UpdateMixingFrom (TrackEntry to, float delta) { TrackEntry from = to.mixingFrom; if (from == null) return true; bool finished = UpdateMixingFrom(from, delta); from.animationLast = from.nextAnimationLast; from.trackLast = from.nextTrackLast; // Require mixTime > 0 to ensure the mixing from entry was applied at least once. if (to.mixTime > 0 && to.mixTime >= to.mixDuration) { // Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame). if (from.totalAlpha == 0 || to.mixDuration == 0) { to.mixingFrom = from.mixingFrom; if (from.mixingFrom != null) from.mixingFrom.mixingTo = to; to.interruptAlpha = from.interruptAlpha; queue.End(from); } return finished; } from.trackTime += delta * from.timeScale; to.mixTime += delta; return false; } /// /// Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple /// skeletons to pose them identically. /// True if any animations were applied. public bool Apply (Skeleton skeleton) { if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); if (animationsChanged) AnimationsChanged(); var events = this.events; bool applied = false; var tracksItems = tracks.Items; for (int i = 0, n = tracks.Count; i < n; i++) { TrackEntry current = tracksItems[i]; if (current == null || current.delay > 0) continue; applied = true; // Track 0 animations aren't for layering, so do not show the previously applied animations before the first key. MixBlend blend = i == 0 ? MixBlend.First : current.mixBlend; // Apply mixing from entries first. float mix = current.alpha; if (current.mixingFrom != null) mix *= ApplyMixingFrom(current, skeleton, blend); else if (current.trackTime >= current.trackEnd && current.next == null) // mix = 0; // Set to setup pose the last time the entry will be applied. // Apply current entry. float animationLast = current.animationLast, animationTime = current.AnimationTime; int timelineCount = current.animation.timelines.Count; var timelines = current.animation.timelines; var timelinesItems = timelines.Items; if ((i == 0 && mix == 1) || blend == MixBlend.Add) { for (int ii = 0; ii < timelineCount; ii++) { var timeline = timelinesItems[ii]; if (timeline is AttachmentTimeline) ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, blend, true); else timeline.Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In); } } else { var timelineMode = current.timelineMode.Items; bool firstFrame = current.timelinesRotation.Count != timelineCount << 1; if (firstFrame) current.timelinesRotation.Resize(timelines.Count << 1); var timelinesRotation = current.timelinesRotation.Items; for (int ii = 0; ii < timelineCount; ii++) { Timeline timeline = timelinesItems[ii]; MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup; var rotateTimeline = timeline as RotateTimeline; if (rotateTimeline != null) ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame); else if (timeline is AttachmentTimeline) ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, blend, true); else timeline.Apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.In); } } QueueEvents(current, animationTime); events.Clear(false); current.nextAnimationLast = animationTime; current.nextTrackLast = current.trackTime; } // Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so // subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or // the time is before the first key). int setupState = unkeyedState + Setup; var slots = skeleton.slots.Items; for (int i = 0, n = skeleton.slots.Count; i < n; i++) { Slot slot = (Slot)slots[i]; if (slot.attachmentState == setupState) { string attachmentName = slot.data.attachmentName; slot.Attachment = (attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName)); } } unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot. queue.Drain(); return applied; } /// Version of only applying EventTimelines for lightweight off-screen updates. // Note: This method is not part of the libgdx reference implementation. public bool ApplyEventTimelinesOnly (Skeleton skeleton) { if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); var events = this.events; bool applied = false; var tracksItems = tracks.Items; for (int i = 0, n = tracks.Count; i < n; i++) { TrackEntry current = tracksItems[i]; if (current == null || current.delay > 0) continue; applied = true; // Apply mixing from entries first. if (current.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(current, skeleton); // Apply current entry. float animationLast = current.animationLast, animationTime = current.AnimationTime; int timelineCount = current.animation.timelines.Count; var timelines = current.animation.timelines; var timelinesItems = timelines.Items; for (int ii = 0; ii < timelineCount; ii++) { Timeline timeline = timelinesItems[ii]; if (timeline is EventTimeline) timeline.Apply(skeleton, animationLast, animationTime, events, 1.0f, MixBlend.Setup, MixDirection.In); } QueueEvents(current, animationTime); events.Clear(false); current.nextAnimationLast = animationTime; current.nextTrackLast = current.trackTime; } queue.Drain(); return applied; } private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixBlend blend) { TrackEntry from = to.mixingFrom; if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, blend); float mix; if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes. mix = 1; if (blend == MixBlend.First) blend = MixBlend.Setup; // Tracks > 0 are transparent and can't reset to setup pose. } else { mix = to.mixTime / to.mixDuration; if (mix > 1) mix = 1; if (blend != MixBlend.First) blend = from.mixBlend; // Track 0 ignores track mix blend. } var eventBuffer = mix < from.eventThreshold ? this.events : null; bool attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; float animationLast = from.animationLast, animationTime = from.AnimationTime; var timelines = from.animation.timelines; int timelineCount = timelines.Count; var timelinesItems = timelines.Items; float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); if (blend == MixBlend.Add) { for (int i = 0; i < timelineCount; i++) timelinesItems[i].Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out); } else { var timelineMode = from.timelineMode.Items; var timelineHoldMix = from.timelineHoldMix.Items; bool firstFrame = from.timelinesRotation.Count != timelineCount << 1; if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize var timelinesRotation = from.timelinesRotation.Items; from.totalAlpha = 0; for (int i = 0; i < timelineCount; i++) { Timeline timeline = timelinesItems[i]; MixDirection direction = MixDirection.Out; MixBlend timelineBlend; float alpha; switch (timelineMode[i]) { case AnimationState.Subsequent: if (!drawOrder && timeline is DrawOrderTimeline) continue; timelineBlend = blend; alpha = alphaMix; break; case AnimationState.First: timelineBlend = MixBlend.Setup; alpha = alphaMix; break; case AnimationState.HoldSubsequent: timelineBlend = blend; alpha = alphaHold; break; case AnimationState.HoldFirst: timelineBlend = MixBlend.Setup; alpha = alphaHold; break; default: // HoldMix timelineBlend = MixBlend.Setup; TrackEntry holdMix = timelineHoldMix[i]; alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration); break; } from.totalAlpha += alpha; var rotateTimeline = timeline as RotateTimeline; if (rotateTimeline != null) { ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame); } else if (timeline is AttachmentTimeline) { ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, timelineBlend, attachments); } else { if (drawOrder && timeline is DrawOrderTimeline && timelineBlend == MixBlend.Setup) direction = MixDirection.In; timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, alpha, timelineBlend, direction); } } } if (to.mixDuration > 0) QueueEvents(from, animationTime); this.events.Clear(false); from.nextAnimationLast = animationTime; from.nextTrackLast = from.trackTime; return mix; } /// Version of only applying EventTimelines for lightweight off-screen updates. // Note: This method is not part of the libgdx reference implementation. private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton) { TrackEntry from = to.mixingFrom; if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton); float mix; if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes. mix = 1; } else { mix = to.mixTime / to.mixDuration; if (mix > 1) mix = 1; } var eventBuffer = mix < from.eventThreshold ? this.events : null; if (eventBuffer == null) return mix; float animationLast = from.animationLast, animationTime = from.AnimationTime; var timelines = from.animation.timelines; int timelineCount = timelines.Count; var timelinesItems = timelines.Items; for (int i = 0; i < timelineCount; i++) { var timeline = timelinesItems[i]; if (timeline is EventTimeline) timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, 0, MixBlend.Setup, MixDirection.Out); } if (to.mixDuration > 0) QueueEvents(from, animationTime); this.events.Clear(false); from.nextAnimationLast = animationTime; from.nextTrackLast = from.trackTime; return mix; } /// Applies the attachment timeline and sets . /// False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline /// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent /// timelines see any deform. private void ApplyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, MixBlend blend, bool attachments) { Slot slot = skeleton.slots.Items[timeline.slotIndex]; if (!slot.bone.active) return; float[] frames = timeline.frames; if (time < frames[0]) { // Time is before first frame. if (blend == MixBlend.Setup || blend == MixBlend.First) SetAttachment(skeleton, slot, slot.data.attachmentName, attachments); } else { int frameIndex; if (time >= frames[frames.Length - 1]) // Time is after last frame. frameIndex = frames.Length - 1; else frameIndex = Animation.BinarySearch(frames, time) - 1; SetAttachment(skeleton, slot, timeline.attachmentNames[frameIndex], attachments); } // If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later. if (slot.attachmentState <= unkeyedState) slot.attachmentState = unkeyedState + Setup; } private void SetAttachment (Skeleton skeleton, Slot slot, String attachmentName, bool attachments) { slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName); if (attachments) slot.attachmentState = unkeyedState + Current; } /// /// 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. 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]); } } /// /// Removes all animations from all tracks, leaving skeletons in their current pose. /// /// It may be desired to use to mix the skeletons back to the setup pose, /// rather than leaving them in their current pose. /// 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(); } /// /// Removes all animations from the track, leaving skeletons in their current pose. /// /// It may be desired to use to mix the skeletons back to the setup pose, /// rather than leaving them in their current pose. /// 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(); } /// Sets the active TrackEntry for a given track number. 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 } /// Sets an animation by name. 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); } /// 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). /// 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 determines when the track is cleared. /// A track entry to allow further customization of animation playback. References to the track entry must not be kept /// after the event occurs. 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; } /// Queues an animation by name. /// 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); } /// 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 . /// /// If > 0, sets . If <= 0, the delay set is the duration of the previous track entry /// minus any mix duration (from the {@link AnimationStateData}) plus the specified Delay (ie the mix /// ends at (Delay = 0) or before (Delay < 0) the previous track entry duration). If the /// previous entry is looping, its next loop completion is used instead of its duration. /// /// A track entry to allow further customization of animation playback. References to the track entry must not be kept /// after the event occurs. 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; } /// /// Sets an empty animation for a track, discarding any queued animations, and sets the track entry's /// . An empty animation has no timelines and serves as a placeholder for mixing in or out. /// /// Mixing out is done by setting an empty animation with a mix duration using either , /// , or . 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. /// /// Mixing in is done by first setting an empty animation, then adding an animation using /// and on the returned track entry, set the /// . 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. /// public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) { TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false); entry.mixDuration = mixDuration; entry.trackEnd = mixDuration; return entry; } /// /// Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's /// . If the track is empty, it is equivalent to calling /// . /// /// Track number. /// Mix duration. /// If > 0, sets . If <= 0, the delay set is the duration of the previous track entry /// minus any mix duration plus the specified Delay (ie the mix ends at (Delay = 0) or /// before (Delay < 0) the previous track entry duration). If the previous entry is looping, its next /// loop completion is used instead of its duration. /// A track entry to allow further customization of animation playback. References to the track entry must not be kept /// after the event occurs. /// 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; } /// /// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix /// duration. 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; } /// Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values. /// May be null. 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; } /// Dispose all track entries queued after the given TrackEntry. 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: {} } } /// The track entry for the animation currently playing on the track, or null if no animation is currently playing. public TrackEntry GetCurrent (int trackIndex) { if (trackIndex >= tracks.Count) return null; return tracks.Items[trackIndex]; } /// 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(); } /// /// 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. /// /// See TrackEntry for affecting a single animation. /// public float TimeScale { get { return timeScale; } set { timeScale = value; } } /// The AnimationStateData to look up mix durations. public AnimationStateData Data { get { return data; } set { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); this.data = value; } } /// A list of tracks that have animations, which may contain nulls. public ExposedList 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 ""; return buffer.ToString(); } } /// /// /// Stores settings and other state for the playback of an animation on an track. /// /// References to a track entry must not be kept after the event occurs. /// public class TrackEntry : Pool.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; internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f; internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha; internal MixBlend mixBlend = MixBlend.Replace; internal readonly ExposedList timelineMode = new ExposedList(); internal readonly ExposedList timelineHoldMix = new ExposedList(); internal readonly ExposedList timelinesRotation = new ExposedList(); // IPoolable.Reset() public void Reset () { next = null; mixingFrom = null; mixingTo = null; animation = null; // replaces 'listener = null;' since delegates are used for event callbacks Start = null; Interrupt = null; End = null; Dispose = null; Complete = null; Event = null; timelineMode.Clear(); timelineHoldMix.Clear(); timelinesRotation.Clear(); } /// The index of the track where this entry is either current or queued. /// public int TrackIndex { get { return trackIndex; } } /// The animation to apply for this track entry. public Animation Animation { get { return animation; } } /// /// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its /// duration. public bool Loop { get { return loop; } set { loop = value; } } /// /// /// Seconds to postpone playing the animation. When this track entry is the current track entry, Delay /// postpones incrementing the . When this track entry is queued, Delay is the time from /// the start of the previous animation to when this track entry will become the current track entry (ie when the previous /// track entry >= this track entry's Delay). /// /// affects the delay. /// public float Delay { get { return delay; } set { delay = value; } } /// /// Current time in seconds this track entry has been the current track entry. The track time determines /// . The track time can be set to start the animation at a time other than 0, without affecting /// looping. public float TrackTime { get { return trackTime; } set { trackTime = value; } } /// /// /// 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 /// 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. /// /// It may be desired to use rather than have the animation /// abruptly cease being applied. /// public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } } /// /// /// Seconds when this animation starts, both initially and after looping. Defaults to 0. /// /// When changing the AnimationStart time, it often makes sense to set to the same /// value to prevent timeline keys before the start time from triggering. /// public float AnimationStart { get { return animationStart; } set { animationStart = value; } } /// /// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will /// loop back to at this time. Defaults to the animation . /// public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } } /// /// 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 AnimationLast time (exclusive) and /// AnimationTime (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation /// is applied. public float AnimationLast { get { return animationLast; } set { animationLast = value; nextAnimationLast = value; } } /// /// Uses to compute the AnimationTime, which is between /// and . When the TrackTime is 0, the AnimationTime is equal to the /// AnimationStart time. /// 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); } } /// /// /// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or /// faster. Defaults to 1. /// /// is not affected by track entry time scale, so may need to be adjusted to /// match the animation speed. /// /// When using with a Delay <= 0, note the /// { is set using the mix duration from the , assuming time scale to be 1. If /// the time scale is not 1, the delay may need to be adjusted. /// /// See AnimationState for affecting all animations. /// public float TimeScale { get { return timeScale; } set { timeScale = value; } } /// /// /// 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. /// /// 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. /// public float Alpha { get { return alpha; } set { alpha = value; } } /// /// When the mix percentage ( / ) is less than the /// EventThreshold, 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. /// public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } } /// /// When the mix percentage ( / ) is less than the /// AttachmentThreshold, 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. /// public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } } /// /// When the mix percentage ( / ) is less than the /// DrawOrderThreshold, 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. /// public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } } /// /// The animation queued to start after this animation, or null. Next makes up a linked list. public TrackEntry Next { get { return next; } } /// /// Returns true if at least one loop has been completed. /// public bool IsComplete { get { return trackTime >= animationEnd - animationStart; } } /// /// Seconds from 0 to the when mixing from the previous animation to this animation. May be /// slightly more than MixDuration when the mix is complete. public float MixTime { get { return mixTime; } set { mixTime = value; } } /// /// /// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData /// based on the animation before this animation (if any). /// /// The MixDuration can be set manually rather than use the value from /// . In that case, the MixDuration can be set for a new /// track entry only before is first called. /// /// When using with a Delay <= 0, note the /// is set using the mix duration from the , not a mix duration set /// afterward. /// public float MixDuration { get { return mixDuration; } set { mixDuration = value; } } /// /// /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to , which /// replaces the values from the lower tracks with the animation values. adds the animation values to /// the values from the lower tracks. /// /// The MixBlend can be set for a new track entry only before is first /// called. /// public MixBlend MixBlend { get { return mixBlend; } set { mixBlend = value; } } /// /// 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, MixingFrom makes up a linked list. public TrackEntry MixingFrom { get { return mixingFrom; } } /// /// 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, MixingTo makes up a linked list. public TrackEntry MixingTo { get { return mixingTo; } } /// /// /// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead /// of being mixed out. /// /// 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 HoldPrevious 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. /// /// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the /// previous animation. /// public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } } /// /// /// 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 and starting animations on other tracks. /// /// Mixing with 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. /// public void ResetRotationDirections () { timelinesRotation.Clear(); } override public string ToString () { return animation == null ? "" : animation.name; } } class EventQueue { private readonly List eventQueueEntries = new List(); internal bool drainDisabled; private readonly AnimationState state; private readonly Pool trackEntryPool; internal event Action AnimationsChanged; internal EventQueue (AnimationState state, Action HandleAnimationsChanged, Pool 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)); } /// Raises all events in the queue and drains the queue. 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 where T : class, new() { public readonly int max; readonly Stack 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(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 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 (); } } }