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- /******************************************************************************
- * 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 {
- /// <summary>
- /// <para>
- /// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
- /// multiple animations on top of each other (layering).</para>
- /// <para>
- /// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
- /// </summary>
- public class AnimationState {
- static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
- /// 1) A previously applied timeline has set this property.<para />
- /// 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.<para />
- /// 2) The next track entry applied after this one does not have a timeline to set this property.<para />
- /// Result: Mix from the setup pose to the timeline pose.
- internal const int First = 1;
- /// 1) A previously applied timeline has set this property.<br>
- /// 2) The next track entry to be applied does have a timeline to set this property.<br>
- /// 3) The next track entry after that one does not have a timeline to set this property.<br>
- /// 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.<para />
- /// 2) The next track entry to be applied does have a timeline to set this property.<para />
- /// 3) The next track entry after that one does not have a timeline to set this property.<para />
- /// 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.<para />
- /// 2) The next track entry to be applied does have a timeline to set this property.<para />
- /// 3) The next track entry after that one does have a timeline to set this property.<para />
- /// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para />
- /// 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.<para />
- /// 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<TrackEntry> tracks = new ExposedList<TrackEntry>();
- private readonly ExposedList<Event> events = new ExposedList<Event>();
- // difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray<AnimationStateListener> 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<int> propertyIDs = new HashSet<int>();
- private bool animationsChanged;
- private float timeScale = 1;
- private int unkeyedState;
- private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
- 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
- );
- }
- /// <summary>
- /// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary>
- /// <param name="delta">delta time</param>
- 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();
- }
- /// <summary>Returns true when all mixing from entries are complete.</summary>
- 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;
- }
- /// <summary>
- /// 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.</summary>
- /// <returns>True if any animations were applied.</returns>
- 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;
- }
- /// <summary>Version of <see cref="Apply"/> only applying EventTimelines for lightweight off-screen updates.</summary>
- // 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;
- }
- /// <summary>Version of <see cref="ApplyMixingFrom"/> only applying EventTimelines for lightweight off-screen updates.</summary>
- // 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;
- }
- /// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
- /// <param name="attachments">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.</param>
- 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;
- }
- /// <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;
- internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
- internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
- internal MixBlend mixBlend = MixBlend.Replace;
- internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
- internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
- internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
- // 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();
- }
- /// <summary>The index of the track where this entry is either current or queued.</summary>
- /// <seealso cref="AnimationState.GetCurrent(int)"/>
- public int TrackIndex { get { return trackIndex; } }
- /// <summary>The animation to apply for this track entry.</summary>
- public Animation Animation { get { return animation; } }
- /// <summary>
- /// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
- /// duration.</summary>
- public bool Loop { get { return loop; } set { loop = value; } }
- ///<summary>
- /// <para>
- /// Seconds to postpone playing the animation. When this track entry is the current track entry, <code>Delay</code>
- /// postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued, <code>Delay</code> 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 <see cref="TrackEntry.TrackTime"/> >= this track entry's <code>Delay</code>).</para>
- /// <para>
- /// <see cref="TrackEntry.TimeScale"/> affects the delay.</para>
- /// </summary>
- public float Delay { get { return delay; } set { delay = value; } }
- /// <summary>
- /// 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
- /// looping.</summary>
- public float TrackTime { get { return trackTime; } set { trackTime = value; } }
- /// <summary>
- /// <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
- /// 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>
- /// <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; } }
- /// <summary>
- /// <para>
- /// Seconds when this animation starts, both initially and after looping. Defaults to 0.</para>
- /// <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; } }
- /// <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; } }
- /// <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);
- }
- }
- /// <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>
- /// <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; } }
- /// <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; } }
- /// <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; } }
- /// <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 ();
- }
- }
- }
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