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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
- using System;
- using System.Collections.Generic;
-
- namespace Spine {
- public class AnimationState {
- static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
- internal const int Subsequent = 0, First = 1, Dip = 2, DipMix = 3;
-
- private AnimationStateData data;
-
- Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
- private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
- private readonly ExposedList<Event> events = new ExposedList<Event>();
- private readonly EventQueue queue; // Initialized by constructor.
-
- private readonly HashSet<int> propertyIDs = new HashSet<int>();
- private readonly ExposedList<TrackEntry> mixingTo = new ExposedList<TrackEntry>();
- private bool animationsChanged;
-
- private float timeScale = 1;
-
- public AnimationStateData Data { get { return data; } }
- /// <summary>A list of tracks that have animations, which may contain nulls.</summary>
- public ExposedList<TrackEntry> Tracks { get { return tracks; } }
- public float TimeScale { get { return timeScale; } set { timeScale = value; } }
-
- 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 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 times, 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 = nextTime + (delta * next.timeScale);
- current.trackTime += currentDelta;
- SetCurrent(i, next, true);
- while (next.mixingFrom != null) {
- next.mixTime += currentDelta;
- 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.
- var from = current.mixingFrom;
- current.mixingFrom = 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 || to.timeScale == 0)) {
- // 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;
- to.interruptAlpha = from.interruptAlpha;
- queue.End(from);
- }
- return finished;
- }
-
- from.trackTime += delta * from.timeScale;
- to.mixTime += delta * to.timeScale;
- return false;
- }
-
- /// <summary>
- /// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
- /// animation state can be applied to multiple skeletons to pose them identically.</summary>
- 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, m = tracks.Count; i < m; i++) {
- TrackEntry current = tracksItems[i];
- if (current == null || current.delay > 0) continue;
- applied = true;
- MixPose currentPose = i == 0 ? MixPose.Current : MixPose.CurrentLayered;
-
- // Apply mixing from entries first.
- float mix = current.alpha;
- if (current.mixingFrom != null)
- mix *= ApplyMixingFrom(current, skeleton, currentPose);
- 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 (mix == 1) {
- for (int ii = 0; ii < timelineCount; ii++)
- timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, 1, MixPose.Setup, MixDirection.In);
- } else {
- var timelineData = current.timelineData.Items;
-
- bool firstFrame = current.timelinesRotation.Count == 0;
- if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
- var timelinesRotation = current.timelinesRotation.Items;
-
- for (int ii = 0; ii < timelineCount; ii++) {
- Timeline timeline = timelinesItems[ii];
- MixPose pose = timelineData[ii] >= AnimationState.First ? MixPose.Setup : currentPose;
- var rotateTimeline = timeline as RotateTimeline;
- if (rotateTimeline != null)
- ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
- else
- timeline.Apply(skeleton, animationLast, animationTime, events, mix, pose, 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, MixPose currentPose) {
- TrackEntry from = to.mixingFrom;
- if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, currentPose);
-
- float mix;
- if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
- mix = 1;
- currentPose = MixPose.Setup;
- } else {
- mix = to.mixTime / to.mixDuration;
- if (mix > 1) mix = 1;
- }
-
- 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;
- var timelineData = from.timelineData.Items;
- var timelineDipMix = from.timelineDipMix.Items;
-
- bool firstFrame = from.timelinesRotation.Count == 0;
- if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
- var timelinesRotation = from.timelinesRotation.Items;
-
- MixPose pose;
- float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix), alpha;
- from.totalAlpha = 0;
- for (int i = 0; i < timelineCount; i++) {
- Timeline timeline = timelinesItems[i];
- switch (timelineData[i]) {
- case Subsequent:
- if (!attachments && timeline is AttachmentTimeline) continue;
- if (!drawOrder && timeline is DrawOrderTimeline) continue;
- pose = currentPose;
- alpha = alphaMix;
- break;
- case First:
- pose = MixPose.Setup;
- alpha = alphaMix;
- break;
- case Dip:
- pose = MixPose.Setup;
- alpha = alphaDip;
- break;
- default:
- pose = MixPose.Setup;
- TrackEntry dipMix = timelineDipMix[i];
- alpha = alphaDip * Math.Max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
- break;
- }
- from.totalAlpha += alpha;
- var rotateTimeline = timeline as RotateTimeline;
- if (rotateTimeline != null) {
- ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
- } else {
- timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, alpha, pose, MixDirection.Out);
- }
- }
-
- if (to.mixDuration > 0) QueueEvents(from, animationTime);
- this.events.Clear(false);
- from.nextAnimationLast = animationTime;
- from.nextTrackLast = from.trackTime;
-
- return mix;
- }
-
- static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixPose pose,
- float[] timelinesRotation, int i, bool firstFrame) {
-
- if (firstFrame) timelinesRotation[i] = 0;
-
- if (alpha == 1) {
- rotateTimeline.Apply(skeleton, 0, time, null, 1, pose, MixDirection.In);
- return;
- }
-
- Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex];
- float[] frames = rotateTimeline.frames;
- if (time < frames[0]) {
- if (pose == MixPose.Setup) bone.rotation = bone.data.rotation;
- return;
- }
-
- float r2;
- 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 = rotateTimeline.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 while detecting crosses.
- float r1 = pose == MixPose.Setup ? bone.data.rotation : bone.rotation;
- float total, diff = r2 - r1;
- if (diff == 0) {
- total = timelinesRotation[i];
- } else {
- diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
- 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++) {
- var 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>
- /// Removes all animations from all tracks, leaving skeletons in their previous pose.
- /// 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 previous pose.</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>
- /// Removes all animations from the tracks, leaving skeletons in their previous pose.
- /// 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 previous pose.</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 = 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;
- current.mixTime = 0;
-
- // Store 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.</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 <see cref="AnimationState.Dispose"/>.</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;
- } 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 delay seconds after the current or last queued animation
- /// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
- /// <param name="delay">
- /// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
- /// duration of the previous track minus any mix duration plus the negative delay.
- /// </param>
- /// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
- /// after <see cref="AnimationState.Dispose"/></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));
- } else {
- delay += duration;
- }
- delay -= data.GetMix(last.animation, animation);
- } else
- delay = 0;
- }
- }
-
- entry.delay = delay;
- return entry;
- }
-
- /// <summary>
- /// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.</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 mixes to it over the
- /// specified mix duration.</summary>
- /// <returns>
- /// A track entry to allow further customization of animation playback. References to the track entry must not be kept after <see cref="AnimationState.Dispose"/>.
- /// </returns>
- /// <param name="trackIndex">Track number.</param>
- /// <param name="mixDuration">Mix duration.</param>
- /// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
- /// duration of the previous track minus any mix duration plus the negative delay.</param>
- 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(i, mixDuration);
- }
- queue.drainDisabled = oldDrainDisabled;
- queue.Drain();
- }
-
- private TrackEntry ExpandToIndex (int index) {
- if (index < tracks.Count) return tracks.Items[index];
- while (index >= tracks.Count)
- tracks.Add(null);
- 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.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;
-
- var propertyIDs = this.propertyIDs;
- propertyIDs.Clear();
- var mixingTo = this.mixingTo;
-
- var tracksItems = tracks.Items;
- for (int i = 0, n = tracks.Count; i < n; i++) {
- var entry = tracksItems[i];
- if (entry != null) entry.SetTimelineData(null, mixingTo, propertyIDs);
- }
- }
-
- /// <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) {
- return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex];
- }
-
- 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());
- }
- return buffer.Length == 0 ? "<none>" : buffer.ToString();
- }
-
- 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); }
- }
-
- /// <summary>State for the playback of an animation.</summary>
- public class TrackEntry : Pool<TrackEntry>.IPoolable {
- internal Animation animation;
-
- internal TrackEntry next, mixingFrom;
- internal int trackIndex;
-
- internal bool loop;
- 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 readonly ExposedList<int> timelineData = new ExposedList<int>();
- internal readonly ExposedList<TrackEntry> timelineDipMix = new ExposedList<TrackEntry>();
- internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
-
- // IPoolable.Reset()
- public void Reset () {
- next = null;
- mixingFrom = null;
- animation = null;
- timelineData.Clear();
- timelineDipMix.Clear();
- timelinesRotation.Clear();
-
- Start = null;
- Interrupt = null;
- End = null;
- Dispose = null;
- Complete = null;
- Event = null;
- }
-
- /// <summary>Sets the timeline data.</summary>
- /// <param name="to">May be null.</param>
- internal TrackEntry SetTimelineData (TrackEntry to, ExposedList<TrackEntry> mixingToArray, HashSet<int> propertyIDs) {
- if (to != null) mixingToArray.Add(to);
- var lastEntry = mixingFrom != null ? mixingFrom.SetTimelineData(this, mixingToArray, propertyIDs) : this;
- if (to != null) mixingToArray.Pop();
-
- var mixingTo = mixingToArray.Items;
- int mixingToLast = mixingToArray.Count - 1;
- var timelines = animation.timelines.Items;
- int timelinesCount = animation.timelines.Count;
- var timelineDataItems = timelineData.Resize(timelinesCount).Items; // timelineData.setSize(timelinesCount);
- timelineDipMix.Clear();
- var timelineDipMixItems = timelineDipMix.Resize(timelinesCount).Items; //timelineDipMix.setSize(timelinesCount);
-
- // outer:
- for (int i = 0; i < timelinesCount; i++) {
- int id = timelines[i].PropertyId;
- if (!propertyIDs.Add(id)) {
- timelineDataItems[i] = AnimationState.Subsequent;
- } else if (to == null || !to.HasTimeline(id)) {
- timelineDataItems[i] = AnimationState.First;
- } else {
- for (int ii = mixingToLast; ii >= 0; ii--) {
- var entry = mixingTo[ii];
- if (!entry.HasTimeline(id)) {
- if (entry.mixDuration > 0) {
- timelineDataItems[i] = AnimationState.DipMix;
- timelineDipMixItems[i] = entry;
- goto continue_outer; // continue outer;
- }
- break;
- }
- }
- timelineDataItems[i] = AnimationState.Dip;
- }
- continue_outer: {}
- }
- return lastEntry;
- }
-
- bool HasTimeline (int id) {
- var timelines = animation.timelines.Items;
- for (int i = 0, n = animation.timelines.Count; i < n; i++)
- if (timelines[i].PropertyId == id) return true;
- return false;
- }
-
- /// <summary>The index of the track where this entry is either current or queued.</summary>
- 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>
- /// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
- /// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
- /// track entry will become the current track entry.</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>
- /// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
- /// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no
- /// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
- /// are set to the setup pose and the track is cleared.
- ///
- /// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
- /// setup pose over time, rather than have it happen instantly.
- /// </summary>
- public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
-
- /// <summary>
- /// Seconds when this animation starts, both initially and after looping. Defaults to 0.
- ///
- /// When changing the animation start 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.
- /// </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 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 animation last time (exclusive) and animation time
- /// (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 animation time between <see cref="TrackEntry.AnimationStart"/>. and
- /// <see cref="TrackEntry.AnimationEnd"/>. When the track time is 0, the animation time is equal to the animation start 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>
- /// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
- /// faster. Defaults to 1.
- /// </summary>
- public float TimeScale { get { return timeScale; } set { timeScale = value; } }
-
- /// <summary>
- /// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
- /// this animation.
- ///
- /// Typically track 0 is used to completely pose the skeleton, then alpha can be 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.
- /// </summary>
- public float Alpha { get { return alpha; } set { alpha = value; } }
-
- /// <summary>
- /// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
- /// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.</summary>
- public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
-
- /// <summary>
- /// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
- /// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
- /// mixed out.</summary>
- public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
-
- /// <summary>
- /// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
- /// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
- /// mixed out.
- /// </summary>
- public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
-
- /// <summary>
- /// The animation queued to start after this animation, or null.</summary>
- public TrackEntry Next { get { return next; } }
-
- /// <summary>
- /// Returns true if at least one loop has been completed.</summary>
- public bool IsComplete {
- get { return trackTime >= animationEnd - animationStart; }
- }
-
- /// <summary>
- /// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
- /// <see cref="TrackEntry.MixDuration"/> when the mix is complete.</summary>
- public float MixTime { get { return mixTime; } set { mixTime = value; } }
-
- /// <summary>
- /// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
- /// <see cref="AnimationStateData"/> based on the animation before this animation (if any).
- ///
- /// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
- /// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
- /// <para>
- /// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
- /// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
- /// </para>
- ///
- /// </summary>
- public float MixDuration { get { return mixDuration; } set { mixDuration = 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, MixingFrom makes up a linked list.</summary>
- public TrackEntry MixingFrom { get { return mixingFrom; } }
-
- 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); }
-
- /// <summary>
- /// 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.
- ///
- /// Mixing 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.</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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