[csharp] Revert holdPrevious AnimationState change

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pharan 2018-09-10 15:59:40 +08:00 committed by GitHub
parent 2d7f26a21c
commit 01564c622a
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@ -34,22 +34,22 @@ 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, Hold = 2, HoldMix = 3;
internal const int Subsequent = 0, First = 1, Dip = 2, DipMix = 3;
protected AnimationStateData data;
private AnimationStateData data;
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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; } }
@ -71,7 +71,7 @@ namespace Spine {
}
/// <summary>
/// Increments the track entry trackTimes, setting queued animations as current if needed</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;
@ -110,6 +110,7 @@ namespace Spine {
} 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;
@ -118,7 +119,6 @@ namespace Spine {
// End mixing from entries once all have completed.
var from = current.mixingFrom;
current.mixingFrom = null;
if (from != null) from.mixingTo = null;
while (from != null) {
queue.End(from);
from = from.mixingFrom;
@ -146,7 +146,6 @@ namespace Spine {
// 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);
}
@ -166,6 +165,7 @@ namespace Spine {
if (animationsChanged) AnimationsChanged();
var events = this.events;
bool applied = false;
var tracksItems = tracks.Items;
for (int i = 0, m = tracks.Count; i < m; i++) {
@ -173,7 +173,6 @@ namespace Spine {
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.
@ -188,11 +187,11 @@ namespace Spine {
int timelineCount = current.animation.timelines.Count;
var timelines = current.animation.timelines;
var timelinesItems = timelines.Items;
if (i == 0 && (mix == 1 || blend == MixBlend.Add)) {
if (mix == 1 || blend == MixBlend.Add) {
for (int ii = 0; ii < timelineCount; ii++)
timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In);
} else {
var timelineMode = current.timelineMode.Items;
var timelineData = current.timelineData.Items;
bool firstFrame = current.timelinesRotation.Count == 0;
if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
@ -200,7 +199,7 @@ namespace Spine {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelinesItems[ii];
MixBlend timelineBlend = timelineMode[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
MixBlend timelineBlend = timelineData[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null)
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
@ -238,14 +237,14 @@ namespace Spine {
var timelines = from.animation.timelines;
int timelineCount = timelines.Count;
var timelinesItems = timelines.Items;
float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix);
if (blend == MixBlend.Add) {
for (int i = 0; i < timelineCount; i++)
timelinesItems[i].Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
(timelinesItems[i]).Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
} else {
var timelineMode = from.timelineMode.Items;
var timelineHoldMix = from.timelineHoldMix.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
@ -256,10 +255,12 @@ namespace Spine {
Timeline timeline = timelinesItems[i];
MixBlend timelineBlend;
float alpha;
switch (timelineMode[i]) {
switch (timelineData[i]) {
case AnimationState.Subsequent:
if (!attachments && timeline is AttachmentTimeline) continue;
if (!drawOrder && timeline is DrawOrderTimeline) continue;
if (!attachments && timeline is AttachmentTimeline)
continue;
if (!drawOrder && timeline is DrawOrderTimeline)
continue;
timelineBlend = blend;
alpha = alphaMix;
break;
@ -267,14 +268,14 @@ namespace Spine {
timelineBlend = MixBlend.Setup;
alpha = alphaMix;
break;
case AnimationState.Hold:
case AnimationState.Dip:
timelineBlend = MixBlend.Setup;
alpha = alphaHold;
alpha = alphaDip;
break;
default:
timelineBlend = MixBlend.Setup;
TrackEntry holdMix = timelineHoldMix[i];
alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
TrackEntry dipMix = timelineDipMix[i];
alpha = alphaDip * Math.Max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
break;
}
from.totalAlpha += alpha;
@ -427,7 +428,6 @@ namespace Spine {
if (from == null) break;
queue.End(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
@ -444,7 +444,6 @@ namespace Spine {
if (from != null) {
if (interrupt) queue.Interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
// Store interrupted mix percentage.
@ -600,7 +599,6 @@ namespace Spine {
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.holdPrevious = false;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
@ -638,71 +636,17 @@ namespace Spine {
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) continue;
// Move to last entry, then iterate in reverse (the order animations are applied).
while (entry.mixingFrom != null)
entry = entry.mixingFrom;
do {
if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) SetTimelineModes(entry);
entry = entry.mixingTo;
} while (entry != null);
if (entry != null && (i == 0 || entry.mixBlend != MixBlend.Add)) entry.SetTimelineData(null, mixingTo, propertyIDs);
}
}
private void SetTimelineModes (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++) {
propertyIDs.Add(timelines[i].PropertyId);
timelineMode[i] = AnimationState.Hold;
}
return;
}
// outer:
for (int i = 0; i < timelinesCount; i++) {
int id = timelines[i].PropertyId;
if (!propertyIDs.Add(id))
timelineMode[i] = AnimationState.Subsequent;
else if (to == null || !HasTimeline(to, id))
timelineMode[i] = AnimationState.First;
else {
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
if (HasTimeline(next, id)) continue;
if (next.mixDuration > 0) {
timelineMode[i] = AnimationState.HoldMix;
timelineHoldMix[i] = next;
goto continue_outer; // continue outer;
}
break;
}
timelineMode[i] = AnimationState.Hold;
}
continue_outer: {}
}
}
static bool HasTimeline (TrackEntry entry, int id) {
var timelines = entry.animation.timelines.Items;
for (int i = 0, n = entry.animation.timelines.Count; i < n; i++)
if (timelines[i].PropertyId == id) return true;
return false;
}
/// <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];
@ -731,17 +675,17 @@ namespace Spine {
public class TrackEntry : Pool<TrackEntry>.IPoolable {
internal Animation animation;
internal TrackEntry next, mixingFrom, mixingTo;
internal TrackEntry next, mixingFrom;
internal int trackIndex;
internal bool loop, holdPrevious;
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 MixBlend mixBlend = MixBlend.Replace;
internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
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()
@ -749,8 +693,8 @@ namespace Spine {
next = null;
mixingFrom = null;
animation = null;
timelineMode.Clear();
timelineHoldMix.Clear();
timelineData.Clear();
timelineDipMix.Clear();
timelinesRotation.Clear();
Start = null;
@ -761,6 +705,54 @@ namespace Spine {
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; } }
@ -911,15 +903,6 @@ namespace Spine {
/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
public TrackEntry MixingFrom { get { return mixingFrom; } }
/// <summary>
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
///
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
///
/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
/// </summary>
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
public event AnimationState.TrackEntryEventDelegate Event;
internal void OnStart () { if (Start != null) Start(this); }