mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[lua] Ported skeleton of AnimationState, all of EventQueue
This commit is contained in:
parent
e586b0fd09
commit
10e85c02e0
@ -28,7 +28,122 @@
|
|||||||
-- POSSIBILITY OF SUCH DAMAGE.
|
-- POSSIBILITY OF SUCH DAMAGE.
|
||||||
-------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
local setmetatable = setmetatable
|
||||||
|
local table_insert = table.insert
|
||||||
|
local utils = require "spine-lua.utils"
|
||||||
|
local Animation = require "spine-lua.Animation"
|
||||||
|
local AnimationStateData = require "spine-lua.AnimationStateData"
|
||||||
|
|
||||||
|
local EventType = {
|
||||||
|
start = 0,
|
||||||
|
interrupt = 1,
|
||||||
|
_end = 2,
|
||||||
|
dispose = 3,
|
||||||
|
complete = 4,
|
||||||
|
event = 5
|
||||||
|
}
|
||||||
|
|
||||||
|
local EventQueue = {}
|
||||||
|
EventQueue.__index = EventQueue
|
||||||
|
|
||||||
|
function EventQueue.new (animationState)
|
||||||
|
local self = {
|
||||||
|
objects = {},
|
||||||
|
animationState = animationState,
|
||||||
|
drainDisabled = false
|
||||||
|
}
|
||||||
|
setmetatable(self, EventQueue)
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:start (entry)
|
||||||
|
local objects = self.objects
|
||||||
|
table_insert(objects, EventType.start)
|
||||||
|
table_insert(objects, entry)
|
||||||
|
animationState.animationsChanged = true
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:interrupt (entry)
|
||||||
|
local objects = self.objects
|
||||||
|
table_insert(objects, EventType.interrupt)
|
||||||
|
table_insert(objects, entry)
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:_end (entry)
|
||||||
|
local objects = self.objects
|
||||||
|
table_insert(objects, EventType._end)
|
||||||
|
table_insert(objects, entry)
|
||||||
|
animationState.animationsChanged = true
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:dispose (entry)
|
||||||
|
local objects = self.objects
|
||||||
|
table_insert(objects, EventType.dispose)
|
||||||
|
table_insert(objects, entry)
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:complete (entry)
|
||||||
|
local objects = self.objects
|
||||||
|
table_insert(objects, EventType.complete)
|
||||||
|
table_insert(objects, entry)
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:event (entry, event)
|
||||||
|
local objects = self.objects
|
||||||
|
table_insert(objects, EventType.event)
|
||||||
|
table_insert(objects, entry)
|
||||||
|
table_insert(objects, event)
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:drain ()
|
||||||
|
if self.drainDisabled then return end -- Not reentrant.
|
||||||
|
self.drainDisabled = true
|
||||||
|
|
||||||
|
local objects = self.objects
|
||||||
|
local as = self.animationState
|
||||||
|
local i = 1
|
||||||
|
local n = #objects
|
||||||
|
while i <= n do
|
||||||
|
local _type = objects[i]
|
||||||
|
local entry = objects[i + 1]
|
||||||
|
if _type == EventType.start then
|
||||||
|
if entry.onStart then entry.onStart(entry) end
|
||||||
|
if as.onStart then entry.onStart(entry) end
|
||||||
|
elseif _type == EventType.interrupt then
|
||||||
|
if entry.onInterrupt then entry.onInterrupt(entry) end
|
||||||
|
if as.onInterrupt then entry.onInterrupt(entry) end
|
||||||
|
elseif _type == EventType._end then
|
||||||
|
if entry.onEnd then entry.onEnd(entry) end
|
||||||
|
if as.onEnd then entry.onEnd(entry) end
|
||||||
|
-- fall through in ref impl
|
||||||
|
if entry.onDispose then entry.onDispose(entry) end
|
||||||
|
if as.onDispose then entry.onDispose(entry) end
|
||||||
|
elseif _type == EventType._dispose then
|
||||||
|
if entry.onDispose then entry.onDispose(entry) end
|
||||||
|
if as.onDispose then entry.onDispose(entry) end
|
||||||
|
elseif _type == EventType.complete then
|
||||||
|
if entry.onComplete then entry.onComplete(entry) end
|
||||||
|
if as.onComplete then entry.onComplete(entry) end
|
||||||
|
elseif _type == EventType.event then
|
||||||
|
local event = objects[i + 2]
|
||||||
|
if entry.onEvent then entry.onEvent(entry, event) end
|
||||||
|
if as.onEvent then entry.onEvent(entry, event) end
|
||||||
|
i = i + 1
|
||||||
|
end
|
||||||
|
i = i + 2
|
||||||
|
end
|
||||||
|
self:clear()
|
||||||
|
|
||||||
|
self.drainDisabled = false;
|
||||||
|
end
|
||||||
|
|
||||||
|
function EventQueue:clear ()
|
||||||
|
self.objects[1] = nil -- dirty trick so we don't re-alloc, relies on using # in drain
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
local AnimationState = {}
|
local AnimationState = {}
|
||||||
|
AnimationState.__index = AnimationState
|
||||||
|
|
||||||
function AnimationState.new (data)
|
function AnimationState.new (data)
|
||||||
if not data then error("data cannot be nil", 2) end
|
if not data then error("data cannot be nil", 2) end
|
||||||
@ -36,215 +151,15 @@ function AnimationState.new (data)
|
|||||||
local self = {
|
local self = {
|
||||||
data = data,
|
data = data,
|
||||||
tracks = {},
|
tracks = {},
|
||||||
trackCount = 0,
|
|
||||||
events = {},
|
events = {},
|
||||||
onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
|
onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
|
||||||
|
queue = nil,
|
||||||
|
propertyIDs = {},
|
||||||
|
animationsChanged = false,
|
||||||
timeScale = 1
|
timeScale = 1
|
||||||
}
|
}
|
||||||
|
queue = EventQueue.new(self)
|
||||||
local function setCurrent (index, entry)
|
setmetatable(self, AnimationState)
|
||||||
local current = self.tracks[index]
|
|
||||||
if current then
|
|
||||||
local previous = current.previous
|
|
||||||
current.previous = nil
|
|
||||||
|
|
||||||
if current.onEnd then current.onEnd(index) end
|
|
||||||
if self.onEnd then self.onEnd(index) end
|
|
||||||
|
|
||||||
entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
|
|
||||||
if entry.mixDuration > 0 then
|
|
||||||
entry.mixTime = 0
|
|
||||||
-- If a mix is in progress, mix from the closest animation.
|
|
||||||
if previous and current.mixTime / current.mixDuration < 0.5 then
|
|
||||||
entry.previous = previous
|
|
||||||
else
|
|
||||||
entry.previous = current
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
self.tracks[index] = entry
|
|
||||||
self.trackCount = math.max(self.trackCount, index + 1)
|
|
||||||
|
|
||||||
if entry.onStart then entry.onStart(index) end
|
|
||||||
if self.onStart then self.onStart(index) end
|
|
||||||
end
|
|
||||||
|
|
||||||
function self:update (delta)
|
|
||||||
delta = delta * self.timeScale
|
|
||||||
for i = 0, self.trackCount - 1 do
|
|
||||||
local current = self.tracks[i]
|
|
||||||
if current then
|
|
||||||
current.time = current.time + delta * current.timeScale
|
|
||||||
if current.previous then
|
|
||||||
local previousDelta = delta * current.previous.timeScale
|
|
||||||
current.previous.time = current.previous.time + previousDelta
|
|
||||||
current.mixTime = current.mixTime + previousDelta
|
|
||||||
end
|
|
||||||
|
|
||||||
local next = current.next
|
|
||||||
if next then
|
|
||||||
next.time = current.lastTime - next.delay
|
|
||||||
if next.time >= 0 then setCurrent(i, next) end
|
|
||||||
else
|
|
||||||
-- End non-looping animation when it reaches its end time and there is no next entry.
|
|
||||||
if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function self:apply(skeleton)
|
|
||||||
for i = 0, self.trackCount - 1 do
|
|
||||||
local current = self.tracks[i]
|
|
||||||
if current then
|
|
||||||
local time = current.time
|
|
||||||
local lastTime = current.lastTime
|
|
||||||
local endTime = current.endTime
|
|
||||||
local loop = current.loop
|
|
||||||
if not loop and time > endTime then time = endTime end
|
|
||||||
|
|
||||||
local previous = current.previous
|
|
||||||
if not previous then
|
|
||||||
if current.mix == 1 then
|
|
||||||
current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
|
|
||||||
else
|
|
||||||
current.animation:mix(skeleton, current.lastTime, time, loop, self.events, current.mix)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
local previousTime = previous.time
|
|
||||||
if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
|
|
||||||
previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
|
|
||||||
|
|
||||||
local alpha = current.mixTime / current.mixDuration * current.mix
|
|
||||||
if alpha >= 1 then
|
|
||||||
alpha = 1
|
|
||||||
current.previous = nil
|
|
||||||
end
|
|
||||||
current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
|
|
||||||
end
|
|
||||||
|
|
||||||
local eventCount = #self.events
|
|
||||||
for ii = 1, eventCount, 1 do
|
|
||||||
local event = self.events[ii]
|
|
||||||
if current.onEvent then current.onEvent(i, event) end
|
|
||||||
if self.onEvent then self.onEvent(i, event) end
|
|
||||||
end
|
|
||||||
for ii = 1, eventCount, 1 do
|
|
||||||
table.remove(self.events)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if completed the animation or a loop iteration.
|
|
||||||
local complete
|
|
||||||
if current.loop then
|
|
||||||
complete = lastTime % endTime > time % endTime
|
|
||||||
else
|
|
||||||
complete = lastTime < endTime and time >= endTime
|
|
||||||
end
|
|
||||||
if complete then
|
|
||||||
local count = math.floor(time / endTime)
|
|
||||||
if current.onComplete then current.onComplete(i, count) end
|
|
||||||
if self.onComplete then self.onComplete(i, count) end
|
|
||||||
end
|
|
||||||
|
|
||||||
current.lastTime = current.time
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function self:clearTracks ()
|
|
||||||
for i,current in pairs(self.tracks) do
|
|
||||||
self.clearTrack(i)
|
|
||||||
end
|
|
||||||
self.tracks = {}
|
|
||||||
self.trackCount = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
function self:clearTrack (trackIndex)
|
|
||||||
local current = self.tracks[trackIndex]
|
|
||||||
if not current then return end
|
|
||||||
|
|
||||||
if current.onEnd then current.onEnd(trackIndex) end
|
|
||||||
if self.onEnd then self.onEnd(trackIndex) end
|
|
||||||
|
|
||||||
self.tracks[trackIndex] = nil
|
|
||||||
if trackIndex == self.trackCount - 1 then
|
|
||||||
self.trackCount = self.trackCount - 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function self:setAnimationByName (trackIndex, animationName, loop)
|
|
||||||
local animation = self.data.skeletonData:findAnimation(animationName)
|
|
||||||
if not animation then error("Animation not found: " .. animationName) end
|
|
||||||
return self:setAnimation(trackIndex, animation, loop)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Set the current animation. Any queued animations are cleared.
|
|
||||||
function self:setAnimation (trackIndex, animation, loop)
|
|
||||||
local entry = AnimationState.TrackEntry.new()
|
|
||||||
entry.animation = animation
|
|
||||||
entry.loop = loop
|
|
||||||
entry.endTime = animation.duration
|
|
||||||
setCurrent(trackIndex, entry)
|
|
||||||
return entry
|
|
||||||
end
|
|
||||||
|
|
||||||
function self:addAnimationByName (trackIndex, animationName, loop, delay)
|
|
||||||
local animation = self.data.skeletonData:findAnimation(animationName)
|
|
||||||
if not animation then error("Animation not found: " .. animationName) end
|
|
||||||
return self:addAnimation(trackIndex, animation, loop, delay)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Adds an animation to be played delay seconds after the current or last queued animation.
|
|
||||||
-- @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
|
|
||||||
function self:addAnimation (trackIndex, animation, loop, delay)
|
|
||||||
local entry = AnimationState.TrackEntry.new()
|
|
||||||
entry.animation = animation
|
|
||||||
entry.loop = loop
|
|
||||||
entry.endTime = animation.duration
|
|
||||||
|
|
||||||
local last = self.tracks[trackIndex]
|
|
||||||
if last then
|
|
||||||
while (last.next) do
|
|
||||||
last = last.next
|
|
||||||
end
|
|
||||||
last.next = entry
|
|
||||||
else
|
|
||||||
setCurrent(trackIndex, entry)
|
|
||||||
end
|
|
||||||
|
|
||||||
delay = delay or 0
|
|
||||||
if delay <= 0 then
|
|
||||||
if last then
|
|
||||||
delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
|
|
||||||
else
|
|
||||||
delay = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
entry.delay = delay
|
|
||||||
|
|
||||||
return entry
|
|
||||||
end
|
|
||||||
|
|
||||||
-- May return nil.
|
|
||||||
function self:getCurrent (trackIndex)
|
|
||||||
return self.tracks[trackIndex]
|
|
||||||
end
|
|
||||||
|
|
||||||
return self
|
|
||||||
end
|
|
||||||
|
|
||||||
AnimationState.TrackEntry = {}
|
|
||||||
function AnimationState.TrackEntry.new (data)
|
|
||||||
local self = {
|
|
||||||
next = nil, previous = nil,
|
|
||||||
animation = nil,
|
|
||||||
loop = false,
|
|
||||||
delay = 0, time = 0, lastTime = -1, endTime = 0,
|
|
||||||
timeScale = 1,
|
|
||||||
mixTime = 0, mixDuration = 0, mix = 1,
|
|
||||||
onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
|
|
||||||
}
|
|
||||||
return self
|
return self
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user