mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[lua] Ported Animation/Timeline changes
This commit is contained in:
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@ -45,6 +45,7 @@
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* Added `spClippingAttachment` and respective enum.
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* Added `spSkeletonClipper` and `spTriangulator`, used to implement software clipping of attachments.
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* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
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* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
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### Cocos2d-X
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* Fixed renderer to work with 3.6 changes
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@ -76,6 +77,7 @@
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* `MeshAttachment.parentMesh` is now a private field to enforce using the `.ParentMesh` setter property in external code. The `MeshAttachment.ParentMesh` property is an appropriate replacement wherever `.parentMesh` was used.
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* **Additions**
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* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
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* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
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### Unity
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* Refactored renderer to work with new 3.6 features.
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@ -133,6 +135,7 @@
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* Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface.
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* Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments.
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* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
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* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
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### libGDX
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* Fixed renderer to work with 3.6 changes
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@ -154,6 +157,7 @@
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* Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface.
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* Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments.
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* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
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* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
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### Love2D
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* Fixed renderer to work with 3.6 changes
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@ -54,7 +54,7 @@ function Animation.new (name, timelines, duration)
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duration = duration
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}
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function self:apply (skeleton, lastTime, time, loop, events, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, loop, events, alpha, pose, direction)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then
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@ -63,7 +63,7 @@ function Animation.new (name, timelines, duration)
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut)
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timeline:apply(skeleton, lastTime, time, events, alpha, pose, direction)
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end
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end
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@ -113,6 +113,18 @@ local function linearSearch (values, target, step)
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return -1
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end
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Animation.MixPose = {
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setup = 0,
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current = 1,
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currentLayered = 2
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}
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local MixPose = Animation.MixPose
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Animation.MixDirection = {
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_in = 0, out = 1
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}
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local MixDirection = Animation.MixDirection
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Animation.TimelineType = {
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rotate = 0, translate = 1, scale = 2, shear = 3,
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attachment = 4, color = 5, deform = 6,
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@ -123,6 +135,7 @@ Animation.TimelineType = {
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}
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local TimelineType = Animation.TimelineType
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local SHL_24 = 16777216
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local SHL_27 = 134217728
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Animation.CurveTimeline = {}
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function Animation.CurveTimeline.new (frameCount)
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@ -242,19 +255,23 @@ function Animation.RotateTimeline.new (frameCount)
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self.frames[frameIndex + ROTATION] = degrees
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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bone.rotation = bone.data.rotation
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elseif pose == MixPose.current then
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local r = bone.data.rotation - bone.rotation
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360 -- Wrap within -180 and 180.
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bone.rotation = bone.rotation + r * alpha
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end
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return
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end
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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if setupPose then
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if pose == MixPose.setup then
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bone.rotation = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] * alpha
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else
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local r = bone.data.rotation + frames[zlen(frames) + PREV_ROTATION] - bone.rotation
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@ -273,7 +290,7 @@ function Animation.RotateTimeline.new (frameCount)
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local r = frames[frame + ROTATION] - prevRotation
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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r = prevRotation + r * percent
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if setupPose then
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if pose == MixPose.setup then
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r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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bone.rotation = bone.data.rotation + r * alpha
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else
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@ -312,14 +329,17 @@ function Animation.TranslateTimeline.new (frameCount)
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self.frames[frameIndex + Y] = y
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if (setupPose) then
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if pose == MixPose.setup then
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bone.x = bone.data.x
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bone.y = bone.data.y
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elseif pose == MixPose.current then
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bone.x = bone.x + (bone.data.x - bone.x) * alpha
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bone.y = bone.y + (bone.data.y - bone.y) * alpha
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end
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return
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end
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@ -341,7 +361,7 @@ function Animation.TranslateTimeline.new (frameCount)
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x = x + (frames[frame + X] - x) * percent
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y = y + (frames[frame + Y] - y) * percent
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end
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if setupPose then
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if pose == MixPose.setup then
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bone.x = bone.data.x + x * alpha
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bone.y = bone.data.y + y * alpha
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else
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@ -370,14 +390,17 @@ function Animation.ScaleTimeline.new (frameCount)
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return TimelineType.scale * SHL_24 + self.boneIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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bone.scaleX = bone.data.scaleX
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bone.scaleY = bone.data.scaleY
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elseif pose == MixPose.current then
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bone.scaleX = bone.scaleX + (bone.data.scaleX - bone.scaleX) * alpha
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bone.scaleY = bone.scaleY + (bone.data.scaleY - bone.scaleY) * alpha
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end
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return
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end
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@ -405,7 +428,7 @@ function Animation.ScaleTimeline.new (frameCount)
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else
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local bx = 0
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local by = 0
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if setupPose then
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if pose == MixPose.setup then
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bx = bone.data.scaleX
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by = bone.data.scaleY
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else
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@ -413,7 +436,7 @@ function Animation.ScaleTimeline.new (frameCount)
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by = bone.scaleY
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end
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-- Mixing out uses sign of setup or current pose, else use sign of key.
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if mixingOut then
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if direction == MixDirection.out then
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x = math_abs(x) * math_signum(bx)
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y = math_abs(y) * math_signum(by)
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else
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@ -445,14 +468,17 @@ function Animation.ShearTimeline.new (frameCount)
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return TimelineType.shear * SHL_24 + self.boneIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local bone = skeleton.bones[self.boneIndex]
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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bone.shearX = bone.data.shearX
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bone.shearY = bone.data.shearY
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elseif pose == MixPose.current then
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bone.shearX = bone.shearX + (bone.data.shearX - bone.shearX) * alpha
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bone.shearY = bone.shearX + (bone.data.shearY - bone.shearY) * alpha
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end
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return
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end
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@ -474,7 +500,7 @@ function Animation.ShearTimeline.new (frameCount)
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x = x + (frames[frame + X] - x) * percent
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y = y + (frames[frame + Y] - y) * percent
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end
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if setupPose then
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if pose == MixPose.setup then
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bone.shearX = bone.data.shearX + x * alpha
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bone.shearY = bone.data.shearY + y * alpha
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else
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@ -518,12 +544,17 @@ function Animation.ColorTimeline.new (frameCount)
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self.frames[frameIndex + A] = a
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local slot = skeleton.slots[self.slotIndex]
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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slot.color:setFrom(slot.data.color)
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elseif pose == MixPose.current then
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local color = slot.color
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local setup = slot.data.color
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color:add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha,
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(setup.a - color.a) * alpha)
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end
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return
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end
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@ -555,7 +586,7 @@ function Animation.ColorTimeline.new (frameCount)
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slot.color:set(r, g, b, a)
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else
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local color = slot.color
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if setupPose then color:setFrom(slot.data.color) end
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if pose == MixPose.setup then color:setFrom(slot.data.color) end
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color:add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha)
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end
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end
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@ -604,13 +635,21 @@ function Animation.TwoColorTimeline.new (frameCount)
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self.frames[frameIndex + B2] = b2
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local slot = skeleton.slots[self.slotIndex]
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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slot.color:setFrom(slot.data.color)
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slot.darkColor:setFrom(slot.data.darkColor)
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elseif pose == MixPose.current then
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local light = slot.color
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local dark = slot.darkColor
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local setupLight = slot.data.color
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local setupDark = slot.data.darkColor
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light:add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
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(setupLight.a - light.a) * alpha)
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dark:add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0)
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end
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return
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end
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@ -653,7 +692,7 @@ function Animation.TwoColorTimeline.new (frameCount)
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else
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local light = slot.color
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local dark = slot.darkColor
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if setupPose then
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if pose == MixPose.setup then
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light:setFrom(slot.data.color)
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dark:setFrom(slot.data.darkColor)
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end
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@ -687,10 +726,10 @@ function Animation.AttachmentTimeline.new (frameCount)
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return TimelineType.attachment * SHL_24 + self.slotIndex
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local slot = skeleton.slots[self.slotIndex]
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local attachmentName
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if mixingOut and setupPose then
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if direction == MixDirection.out and pose == MixPose.setup then
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attachmentName = slot.data.attachmentName
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if not attachmentName then
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slot:setAttachment(nil)
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@ -702,7 +741,7 @@ function Animation.AttachmentTimeline.new (frameCount)
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local frames = self.frames
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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attachmentName = slot.data.attachmentName
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if not attachmentName then
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slot:setAttachment(nil)
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@ -741,7 +780,7 @@ function Animation.DeformTimeline.new (frameCount)
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self.type = TimelineType.deform
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function self:getPropertyId ()
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return TimelineType.deform * SHL_24 + self.slotIndex
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return TimelineType.deform * SHL_27 + self.attachment.id + self.slotIndex
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end
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function self:setFrame (frameIndex, time, vertices)
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@ -749,7 +788,7 @@ function Animation.DeformTimeline.new (frameCount)
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self.frameVertices[frameIndex] = vertices
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local slot = skeleton.slots[self.slotIndex]
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local slotAttachment = slot.attachment
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if not slotAttachment then return end
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@ -758,19 +797,27 @@ function Animation.DeformTimeline.new (frameCount)
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local frames = self.frames
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local verticesArray = slot.attachmentVertices
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if time < frames[0] then
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if setupPose then
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verticesArray = {}
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slot.attachmentVertices = verticesArray
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end
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return
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end
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local frameVertices = self.frameVertices
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local vertexCount = #(frameVertices[0])
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if (#verticesArray ~= vertexCount and not setupPose) then alpha = 1 end -- Don't mix from uninitialized slot vertices.
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local vertices = utils.setArraySize(verticesArray, vertexCount)
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if time < frames[0] then
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if pose == MixPose.setup then
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verticesArray = {}
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slot.attachmentVertices = verticesArray
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elseif pose == MixPose.current then
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alpha = 1 - alpha
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local i = 1
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while i <= vertexCount do
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vertices[i] = vertices[i] * alpha
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i = i + 1
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end
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end
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return
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end
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if time >= frames[zlen(frames) - 1] then -- Time is after last frame.
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local lastVertices = frameVertices[zlen(frames) - 1]
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@ -781,7 +828,7 @@ function Animation.DeformTimeline.new (frameCount)
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vertices[i] = lastVertices[i]
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i = i + 1
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end
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elseif setupPose then
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elseif pose == MixPose.setup then
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local vertexAttachment = slotAttachment
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if vertexAttachment.bones == nil then
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-- Unweighted vertex positions, with alpha.
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@ -826,7 +873,7 @@ function Animation.DeformTimeline.new (frameCount)
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vertices[i] = prev + (nextVertices[i] - prev) * percent
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i = i + 1
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end
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elseif setupPose then
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elseif pose == MixPose.setup then
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local vertexAttachment = slotAttachment
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if vertexAttachment.bones == nil then
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-- Unweighted vertex positions, with alpha.
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@ -883,14 +930,14 @@ function Animation.EventTimeline.new (frameCount)
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end
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-- Fires events for frames > lastTime and <= time.
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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if not firedEvents then return end
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local frames = self.frames
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local frameCount = zlen(frames)
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if lastTime > time then -- Fire events after last time for looped animations.
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self:apply(skeleton, lastTime, 999999, firedEvents, alpha, setupPose, mixingOut)
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self:apply(skeleton, lastTime, 999999, firedEvents, alpha, pose, direction)
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lastTime = -1
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elseif lastTime >= frames[frameCount - 1] then -- Last time is after last frame.
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return
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@ -939,7 +986,7 @@ function Animation.DrawOrderTimeline.new (frameCount)
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self.drawOrders[frameIndex] = drawOrder
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local drawOrder = skeleton.drawOrder
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local slots = skeleton.slots
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if mixingOut and setupPose then
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@ -950,7 +997,7 @@ function Animation.DrawOrderTimeline.new (frameCount)
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end
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local frames = self.frames
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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for i,slot in ipairs(slots) do
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drawOrder[i] = slots[i]
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end
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@ -1006,29 +1053,32 @@ function Animation.IkConstraintTimeline.new (frameCount)
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self.frames[frameIndex + BEND_DIRECTION] = bendDirection
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
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local frames = self.frames
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local constraint = skeleton.ikConstraints[self.ikConstraintIndex]
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if time < frames[0] then
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if setupPose then
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if pose == MixPose.setup then
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constraint.mix = constraint.data.mix
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constraint.bendDirection = constraint.data.bendDirection
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elseif pose == MixPose.current then
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constraint.mix = constraint.mix + (constraint.data.mix - constraint.mix) * alpha
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constraint.bendDirection = constraint.data.bendDirection
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end
|
||||
return
|
||||
end
|
||||
|
||||
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
|
||||
if mixingOut then
|
||||
if direction == MixDirection.out then
|
||||
constraint.bendDirection = constraint.data.bendDirection
|
||||
else
|
||||
constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]);
|
||||
end
|
||||
else
|
||||
constraint.mix = constraint.mix + (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
|
||||
if not mixingOut then constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]) end
|
||||
if direction == MixDirection._in then constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]) end
|
||||
end
|
||||
return
|
||||
end
|
||||
@ -1040,16 +1090,16 @@ function Animation.IkConstraintTimeline.new (frameCount)
|
||||
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
|
||||
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
|
||||
if mixingOut then
|
||||
if direction == MixDirection.out then
|
||||
constraint.bendDirection = constraint.data.bendDirection
|
||||
else
|
||||
constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
|
||||
end
|
||||
else
|
||||
constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
|
||||
if not mixingOut then constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION]) end
|
||||
if direction == MixDirection._in then constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION]) end
|
||||
end
|
||||
end
|
||||
|
||||
@ -1088,17 +1138,22 @@ function Animation.TransformConstraintTimeline.new (frameCount)
|
||||
self.frames[frameIndex + SHEAR] = shearMix
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
|
||||
local frames = self.frames
|
||||
|
||||
local constraint = skeleton.transformConstraints[self.transformConstraintIndex]
|
||||
if time < frames[0] then
|
||||
if setupPose then
|
||||
local data = constraint.data
|
||||
local data = constraint.data
|
||||
if pose == MixPose.setup then
|
||||
constraint.rotateMix = data.rotateMix
|
||||
constraint.translateMix = data.translateMix
|
||||
constraint.scaleMix = data.scaleMix
|
||||
constraint.shearMix = data.shearMix
|
||||
elseif pose == MixPose.current then
|
||||
constraint.rotateMix = constraint.rotateMix + (data.rotateMix - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (data.translateMix - constraint.translateMix) * alpha
|
||||
constraint.scaleMix = constraint.scaleMix + (data.scaleMix - constraint.scaleMix) * alpha
|
||||
constraint.shearMix = constraint.shearMix + (data.shearMix - constraint.shearMix) * alpha
|
||||
end
|
||||
return
|
||||
end
|
||||
@ -1129,7 +1184,7 @@ function Animation.TransformConstraintTimeline.new (frameCount)
|
||||
scale = scale + (frames[frame + SCALE] - scale) * percent
|
||||
shear = shear + (frames[frame + SHEAR] - shear) * percent
|
||||
end
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
local data = constraint.data
|
||||
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha
|
||||
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha
|
||||
@ -1169,13 +1224,15 @@ function Animation.PathConstraintPositionTimeline.new (frameCount)
|
||||
self.frames[frameIndex + VALUE] = value
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
|
||||
local frames = self.frames
|
||||
|
||||
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
||||
if (time < frames[0]) then
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.position = constraint.data.position
|
||||
elseif pose == MixPose.current then
|
||||
constraint.position = constraint.position + (constraint.data.position - constraint.position) * alpha
|
||||
end
|
||||
return
|
||||
end
|
||||
@ -1193,7 +1250,7 @@ function Animation.PathConstraintPositionTimeline.new (frameCount)
|
||||
|
||||
position = position + (frames[frame + VALUE] - position) * percent
|
||||
end
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha
|
||||
else
|
||||
constraint.position = constraint.position + (position - constraint.position) * alpha
|
||||
@ -1226,13 +1283,15 @@ function Animation.PathConstraintSpacingTimeline.new (frameCount)
|
||||
self.frames[frameIndex + VALUE] = value
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
|
||||
local frames = self.frames
|
||||
|
||||
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
||||
if (time < frames[0]) then
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.spacing = constraint.data.spacing
|
||||
elseif pose == MixPose.current then
|
||||
constraint.spacing = constraint.spacing + (constraint.data.spacing - constraint.spacing) * alpha
|
||||
end
|
||||
return
|
||||
end
|
||||
@ -1251,7 +1310,7 @@ function Animation.PathConstraintSpacingTimeline.new (frameCount)
|
||||
spacing = spacing + (frames[frame + VALUE] - spacing) * percent
|
||||
end
|
||||
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha
|
||||
else
|
||||
constraint.spacing = constraint.spacing + (spacing - constraint.spacing) * alpha
|
||||
@ -1287,14 +1346,17 @@ function Animation.PathConstraintMixTimeline.new (frameCount)
|
||||
self.frames[frameIndex + TRANSLATE] = translateMix
|
||||
end
|
||||
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, setupPose, mixingOut)
|
||||
function self:apply (skeleton, lastTime, time, firedEvents, alpha, pose, direction)
|
||||
local frames = self.frames
|
||||
|
||||
local constraint = skeleton.pathConstraints[self.pathConstraintIndex]
|
||||
if (time < frames[0]) then
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.rotateMix = constraint.data.rotateMix
|
||||
constraint.translateMix = constraint.data.translateMix
|
||||
elseif pose == MixPose.current then
|
||||
constraint.rotateMix = constraint.rotateMix + (constraint.data.rotateMix - constraint.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.translateMix + (constraint.data.translateMix - constraint.translateMix) * alpha
|
||||
end
|
||||
return
|
||||
end
|
||||
@ -1317,7 +1379,7 @@ function Animation.PathConstraintMixTimeline.new (frameCount)
|
||||
translate = translate + (frames[frame + TRANSLATE] - translate) * percent
|
||||
end
|
||||
|
||||
if setupPose then
|
||||
if pose == MixPose.setup then
|
||||
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha
|
||||
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha
|
||||
else
|
||||
|
||||
@ -32,6 +32,8 @@ local setmetatable = setmetatable
|
||||
local table_insert = table.insert
|
||||
local utils = require "spine-lua.utils"
|
||||
local Animation = require "spine-lua.Animation"
|
||||
local MixPose = Animation.MixPose
|
||||
local MixDirection = Animation.MixDirection
|
||||
local AnimationStateData = require "spine-lua.AnimationStateData"
|
||||
local math_min = math.min
|
||||
local math_max = math.max
|
||||
@ -371,10 +373,13 @@ function AnimationState:apply (skeleton)
|
||||
for i,current in pairs(tracks) do
|
||||
if not (current == nil or current.delay > 0) then
|
||||
applied = true
|
||||
local currrentPose = MixPose.currentLayered
|
||||
if i == 0 then currentPose = MixPose.current end
|
||||
|
||||
-- Apply mixing from entries first.
|
||||
local mix = current.alpha
|
||||
if current.mixingFrom then
|
||||
mix = mix * self:applyMixingFrom(current, skeleton)
|
||||
mix = mix * self:applyMixingFrom(current, skeleton, currentPose)
|
||||
elseif current.trackTime >= current.trackEnd and current.next == nil then
|
||||
mix = 0
|
||||
end
|
||||
@ -385,7 +390,7 @@ function AnimationState:apply (skeleton)
|
||||
local timelines = current.animation.timelines
|
||||
if mix == 1 then
|
||||
for i,timeline in ipairs(timelines) do
|
||||
timeline:apply(skeleton, animationLast, animationTime, events, 1, true, false)
|
||||
timeline:apply(skeleton, animationLast, animationTime, events, 1, MixPose.setup, MixDirection._in)
|
||||
end
|
||||
else
|
||||
local timelineData = current.timelineData
|
||||
@ -393,11 +398,14 @@ function AnimationState:apply (skeleton)
|
||||
local timelinesRotation = current.timelinesRotation
|
||||
|
||||
for i,timeline in ipairs(timelines) do
|
||||
local pose = MixPose.currentPose
|
||||
if timelineData[i] >= FIRST then pose = MixPose.setup end
|
||||
|
||||
if timeline.type == Animation.TimelineType.rotate then
|
||||
self:applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineData[i] >= FIRST, timelinesRotation, i * 2,
|
||||
self:applyRotateTimeline(timeline, skeleton, animationTime, mix, pose, timelinesRotation, i * 2,
|
||||
firstFrame) -- FIXME passing ii * 2, indexing correct?
|
||||
else
|
||||
timeline:apply(skeleton, animationLast, animationTime, events, mix, timelineData[i] >= FIRST, false)
|
||||
timeline:apply(skeleton, animationLast, animationTime, events, mix, pose, MixDirection._in)
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -412,9 +420,9 @@ function AnimationState:apply (skeleton)
|
||||
return applied
|
||||
end
|
||||
|
||||
function AnimationState:applyMixingFrom (to, skeleton)
|
||||
function AnimationState:applyMixingFrom (to, skeleton, currentPose)
|
||||
local from = to.mixingFrom
|
||||
if from.mixingFrom then self:applyMixingFrom(from, skeleton) end
|
||||
if from.mixingFrom then self:applyMixingFrom(from, skeleton, currentPose) end
|
||||
|
||||
local mix = 0
|
||||
if to.mixDuration == 0 then -- Single frame mix to undo mixingFrom changes.
|
||||
@ -437,38 +445,39 @@ function AnimationState:applyMixingFrom (to, skeleton)
|
||||
local firstFrame = #from.timelinesRotation == 0
|
||||
local timelinesRotation = from.timelinesRotation
|
||||
|
||||
local first = false
|
||||
local pose = MixPose.setup
|
||||
local alphaDip = from.alpha * to.interruptAlpha
|
||||
local alphaMix = alphaDip * (1 - mix)
|
||||
local alpha = 0
|
||||
from.totalAlpha = 0;
|
||||
local skip = false
|
||||
|
||||
for i,timeline in ipairs(timelines) do
|
||||
|
||||
local skipSubsequent = false;
|
||||
if timelineData[i] == SUBSEQUENT then
|
||||
first = false
|
||||
if not attachments and timeline.type == Animation.TimelineType.attachment then skipSubsequent = true end
|
||||
if not drawOrder and timeline.type == Animation.TimelineType.drawOrder then skipSubsequent = true end
|
||||
pose = currentPose
|
||||
alpha = alphaMix
|
||||
elseif timelineData[i] == FIRST then
|
||||
first = true
|
||||
pose = MixPose.setup
|
||||
alpha = alphaMix
|
||||
elseif timelineData[i] == DIP then
|
||||
first = true
|
||||
pose = MixPose.setup
|
||||
alpha = alphaDip
|
||||
else
|
||||
first = true
|
||||
pose = MixPose.setup
|
||||
alpha = alphaDip
|
||||
local dipMix = timelineDipMix[i]
|
||||
alpha = alpha * math_max(0, 1 - dipMix.mixtime / dipMix.mixDuration)
|
||||
end
|
||||
from.totalAlpha = from.totalAlpha + alpha
|
||||
if timeline.type == Animation.TimelineType.rotate then
|
||||
self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, first, timelinesRotation, i * 2, firstFrame)
|
||||
else
|
||||
if not first then
|
||||
if not attachments and timeline.type == Animation.TimelineType.attackment then skip = true end
|
||||
if not drawOrder and timeline.type == Animation.TimelineType.drawOrder then skip = true end
|
||||
|
||||
if not skipSubsequent then
|
||||
from.totalAlpha = from.totalAlpha + alpha
|
||||
if timeline.type == Animation.TimelineType.rotate then
|
||||
self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, pose, timelinesRotation, i * 2, firstFrame)
|
||||
else
|
||||
timeline:apply(skeleton, animationLast, animationTime, events, alpha, pose, MixDirection.out)
|
||||
end
|
||||
if not skip then timeline:apply(skeleton, animationLast, animationTime, events, alpha, first, true) end
|
||||
end
|
||||
end
|
||||
|
||||
@ -480,14 +489,14 @@ function AnimationState:applyMixingFrom (to, skeleton)
|
||||
return mix
|
||||
end
|
||||
|
||||
function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, setupPose, timelinesRotation, i, firstFrame)
|
||||
function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, pose, timelinesRotation, i, firstFrame)
|
||||
if firstFrame then
|
||||
timelinesRotation[i] = 0
|
||||
timelinesRotation[i+1] = 0
|
||||
end
|
||||
|
||||
if alpha == 1 then
|
||||
timeline:apply(skeleton, 0, time, nil, 1, setupPose, false)
|
||||
timeline:apply(skeleton, 0, time, nil, 1, pose, MixDirection._in)
|
||||
return
|
||||
end
|
||||
|
||||
@ -495,7 +504,7 @@ function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, se
|
||||
local frames = rotateTimeline.frames
|
||||
local bone = skeleton.bones[rotateTimeline.boneIndex]
|
||||
if time < frames[0] then
|
||||
if setupPose then bone.rotation = bone.data.rotation end
|
||||
if pose == MixPose.setup then bone.rotation = bone.data.rotation end
|
||||
return
|
||||
end
|
||||
|
||||
@ -518,7 +527,7 @@ function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, se
|
||||
|
||||
-- Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
|
||||
local r1 = bone.rotation
|
||||
if setupPose then r1 = bone.data.rotation end
|
||||
if pose == MixPose.setup then r1 = bone.data.rotation end
|
||||
local total = 0
|
||||
local diff = r2 - r1
|
||||
if diff == 0 then
|
||||
|
||||
@ -37,6 +37,9 @@ local setmetatable = setmetatable
|
||||
local AttachmentType = require "spine-lua.attachments.AttachmentType"
|
||||
local Attachment = require "spine-lua.attachments.Attachment"
|
||||
|
||||
local nextID = 0;
|
||||
local SHL_11 = 2048;
|
||||
|
||||
local VertexAttachment = {}
|
||||
VertexAttachment.__index = VertexAttachment
|
||||
setmetatable(VertexAttachment, { __index = Attachment })
|
||||
@ -46,6 +49,11 @@ function VertexAttachment.new (name, attachmentType)
|
||||
self.bones = nil
|
||||
self.vertices = nil
|
||||
self.worldVerticesLength = 0
|
||||
while nextID > 65535 do
|
||||
nextID = nextID - 65535
|
||||
end
|
||||
self.id = nextID * SHL_11
|
||||
nextID = nextID + 1
|
||||
setmetatable(self, VertexAttachment)
|
||||
return self
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user