[lua] Ported dipping problem fix, see #867

This commit is contained in:
badlogic 2017-04-06 15:12:46 +02:00
parent e326db5f4b
commit 4a3a18eef4
2 changed files with 79 additions and 10 deletions

View File

@ -53,6 +53,12 @@ function loadSkeleton (jsonFile, atlasFile, animation, skin, scale, x, y)
local stateData = spine.AnimationStateData.new(skeletonData) local stateData = spine.AnimationStateData.new(skeletonData)
local state = spine.AnimationState.new(stateData) local state = spine.AnimationState.new(stateData)
state:setAnimationByName(0, animation, true) state:setAnimationByName(0, animation, true)
if (jsonFile == "spineboy") then
stateData:setMix("walk", "jump", 0.5)
stateData:setMix("jump", "run", 0.5)
state:addAnimationByName(0, "jump", false, 3)
state:addAnimationByName(0, "run", true, 0)
end
-- set some event callbacks -- set some event callbacks
state.onStart = function (entry) state.onStart = function (entry)
@ -82,14 +88,13 @@ end
function love.load(arg) function love.load(arg)
if arg[#arg] == "-debug" then require("mobdebug").start() end if arg[#arg] == "-debug" then require("mobdebug").start() end
table.insert(skeletons, loadSkeleton("test", "test", "animation", nil, 0.5, 400, 300)) -- table.insert(skeletons, loadSkeleton("test", "test", "animation", nil, 0.5, 400, 300))
table.insert(skeletons, loadSkeleton("TwoColorTest", "TwoColorTest", "animation", nil, 0.3, 400, 300))
table.insert(skeletons, loadSkeleton("spineboy", "spineboy", "walk", nil, 0.5, 400, 500)) table.insert(skeletons, loadSkeleton("spineboy", "spineboy", "walk", nil, 0.5, 400, 500))
table.insert(skeletons, loadSkeleton("raptor", "raptor", "walk", nil, 0.3, 400, 500)) --[[ table.insert(skeletons, loadSkeleton("raptor", "raptor", "walk", nil, 0.3, 400, 500))
table.insert(skeletons, loadSkeleton("goblins-mesh", "goblins", "walk", "goblin", 1, 400, 500)) table.insert(skeletons, loadSkeleton("goblins-mesh", "goblins", "walk", "goblin", 1, 400, 500))
table.insert(skeletons, loadSkeleton("tank", "tank", "drive", nil, 0.2, 600, 500)) table.insert(skeletons, loadSkeleton("tank", "tank", "drive", nil, 0.2, 600, 500))
table.insert(skeletons, loadSkeleton("vine", "vine", "animation", nil, 0.3, 400, 500)) table.insert(skeletons, loadSkeleton("vine", "vine", "animation", nil, 0.3, 400, 500))
table.insert(skeletons, loadSkeleton("stretchyman", "stretchyman", "sneak", nil, 0.3, 200, 500)) table.insert(skeletons, loadSkeleton("stretchyman", "stretchyman", "sneak", nil, 0.3, 200, 500))]]--
skeletonRenderer = spine.SkeletonRenderer.new(true) skeletonRenderer = spine.SkeletonRenderer.new(true)
end end

View File

@ -169,6 +169,7 @@ function TrackEntry.new ()
delay = 0, trackTime = 0, trackLast = 0, nextTrackLast = 0, trackEnd = 0, timeScale = 0, delay = 0, trackTime = 0, trackLast = 0, nextTrackLast = 0, trackEnd = 0, timeScale = 0,
alpha = 0, mixTime = 0, mixDuration = 0, mixAlpha = 0, alpha = 0, mixTime = 0, mixDuration = 0, mixAlpha = 0,
timelinesFirst = {}, timelinesFirst = {},
timelinesLast = {},
timelinesRotation = {} timelinesRotation = {}
} }
setmetatable(self, TrackEntry) setmetatable(self, TrackEntry)
@ -202,7 +203,8 @@ function AnimationState.new (data)
queue = nil, queue = nil,
propertyIDs = {}, propertyIDs = {},
animationsChanged = false, animationsChanged = false,
timeScale = 1 timeScale = 1,
mixingMultiple = false
} }
self.queue = EventQueue.new(self) self.queue = EventQueue.new(self)
setmetatable(self, AnimationState) setmetatable(self, AnimationState)
@ -356,8 +358,11 @@ function AnimationState:applyMixingFrom (entry, skeleton)
local animationLast = from.animationLast local animationLast = from.animationLast
local animationTime = from:getAnimationTime() local animationTime = from:getAnimationTime()
local timelines = from.animation.timelines local timelines = from.animation.timelines
local timelinesFirst = from.timelinesFirst; local timelinesFirst = from.timelinesFirst
local alpha = from.alpha * entry.mixAlpha * (1 - mix) local timelinesLast = nil
if (self.multipleMixing == false) then timelinesLast = from.timelinesLast end
local alphaBase = from.alpha * entry.mixAlpha
local alphaMix = alphaBase * (1 - mix)
local firstFrame = #from.timelinesRotation == 0 local firstFrame = #from.timelinesRotation == 0
local timelinesRotation = from.timelinesRotation local timelinesRotation = from.timelinesRotation
@ -365,6 +370,12 @@ function AnimationState:applyMixingFrom (entry, skeleton)
local skip = false local skip = false
for i,timeline in ipairs(timelines) do for i,timeline in ipairs(timelines) do
local setupPose = timelinesFirst[i] local setupPose = timelinesFirst[i]
local alpha = 1;
if (timelinesLast ~= nil and setupPose and not timlinesLast[i]) then
alpha = alphaBase
else
alpha = alphaMix
end
if timeline.type == Animation.TimelineType.rotate then if timeline.type == Animation.TimelineType.rotate then
self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i * 2, firstFrame) -- FIXME passing i * 2, correct indexing? self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i * 2, firstFrame) -- FIXME passing i * 2, correct indexing?
else else
@ -541,10 +552,27 @@ function AnimationState:setCurrent (index, current, interrupt)
current.mixingFrom = from current.mixingFrom = from
current.mixTime = 0 current.mixTime = 0
from.timelinesRotation = {}; local mixingFrom = from.mixingFrom
if (mixingFrom ~= nil and from.mixDuration > 0) then
if (not self.multipleMixing and from.mixTime / from.mixDuration < 0.5 and mixingFrom.animation ~= EMPTY_ANIMATION) then
current.mixingFrom = mixingFrom
mixingFrom.mixingFrom = from
mixingFrom.mixTime = from.mixDuration - from.mixTime
mixingFrom.mixDuration = from.mixDuration
from.mixingFrom = nil
from = mixingFrom
end
-- If not completely mixed in, set mixAlpha so mixing out happens from current mix to zero. current.mixAlpha = current.mixAlpha * math_min(from.mixTime / from.mixDuration, 1)
if from.mixingFrom and from.mixDuration > 0 then current.mixAlpha = current.mixAlpha * math_min(from.mixTime / from.mixDuration, 1) end
if (not self.multipleMixing) then
from.mixAlpha = 0;
from.mixTime = 0;
from.mixDuration = 0;
end
end
from.timelinesRotation = {};
end end
queue:start(current) queue:start(current)
@ -724,6 +752,42 @@ function AnimationState:_animationsChanged ()
if entry then self:checkTimelinesFirst(entry) end if entry then self:checkTimelinesFirst(entry) end
i = i + 1 i = i + 1
end end
if (self.multipleMixing) then return end
self.propertyIDs = {}
local lowestMixingFrom = n
i = 0;
while i < n do
entry = self.tracks[i]
if not (entry == nil or entry.mixingFrom == nil) then
lowestMixingFrom = i
i = n + 1 -- break
end
i = i + 1
end
i = n - 1
while i >= lowestMixingFrom do
local entry = self.tracks[i]
if (entry) then
local propertyIDs = self.propertyIDs
local timelines = entry.animation.timelines
local ii = 1
local nn = #entry.animation.timelines;
while ii <= nn do
local id = "" .. timelines[ii]:getPropertyId()
propertyIDs[id] = id
ii = ii + 1
end
entry = entry.mixingFrom
while (entry) do
self:checkTimelinesUsage(entry, entry.timelinesLast)
entry = entry.mixingFrom;
end
end
i = i - 1
end
end end
function AnimationState:setTimelinesFirst (entry) function AnimationState:setTimelinesFirst (entry)