Changed Timeline#apply to enum parameters, AnimationState special cases track 0 to apply setup pose before first key.

This commit is contained in:
NathanSweet 2017-06-12 02:48:58 +02:00
parent a8577b78a7
commit 5540b47f21
8 changed files with 245 additions and 135 deletions

View File

@ -31,6 +31,8 @@
package com.esotericsoftware.spine;
import com.badlogic.gdx.files.FileHandle;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
import com.esotericsoftware.spine.attachments.AttachmentLoader;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
import com.esotericsoftware.spine.attachments.ClippingAttachment;
@ -74,7 +76,7 @@ public class BonePlotting {
for (Animation animation : skeletonData.getAnimations()) {
float time = 0;
while (time < animation.getDuration()) {
animation.apply(skeleton, time, time, false, null, 1, false, false);
animation.apply(skeleton, time, time, false, null, 1, MixPose.current, MixDirection.in);
skeleton.updateWorldTransform();
System.out
.println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + "," + bone.getWorldRotationX());

View File

@ -30,6 +30,8 @@
package com.esotericsoftware.spine;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
import com.esotericsoftware.spine.attachments.AtlasAttachmentLoader;
import com.esotericsoftware.spine.attachments.RegionAttachment;
@ -144,7 +146,7 @@ public class Box2DExample extends ApplicationAdapter {
batch.setTransformMatrix(camera.view);
batch.begin();
animation.apply(skeleton, time, time, true, events, 1, false, false);
animation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
skeleton.x += 8 * delta;
skeleton.updateWorldTransform();
skeletonRenderer.draw(batch, skeleton);

View File

@ -31,7 +31,8 @@
package com.esotericsoftware.spine;
import com.esotericsoftware.spine.Animation.EventTimeline;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.StringBuilder;
@ -176,7 +177,7 @@ public class EventTimelineTests {
int beforeCount = firedEvents.size;
Array<Event> original = new Array(firedEvents);
timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, false, false);
timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, MixPose.current, MixDirection.in);
while (beforeCount < firedEvents.size) {
char fired = firedEvents.get(beforeCount).getData().getName().charAt(0);
@ -185,7 +186,7 @@ public class EventTimelineTests {
} else {
if (firedEvents.size > eventsCount) {
if (print) System.out.println(lastTimeLooped + "->" + timeLooped + ": " + fired + " == ?");
timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, false, false);
timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, MixPose.current, MixDirection.in);
fail("Too many events fired.");
}
}
@ -193,7 +194,7 @@ public class EventTimelineTests {
System.out.println(lastTimeLooped + "->" + timeLooped + ": " + fired + " == " + events[eventIndex]);
}
if (fired != events[eventIndex]) {
timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, false, false);
timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, MixPose.current, MixDirection.in);
fail("Wrong event fired.");
}
eventIndex++;
@ -205,7 +206,7 @@ public class EventTimelineTests {
i++;
}
if (firedEvents.size < eventsCount) {
timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, false, false);
timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, MixPose.current, MixDirection.in);
if (print) System.out.println(firedEvents);
fail("Event not fired: " + events[eventIndex] + ", " + frames[eventIndex]);
}

View File

@ -37,6 +37,8 @@ import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
public class MixTest extends ApplicationAdapter {
SpriteBatch batch;
@ -103,21 +105,23 @@ public class MixTest extends ApplicationAdapter {
skeleton.setX(-50);
} else if (time > beforeJump + jump) {
// just walk after jump
walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
} else if (time > blendOutStart) {
// blend out jump
walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut, false, false);
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut,
MixPose.current, MixDirection.in);
} else if (time > beforeJump + blendIn) {
// just jump
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, false, false);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, MixPose.current, MixDirection.in);
} else if (time > beforeJump) {
// blend in jump
walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn, false, false);
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn,
MixPose.current, MixDirection.in);
} else {
// just walk before jump
walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
}
skeleton.updateWorldTransform();

View File

@ -56,6 +56,8 @@ import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.Window;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.Align;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
public class NormalMapTest extends ApplicationAdapter {
String skeletonPath, animationName;
@ -130,7 +132,7 @@ public class NormalMapTest extends ApplicationAdapter {
public void render () {
float lastTime = time;
time += Gdx.graphics.getDeltaTime();
if (animation != null) animation.apply(skeleton, lastTime, time, true, null, 1, false, false);
if (animation != null) animation.apply(skeleton, lastTime, time, true, null, 1, MixPose.current, MixDirection.in);
skeleton.updateWorldTransform();
skeleton.update(Gdx.graphics.getDeltaTime());

View File

@ -30,6 +30,9 @@
package com.esotericsoftware.spine;
import static com.esotericsoftware.spine.Animation.MixDirection.*;
import static com.esotericsoftware.spine.Animation.MixPose.*;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.Array;
@ -66,9 +69,9 @@ public class Animation {
/** Applies all the animation's timelines to the specified skeleton.
* <p>
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, boolean, boolean)}. */
public void apply (Skeleton skeleton, float lastTime, float time, boolean loop, Array<Event> events, float alpha,
boolean setupPose, boolean mixingOut) {
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixPose, MixDirection)}. */
public void apply (Skeleton skeleton, float lastTime, float time, boolean loop, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
if (loop && duration != 0) {
@ -78,7 +81,7 @@ public class Animation {
Array<Timeline> timelines = this.timelines;
for (int i = 0, n = timelines.size; i < n; i++)
timelines.get(i).apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
timelines.get(i).apply(skeleton, lastTime, time, events, alpha, pose, direction);
}
/** The animation's name, which is unique within the skeleton. */
@ -142,23 +145,43 @@ public class Animation {
* interpolate between the keys.
* @param events If any events are fired, they are added to this list. Can be null to ignore firing events or if the
* timeline does not fire events.
* @param alpha 0 results in the value of the current or setup pose (depending on <code>setupPose</code>). 1 results in the
* value from the timeline. Between 0 and 1 results in a value mixed between the current or setup pose and the
* value from the timeline. By adjusting <code>alpha</code> over time, an animation can be mixed in or out.
* <code>alpha</code> can also be useful to apply animations on top of each other.
* @param setupPose Controls mixing when <code>alpha</code> < 1. When true the value from the timeline is mixed with the
* value from the setup pose. When false the value from the timeline is mixed with the value from the current
* pose. Passing true when <code>alpha</code> is 1 is slightly more efficient for most timelines.
* @param mixingOut True when changing <code>alpha</code> over time toward 0 (the setup or current pose), false when
* changing <code>alpha</code> toward 1 (the timeline's pose). Used for timelines which perform instant
* transitions, such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut);
* @param alpha 0 applies the current or setup pose value (depending on <code>setupPose</code>). 1 applies the timeline
* value. Between 0 and 1 applies a value between the current or setup pose and the timeline value. By adjusting
* <code>alpha</code> over time, an animation can be mixed in or out. <code>alpha</code> can also be useful to
* apply animations on top of each other (layered).
* @param pose Controls how mixing is applied when <code>alpha</code> < 1.
* @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions,
* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction);
/** Uniquely encodes both the type of this timeline and the skeleton property that it affects. */
public int getPropertyId ();
}
/** Controls how a timeline is mixed with the setup or current pose.
* <p>
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixPose, MixDirection)}. */
static public enum MixPose {
/** The timeline value is mixed with the setup pose (the current pose is not used). */
setup,
/** The timeline value is mixed with the current pose. The setup pose is used as the timeline value before the first key,
* except for timelines which perform instant transitions, such as {@link DrawOrderTimeline} or
* {@link AttachmentTimeline}. */
current,
/** The timeline value is mixed with the current pose. No change is made before the first key (the current pose is kept
* until the first key). */
currentLayered
}
/** Indicates whether a timeline's <code>alpha</code> is mixing out over time toward 0 (the setup or current pose) or mixing in
* toward 1 (the timeline's pose).
* <p>
* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixPose, MixDirection)}. */
static public enum MixDirection {
in, out
}
static private enum TimelineType {
rotate, translate, scale, shear, //
attachment, color, deform, //
@ -295,18 +318,26 @@ public class Animation {
frames[frameIndex + ROTATION] = degrees;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) bone.rotation = bone.data.rotation;
switch (pose) {
case setup:
bone.rotation = bone.data.rotation;
return;
case current:
float r = bone.data.rotation - bone.rotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone.rotation += r * alpha;
}
return;
}
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
if (setupPose)
if (pose == setup)
bone.rotation = bone.data.rotation + frames[frames.length + PREV_ROTATION] * alpha;
else {
float r = bone.data.rotation + frames[frames.length + PREV_ROTATION] - bone.rotation;
@ -325,7 +356,7 @@ public class Animation {
float r = frames[frame + ROTATION] - prevRotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
r = prevRotation + r * percent;
if (setupPose) {
if (pose == setup) {
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone.rotation = bone.data.rotation + r * alpha;
} else {
@ -377,15 +408,20 @@ public class Animation {
frames[frameIndex + Y] = y;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
switch (pose) {
case setup:
bone.x = bone.data.x;
bone.y = bone.data.y;
return;
case current:
bone.x += (bone.data.x - bone.x) * alpha;
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
@ -406,7 +442,7 @@ public class Animation {
x += (frames[frame + X] - x) * percent;
y += (frames[frame + Y] - y) * percent;
}
if (setupPose) {
if (pose == setup) {
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
} else {
@ -426,15 +462,20 @@ public class Animation {
return (TimelineType.scale.ordinal() << 24) + boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
switch (pose) {
case setup:
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
return;
case current:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
@ -460,7 +501,7 @@ public class Animation {
bone.scaleY = y;
} else {
float bx, by;
if (setupPose) {
if (pose == setup) {
bx = bone.data.scaleX;
by = bone.data.scaleY;
} else {
@ -468,7 +509,7 @@ public class Animation {
by = bone.scaleY;
}
// Mixing out uses sign of setup or current pose, else use sign of key.
if (mixingOut) {
if (direction == out) {
x = Math.abs(x) * Math.signum(bx);
y = Math.abs(y) * Math.signum(by);
} else {
@ -491,15 +532,20 @@ public class Animation {
return (TimelineType.shear.ordinal() << 24) + boneIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
switch (pose) {
case setup:
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
return;
case current:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
@ -520,7 +566,7 @@ public class Animation {
x = x + (frames[frame + X] - x) * percent;
y = y + (frames[frame + Y] - y) * percent;
}
if (setupPose) {
if (pose == setup) {
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
} else {
@ -573,13 +619,21 @@ public class Animation {
frames[frameIndex + A] = a;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) slot.color.set(slot.data.color);
switch (pose) {
case setup:
slot.color.set(slot.data.color);
return;
case current:
Color color = slot.color, setup = slot.data.color;
color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha,
(setup.a - color.a) * alpha);
}
return;
}
@ -610,7 +664,7 @@ public class Animation {
slot.color.set(r, g, b, a);
else {
Color color = slot.color;
if (setupPose) color.set(slot.data.color);
if (pose == setup) color.set(slot.data.color);
color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
}
}
@ -663,15 +717,22 @@ public class Animation {
frames[frameIndex + B2] = b2;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
switch (pose) {
case setup:
slot.color.set(slot.data.color);
slot.darkColor.set(slot.data.darkColor);
return;
case current:
Color light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor;
light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
(setupLight.a - light.a) * alpha);
dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
}
return;
}
@ -712,9 +773,8 @@ public class Animation {
slot.color.set(r, g, b, a);
slot.darkColor.set(r2, g2, b2, 1);
} else {
Color light = slot.color;
Color dark = slot.darkColor;
if (setupPose) {
Color light = slot.color, dark = slot.darkColor;
if (pose == setup) {
light.set(slot.data.color);
dark.set(slot.data.darkColor);
}
@ -770,11 +830,11 @@ public class Animation {
attachmentNames[frameIndex] = attachmentName;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
if (mixingOut && setupPose) {
if (direction == out && pose == setup) {
String attachmentName = slot.data.attachmentName;
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
return;
@ -782,7 +842,7 @@ public class Animation {
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
if (pose == setup) {
String attachmentName = slot.data.attachmentName;
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
}
@ -853,31 +913,39 @@ public class Animation {
frameVertices[frameIndex] = vertices;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Slot slot = skeleton.slots.get(slotIndex);
Attachment slotAttachment = slot.attachment;
if (!(slotAttachment instanceof VertexAttachment) || !((VertexAttachment)slotAttachment).applyDeform(attachment)) return;
FloatArray verticesArray = slot.getAttachmentVertices();
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) verticesArray.size = 0;
return;
}
float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].length;
if (verticesArray.size != vertexCount && !setupPose) alpha = 1; // Don't mix from uninitialized slot vertices.
if (verticesArray.size != vertexCount && pose != setup) alpha = 1; // Don't mix from uninitialized slot vertices.
float[] vertices = verticesArray.setSize(vertexCount);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (pose) {
case setup:
verticesArray.size = 0;
return;
case current:
alpha = 1 - alpha;
for (int i = 0; i < vertexCount; i++)
vertices[i] *= alpha;
}
return;
}
if (time >= frames[frames.length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.length - 1];
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
System.arraycopy(lastVertices, 0, vertices, 0, vertexCount);
} else if (setupPose) {
} else if (pose == setup) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, with alpha.
@ -912,7 +980,7 @@ public class Animation {
float prev = prevVertices[i];
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
} else if (setupPose) {
} else if (pose == setup) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.getBones() == null) {
// Unweighted vertex positions, with alpha.
@ -974,15 +1042,15 @@ public class Animation {
}
/** Fires events for frames > <code>lastTime</code> and <= <code>time</code>. */
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha, MixPose pose,
MixDirection direction) {
if (firedEvents == null) return;
float[] frames = this.frames;
int frameCount = frames.length;
if (lastTime > time) { // Fire events after last time for looped animations.
apply(skeleton, lastTime, Integer.MAX_VALUE, firedEvents, alpha, setupPose, mixingOut);
apply(skeleton, lastTime, Integer.MAX_VALUE, firedEvents, alpha, pose, direction);
lastTime = -1f;
} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
return;
@ -1041,19 +1109,19 @@ public class Animation {
drawOrders[frameIndex] = drawOrder;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
Array<Slot> drawOrder = skeleton.drawOrder;
Array<Slot> slots = skeleton.slots;
if (mixingOut && setupPose) {
if (direction == out && pose == setup) {
System.arraycopy(slots.items, 0, drawOrder.items, 0, slots.size);
return;
}
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) System.arraycopy(slots.items, 0, drawOrder.items, 0, slots.size);
if (pose == setup) System.arraycopy(slots.items, 0, drawOrder.items, 0, slots.size);
return;
}
@ -1114,27 +1182,32 @@ public class Animation {
frames[frameIndex + BEND_DIRECTION] = bendDirection;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
IkConstraint constraint = skeleton.ikConstraints.get(ikConstraintIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
switch (pose) {
case setup:
constraint.mix = constraint.data.mix;
constraint.bendDirection = constraint.data.bendDirection;
return;
case current:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
constraint.bendDirection = constraint.data.bendDirection;
}
return;
}
if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
if (setupPose) {
if (pose == setup) {
constraint.mix = constraint.data.mix + (frames[frames.length + PREV_MIX] - constraint.data.mix) * alpha;
constraint.bendDirection = mixingOut ? constraint.data.bendDirection
constraint.bendDirection = direction == out ? constraint.data.bendDirection
: (int)frames[frames.length + PREV_BEND_DIRECTION];
} else {
constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
if (!mixingOut) constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
if (direction == in) constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
}
return;
}
@ -1145,12 +1218,13 @@ public class Animation {
float frameTime = frames[frame];
float percent = getCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
if (setupPose) {
if (pose == setup) {
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
constraint.bendDirection = mixingOut ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION];
constraint.bendDirection = direction == out ? constraint.data.bendDirection
: (int)frames[frame + PREV_BEND_DIRECTION];
} else {
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
if (!mixingOut) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
if (direction == in) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
}
}
}
@ -1198,18 +1272,25 @@ public class Animation {
frames[frameIndex + SHEAR] = shearMix;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
TransformConstraint constraint = skeleton.transformConstraints.get(transformConstraintIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
TransformConstraintData data = constraint.data;
TransformConstraintData data = constraint.data;
switch (pose) {
case setup:
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
return;
case current:
constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
}
return;
}
@ -1237,7 +1318,7 @@ public class Animation {
scale += (frames[frame + SCALE] - scale) * percent;
shear += (frames[frame + SHEAR] - shear) * percent;
}
if (setupPose) {
if (pose == setup) {
TransformConstraintData data = constraint.data;
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
@ -1293,13 +1374,19 @@ public class Animation {
frames[frameIndex + VALUE] = position;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) constraint.position = constraint.data.position;
switch (pose) {
case setup:
constraint.position = constraint.data.position;
return;
case current:
constraint.position += (constraint.data.position - constraint.position) * alpha;
}
return;
}
@ -1316,7 +1403,7 @@ public class Animation {
position += (frames[frame + VALUE] - position) * percent;
}
if (setupPose)
if (pose == setup)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
@ -1333,13 +1420,19 @@ public class Animation {
return (TimelineType.pathConstraintSpacing.ordinal() << 24) + pathConstraintIndex;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) constraint.spacing = constraint.data.spacing;
switch (pose) {
case setup:
constraint.spacing = constraint.data.spacing;
return;
case current:
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
}
return;
}
@ -1357,7 +1450,7 @@ public class Animation {
spacing += (frames[frame + VALUE] - spacing) * percent;
}
if (setupPose)
if (pose == setup)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
@ -1406,15 +1499,20 @@ public class Animation {
frames[frameIndex + TRANSLATE] = translateMix;
}
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
boolean mixingOut) {
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) {
switch (pose) {
case setup:
constraint.rotateMix = constraint.data.rotateMix;
constraint.translateMix = constraint.data.translateMix;
return;
case current:
constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
}
return;
}
@ -1436,7 +1534,7 @@ public class Animation {
translate += (frames[frame + TRANSLATE] - translate) * percent;
}
if (setupPose) {
if (pose == setup) {
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
} else {

View File

@ -40,6 +40,8 @@ import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.utils.Pool.Poolable;
import com.esotericsoftware.spine.Animation.AttachmentTimeline;
import com.esotericsoftware.spine.Animation.DrawOrderTimeline;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
import com.esotericsoftware.spine.Animation.RotateTimeline;
import com.esotericsoftware.spine.Animation.Timeline;
@ -170,11 +172,12 @@ public class AnimationState {
TrackEntry current = tracks.get(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);
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.
@ -184,7 +187,7 @@ public class AnimationState {
Object[] timelines = current.animation.timelines.items;
if (mix == 1) {
for (int ii = 0; ii < timelineCount; ii++)
((Timeline)timelines[ii]).apply(skeleton, animationLast, animationTime, events, 1, true, false);
((Timeline)timelines[ii]).apply(skeleton, animationLast, animationTime, events, 1, MixPose.setup, MixDirection.in);
} else {
int[] timelineData = current.timelineData.items;
@ -194,11 +197,11 @@ public class AnimationState {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = (Timeline)timelines[ii];
if (timeline instanceof RotateTimeline) {
applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineData[ii] >= FIRST, timelinesRotation,
ii << 1, firstFrame);
} else
timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineData[ii] >= FIRST, false);
MixPose pose = timelineData[ii] >= FIRST ? MixPose.setup : currentPose;
if (timeline instanceof RotateTimeline)
applyRotateTimeline(timeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
else
timeline.apply(skeleton, animationLast, animationTime, events, mix, pose, MixDirection.in);
}
}
queueEvents(current, animationTime);
@ -211,9 +214,9 @@ public class AnimationState {
return applied;
}
private float applyMixingFrom (TrackEntry to, Skeleton skeleton) {
private float applyMixingFrom (TrackEntry to, Skeleton skeleton, MixPose currentPose) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) applyMixingFrom(from, skeleton);
if (from.mixingFrom != null) applyMixingFrom(from, skeleton, currentPose);
float mix;
if (to.mixDuration == 0) // Single frame mix to undo mixingFrom changes.
@ -235,26 +238,28 @@ public class AnimationState {
if (firstFrame) from.timelinesRotation.setSize(timelineCount << 1);
float[] timelinesRotation = from.timelinesRotation.items;
boolean first;
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 = (Timeline)timelines[i];
switch (timelineData[i]) {
case SUBSEQUENT:
first = false;
if (!attachments && timeline instanceof AttachmentTimeline) continue;
if (!drawOrder && timeline instanceof DrawOrderTimeline) continue;
pose = currentPose;
alpha = alphaMix;
break;
case FIRST:
first = true;
pose = MixPose.setup;
alpha = alphaMix;
break;
case DIP:
first = true;
pose = MixPose.setup;
alpha = alphaDip;
break;
default:
first = true;
pose = MixPose.setup;
alpha = alphaDip;
TrackEntry dipMix = (TrackEntry)timelineDipMix[i];
alpha *= Math.max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
@ -262,14 +267,9 @@ public class AnimationState {
}
from.totalAlpha += alpha;
if (timeline instanceof RotateTimeline)
applyRotateTimeline(timeline, skeleton, animationTime, alpha, first, timelinesRotation, i << 1, firstFrame);
else {
if (!first) {
if (!attachments && timeline instanceof AttachmentTimeline) continue;
if (!drawOrder && timeline instanceof DrawOrderTimeline) continue;
}
timeline.apply(skeleton, animationLast, animationTime, events, alpha, first, true);
}
applyRotateTimeline(timeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
else
timeline.apply(skeleton, animationLast, animationTime, events, alpha, pose, MixDirection.out);
}
if (to.mixDuration > 0) queueEvents(from, animationTime);
@ -280,13 +280,13 @@ public class AnimationState {
return mix;
}
private void applyRotateTimeline (Timeline timeline, Skeleton skeleton, float time, float alpha, boolean setupPose,
private void applyRotateTimeline (Timeline timeline, Skeleton skeleton, float time, float alpha, MixPose pose,
float[] timelinesRotation, int i, boolean firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, setupPose, false);
timeline.apply(skeleton, 0, time, null, 1, pose, MixDirection.in);
return;
}
@ -294,7 +294,7 @@ public class AnimationState {
Bone bone = skeleton.bones.get(rotateTimeline.boneIndex);
float[] frames = rotateTimeline.frames;
if (time < frames[0]) { // Time is before first frame.
if (setupPose) bone.rotation = bone.data.rotation;
if (pose == MixPose.setup) bone.rotation = bone.data.rotation;
return;
}
@ -315,8 +315,8 @@ public class AnimationState {
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 = setupPose ? bone.data.rotation : bone.rotation;
// Mix between rotations using the direction of the shortest route on the first frame.
float r1 = pose == MixPose.setup ? bone.data.rotation : bone.rotation;
float total, diff = r2 - r1;
if (diff == 0)
total = timelinesRotation[i];

View File

@ -35,7 +35,8 @@ import com.esotericsoftware.spine.AnimationState.AnimationStateListener;
/** Stores the current pose values for an {@link Event}.
* <p>
* See Timeline {@link Timeline#apply(Skeleton, float, float, com.badlogic.gdx.utils.Array, float, boolean, boolean)},
* See Timeline
* {@link Timeline#apply(Skeleton, float, float, com.badlogic.gdx.utils.Array, float, com.esotericsoftware.spine.Animation.MixPose, com.esotericsoftware.spine.Animation.MixDirection)},
* AnimationStateListener {@link AnimationStateListener#event(com.esotericsoftware.spine.AnimationState.TrackEntry, Event)}, and
* <a href="http://esotericsoftware.com/spine-events">Events</a> in the Spine User Guide. */
public class Event {