mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Changed Timeline#apply to enum parameters, AnimationState special cases track 0 to apply setup pose before first key.
This commit is contained in:
parent
a8577b78a7
commit
5540b47f21
@ -31,6 +31,8 @@
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.files.FileHandle;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Animation.MixPose;
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import com.esotericsoftware.spine.attachments.AttachmentLoader;
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import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
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import com.esotericsoftware.spine.attachments.ClippingAttachment;
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@ -74,7 +76,7 @@ public class BonePlotting {
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for (Animation animation : skeletonData.getAnimations()) {
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float time = 0;
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while (time < animation.getDuration()) {
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animation.apply(skeleton, time, time, false, null, 1, false, false);
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animation.apply(skeleton, time, time, false, null, 1, MixPose.current, MixDirection.in);
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skeleton.updateWorldTransform();
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System.out
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.println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + "," + bone.getWorldRotationX());
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@ -30,6 +30,8 @@
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package com.esotericsoftware.spine;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Animation.MixPose;
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import com.esotericsoftware.spine.attachments.AtlasAttachmentLoader;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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@ -144,7 +146,7 @@ public class Box2DExample extends ApplicationAdapter {
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batch.setTransformMatrix(camera.view);
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batch.begin();
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animation.apply(skeleton, time, time, true, events, 1, false, false);
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animation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
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skeleton.x += 8 * delta;
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skeleton.updateWorldTransform();
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skeletonRenderer.draw(batch, skeleton);
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@ -31,7 +31,8 @@
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package com.esotericsoftware.spine;
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import com.esotericsoftware.spine.Animation.EventTimeline;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Animation.MixPose;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.StringBuilder;
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@ -176,7 +177,7 @@ public class EventTimelineTests {
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int beforeCount = firedEvents.size;
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Array<Event> original = new Array(firedEvents);
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timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, false, false);
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timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, MixPose.current, MixDirection.in);
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while (beforeCount < firedEvents.size) {
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char fired = firedEvents.get(beforeCount).getData().getName().charAt(0);
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@ -185,7 +186,7 @@ public class EventTimelineTests {
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} else {
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if (firedEvents.size > eventsCount) {
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if (print) System.out.println(lastTimeLooped + "->" + timeLooped + ": " + fired + " == ?");
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timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, false, false);
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timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, MixPose.current, MixDirection.in);
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fail("Too many events fired.");
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}
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}
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@ -193,7 +194,7 @@ public class EventTimelineTests {
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System.out.println(lastTimeLooped + "->" + timeLooped + ": " + fired + " == " + events[eventIndex]);
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}
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if (fired != events[eventIndex]) {
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timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, false, false);
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timeline.apply(skeleton, lastTimeLooped, timeLooped, original, 1, MixPose.current, MixDirection.in);
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fail("Wrong event fired.");
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}
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eventIndex++;
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@ -205,7 +206,7 @@ public class EventTimelineTests {
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i++;
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}
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if (firedEvents.size < eventsCount) {
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timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, false, false);
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timeline.apply(skeleton, lastTimeLooped, timeLooped, firedEvents, 1, MixPose.current, MixDirection.in);
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if (print) System.out.println(firedEvents);
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fail("Event not fired: " + events[eventIndex] + ", " + frames[eventIndex]);
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}
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@ -37,6 +37,8 @@ import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.utils.Array;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Animation.MixPose;
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public class MixTest extends ApplicationAdapter {
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SpriteBatch batch;
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@ -103,21 +105,23 @@ public class MixTest extends ApplicationAdapter {
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skeleton.setX(-50);
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} else if (time > beforeJump + jump) {
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// just walk after jump
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walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
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walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
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} else if (time > blendOutStart) {
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// blend out jump
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walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut, false, false);
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walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut,
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MixPose.current, MixDirection.in);
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} else if (time > beforeJump + blendIn) {
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// just jump
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, false, false);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, MixPose.current, MixDirection.in);
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} else if (time > beforeJump) {
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// blend in jump
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walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn, false, false);
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walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn,
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MixPose.current, MixDirection.in);
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} else {
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// just walk before jump
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walkAnimation.apply(skeleton, time, time, true, events, 1, false, false);
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walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
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}
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skeleton.updateWorldTransform();
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@ -56,6 +56,8 @@ import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
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import com.badlogic.gdx.scenes.scene2d.ui.Window;
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import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
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import com.badlogic.gdx.utils.Align;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Animation.MixPose;
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public class NormalMapTest extends ApplicationAdapter {
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String skeletonPath, animationName;
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@ -130,7 +132,7 @@ public class NormalMapTest extends ApplicationAdapter {
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public void render () {
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float lastTime = time;
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time += Gdx.graphics.getDeltaTime();
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if (animation != null) animation.apply(skeleton, lastTime, time, true, null, 1, false, false);
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if (animation != null) animation.apply(skeleton, lastTime, time, true, null, 1, MixPose.current, MixDirection.in);
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skeleton.updateWorldTransform();
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skeleton.update(Gdx.graphics.getDeltaTime());
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@ -30,6 +30,9 @@
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package com.esotericsoftware.spine;
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import static com.esotericsoftware.spine.Animation.MixDirection.*;
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import static com.esotericsoftware.spine.Animation.MixPose.*;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.utils.Array;
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@ -66,9 +69,9 @@ public class Animation {
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/** Applies all the animation's timelines to the specified skeleton.
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* <p>
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* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, boolean, boolean)}. */
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public void apply (Skeleton skeleton, float lastTime, float time, boolean loop, Array<Event> events, float alpha,
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boolean setupPose, boolean mixingOut) {
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* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixPose, MixDirection)}. */
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public void apply (Skeleton skeleton, float lastTime, float time, boolean loop, Array<Event> events, float alpha, MixPose pose,
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MixDirection direction) {
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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if (loop && duration != 0) {
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@ -78,7 +81,7 @@ public class Animation {
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Array<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.size; i < n; i++)
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timelines.get(i).apply(skeleton, lastTime, time, events, alpha, setupPose, mixingOut);
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timelines.get(i).apply(skeleton, lastTime, time, events, alpha, pose, direction);
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}
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/** The animation's name, which is unique within the skeleton. */
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@ -142,23 +145,43 @@ public class Animation {
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* interpolate between the keys.
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* @param events If any events are fired, they are added to this list. Can be null to ignore firing events or if the
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* timeline does not fire events.
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* @param alpha 0 results in the value of the current or setup pose (depending on <code>setupPose</code>). 1 results in the
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* value from the timeline. Between 0 and 1 results in a value mixed between the current or setup pose and the
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* value from the timeline. By adjusting <code>alpha</code> over time, an animation can be mixed in or out.
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* <code>alpha</code> can also be useful to apply animations on top of each other.
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* @param setupPose Controls mixing when <code>alpha</code> < 1. When true the value from the timeline is mixed with the
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* value from the setup pose. When false the value from the timeline is mixed with the value from the current
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* pose. Passing true when <code>alpha</code> is 1 is slightly more efficient for most timelines.
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* @param mixingOut True when changing <code>alpha</code> over time toward 0 (the setup or current pose), false when
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* changing <code>alpha</code> toward 1 (the timeline's pose). Used for timelines which perform instant
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* transitions, such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
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boolean mixingOut);
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* @param alpha 0 applies the current or setup pose value (depending on <code>setupPose</code>). 1 applies the timeline
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* value. Between 0 and 1 applies a value between the current or setup pose and the timeline value. By adjusting
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* <code>alpha</code> over time, an animation can be mixed in or out. <code>alpha</code> can also be useful to
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* apply animations on top of each other (layered).
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* @param pose Controls how mixing is applied when <code>alpha</code> < 1.
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* @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions,
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* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
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MixDirection direction);
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/** Uniquely encodes both the type of this timeline and the skeleton property that it affects. */
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public int getPropertyId ();
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}
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/** Controls how a timeline is mixed with the setup or current pose.
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* <p>
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* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixPose, MixDirection)}. */
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static public enum MixPose {
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/** The timeline value is mixed with the setup pose (the current pose is not used). */
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setup,
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/** The timeline value is mixed with the current pose. The setup pose is used as the timeline value before the first key,
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* except for timelines which perform instant transitions, such as {@link DrawOrderTimeline} or
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* {@link AttachmentTimeline}. */
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current,
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/** The timeline value is mixed with the current pose. No change is made before the first key (the current pose is kept
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* until the first key). */
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currentLayered
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}
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/** Indicates whether a timeline's <code>alpha</code> is mixing out over time toward 0 (the setup or current pose) or mixing in
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* toward 1 (the timeline's pose).
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* <p>
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* See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixPose, MixDirection)}. */
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static public enum MixDirection {
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in, out
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}
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static private enum TimelineType {
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rotate, translate, scale, shear, //
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attachment, color, deform, //
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@ -295,18 +318,26 @@ public class Animation {
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frames[frameIndex + ROTATION] = degrees;
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}
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
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boolean mixingOut) {
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
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MixDirection direction) {
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Bone bone = skeleton.bones.get(boneIndex);
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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if (setupPose) bone.rotation = bone.data.rotation;
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switch (pose) {
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case setup:
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bone.rotation = bone.data.rotation;
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return;
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case current:
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float r = bone.data.rotation - bone.rotation;
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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bone.rotation += r * alpha;
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}
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return;
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}
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if (time >= frames[frames.length - ENTRIES]) { // Time is after last frame.
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if (setupPose)
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if (pose == setup)
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bone.rotation = bone.data.rotation + frames[frames.length + PREV_ROTATION] * alpha;
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else {
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float r = bone.data.rotation + frames[frames.length + PREV_ROTATION] - bone.rotation;
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@ -325,7 +356,7 @@ public class Animation {
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float r = frames[frame + ROTATION] - prevRotation;
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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r = prevRotation + r * percent;
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if (setupPose) {
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if (pose == setup) {
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r -= (16384 - (int)(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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@ -377,15 +408,20 @@ public class Animation {
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frames[frameIndex + Y] = y;
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}
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
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boolean mixingOut) {
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
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MixDirection direction) {
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Bone bone = skeleton.bones.get(boneIndex);
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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if (setupPose) {
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switch (pose) {
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case setup:
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bone.x = bone.data.x;
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bone.y = bone.data.y;
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return;
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case current:
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bone.x += (bone.data.x - bone.x) * alpha;
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bone.y += (bone.data.y - bone.y) * alpha;
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}
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return;
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}
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@ -406,7 +442,7 @@ public class Animation {
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x += (frames[frame + X] - x) * percent;
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y += (frames[frame + Y] - y) * percent;
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}
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if (setupPose) {
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if (pose == setup) {
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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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@ -426,15 +462,20 @@ public class Animation {
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return (TimelineType.scale.ordinal() << 24) + boneIndex;
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}
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
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boolean mixingOut) {
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
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MixDirection direction) {
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Bone bone = skeleton.bones.get(boneIndex);
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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if (setupPose) {
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switch (pose) {
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case setup:
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bone.scaleX = bone.data.scaleX;
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bone.scaleY = bone.data.scaleY;
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return;
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case current:
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bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
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}
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return;
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}
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@ -460,7 +501,7 @@ public class Animation {
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bone.scaleY = y;
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} else {
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float bx, by;
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if (setupPose) {
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if (pose == setup) {
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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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@ -468,7 +509,7 @@ public class Animation {
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by = bone.scaleY;
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}
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// Mixing out uses sign of setup or current pose, else use sign of key.
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if (mixingOut) {
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if (direction == out) {
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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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@ -491,15 +532,20 @@ public class Animation {
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return (TimelineType.shear.ordinal() << 24) + boneIndex;
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}
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, boolean setupPose,
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boolean mixingOut) {
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public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha, MixPose pose,
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MixDirection direction) {
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Bone bone = skeleton.bones.get(boneIndex);
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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if (setupPose) {
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switch (pose) {
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case setup:
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bone.shearX = bone.data.shearX;
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bone.shearY = bone.data.shearY;
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return;
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case current:
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bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
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bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
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}
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return;
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}
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@ -520,7 +566,7 @@ public class Animation {
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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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}
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if (setupPose) {
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if (pose == setup) {
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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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@ -573,13 +619,21 @@ public class Animation {
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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 {
|
||||
|
||||
@ -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];
|
||||
|
||||
@ -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 {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user