mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Merge branch '3.6-beta' of https://github.com/EsotericSoftware/spine-runtimes into 3.6-beta
This commit is contained in:
commit
5c50435ed2
@ -34,6 +34,7 @@ local utils = require "spine-lua.utils"
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local Animation = require "spine-lua.Animation"
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local AnimationStateData = require "spine-lua.AnimationStateData"
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local math_min = math.min
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local math_max = math.max
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local math_abs = math.abs
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local math_signum = utils.signum
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local math_floor = math.floor
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@ -45,6 +46,9 @@ local function zlen(array)
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end
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local EMPTY_ANIMATION = Animation.new("<empty>", {}, 0)
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local SUBSEQUENT = 0
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local FIRST = 1
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local DIP = 2
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local EventType = {
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start = 0,
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@ -167,15 +171,63 @@ function TrackEntry.new ()
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eventThreshold = 0, attachmentThreshold = 0, drawOrderThreshold = 0,
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animationStart = 0, animationEnd = 0, animationLast = 0, nextAnimationLast = 0,
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delay = 0, trackTime = 0, trackLast = 0, nextTrackLast = 0, trackEnd = 0, timeScale = 0,
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alpha = 0, mixTime = 0, mixDuration = 0, mixAlpha = 0,
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timelinesFirst = {},
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timelinesLast = {},
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alpha = 0, mixTime = 0, mixDuration = 0, interruptAlpha = 0,
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timelineData = {},
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timelineDipMix = {},
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timelinesRotation = {}
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}
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setmetatable(self, TrackEntry)
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return self
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end
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function TrackEntry:setTimelineData(to, mixingToArray, propertyIDs)
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if to then table_insert(mixingToArray, to) end
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local lastEntry = self
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if self.mixingFrom then lastEntry = self.mixingFrom:setTimelineData(self, mixingToArray, propertyIDs) end
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if to then mixingToArray[#mixingToArray] = nil end
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local mixingTo = mixingToArray
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local mixingToLast = #mixingToArray
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local timelines = self.animation.timelines
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local timelinesCount = #self.animation.timelines
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local timelineData = self.timelineData
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local timelineDipMix = self.timelineDipMix
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local i = 1
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while i <= timelinesCount do
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local id = "" .. timelines[i]:getPropertyId()
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if not (propertyIDs[id] == nil) then
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timelineData[i] = SUBSEQUENT
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elseif (to == nil or not to:hasTimeline(id)) then
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timelineData[i] = FIRST
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else
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timelineData[i] = DIP
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local ii = mixingToLast
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while ii > 0 do
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local entry = mixingTo[ii]
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local skip = false
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if not entry:hasTimeline(id) then
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if entry.mixDuration > 0 then timelineDipMix[i] = entry end
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skip = true
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break
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end
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ii = ii - 1
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end
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if not skip then timelineDipMix[i] = nil end
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end
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i = i + 1
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end
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return lastEntry
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end
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function TrackEntry:hasTimeline(id)
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local timelines = self.animation.timelines
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for i,timeline in ipairs(timelines) do
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if timeline:getPropertyId() == id then return true end
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end
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return false
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end
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function TrackEntry:getAnimationTime ()
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if self.loop then
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local duration = self.animationEnd - self.animationStart
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@ -204,7 +256,7 @@ function AnimationState.new (data)
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propertyIDs = {},
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animationsChanged = false,
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timeScale = 1,
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mixingMultiple = false
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mixingTo = {}
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}
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self.queue = EventQueue.new(self)
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setmetatable(self, AnimationState)
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@ -260,8 +312,17 @@ function AnimationState:update (delta)
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end
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end
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if not skip then
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self:updateMixingFrom(current, delta)
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if not skip then
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if current.mixingFrom and self:updateMixingFrom(current, delta, 2) then
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-- End mixing from entries once all have completed.
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local from = current.mixingFrom
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current.mixingFrom = nil
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while from do
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queue:_end(from)
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from = from.mixingFrom
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end
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end
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current.trackTime = current.trackTime + currentDelta
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end
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end
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@ -271,23 +332,30 @@ function AnimationState:update (delta)
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queue:drain()
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end
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function AnimationState:updateMixingFrom (entry, delta)
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function AnimationState:updateMixingFrom (entry, delta, animationCount)
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local from = entry.mixingFrom
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if from == nil then return end
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if from == nil then return true end
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self:updateMixingFrom(from, delta)
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local queue = self.queue
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if entry.mixTime >= entry.mixDuration and from.mixingFrom == nil and entry.mixTime > 0 then
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entry.mixingFrom = null
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queue:_end(from)
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return
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local finished = self:updateMixingFrom(from, delta, animationCount + 1)
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-- Require mixTime > 0 to ensure the mixing from entry was applied at least once.
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if (entry.mixTime > 0 and (entry.mixTime >= entry.mixDuration or entry.timeScale == 0)) then
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if (animationCount > 5 and from.mixingFrom == nil) then
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-- Limit linked list by speeding up and removing old entries.
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entry.interruptAlpha = math_max(0, entry.interruptAlpha - delta * 0.66)
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if entry.interruptAlpha <= 0 then
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entry.mixingFrom = nil
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queue._end(from)
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end
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end
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return finished
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end
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from.animationLast = from.nextAnimationLast
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from.trackLast = from.nextTrackLast
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from.trackTime = from.trackTime + delta * from.timeScale;
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entry.mixTime = entry.mixTime + delta * entry.timeScale;
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from.trackTime = from.trackTime + delta * from.timeScale
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entry.mixTime = entry.mixTime + delta * entry.timeScale
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return false;
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end
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function AnimationState:apply (skeleton)
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@ -317,15 +385,16 @@ function AnimationState:apply (skeleton)
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timeline:apply(skeleton, animationLast, animationTime, events, 1, true, false)
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end
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else
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local timelineData = current.timelineData
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local firstFrame = #current.timelinesRotation == 0
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local timelinesRotation = current.timelinesRotation;
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local timelinesFirst = current.timelinesFirst
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local timelinesRotation = current.timelinesRotation
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for i,timeline in ipairs(timelines) do
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if timeline.type == Animation.TimelineType.rotate then
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self:applyRotateTimeline(timeline, skeleton, animationTime, mix, timelinesFirst[i], timelinesRotation, i * 2,
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self:applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineData[i] > 0, timelinesRotation, i * 2,
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firstFrame) -- FIXME passing ii * 2, indexing correct?
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else
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timeline:apply(skeleton, animationLast, animationTime, events, mix, timelinesFirst[i], false)
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timeline:apply(skeleton, animationLast, animationTime, events, mix, timelineData[i] > 0, false)
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end
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end
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end
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@ -339,15 +408,15 @@ function AnimationState:apply (skeleton)
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queue:drain()
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end
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function AnimationState:applyMixingFrom (entry, skeleton)
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local from = entry.mixingFrom
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function AnimationState:applyMixingFrom (to, skeleton)
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local from = to.mixingFrom
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if from.mixingFrom then self:applyMixingFrom(from, skeleton) end
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local mix = 0
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if entry.mixDuration == 0 then -- Single frame mix to undo mixingFrom changes.
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if to.mixDuration == 0 then -- Single frame mix to undo mixingFrom changes.
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mix = 1
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else
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mix = entry.mixTime / entry.mixDuration
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mix = to.mixTime / to.mixDuration
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if mix > 1 then mix = 1 end
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end
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@ -358,36 +427,45 @@ function AnimationState:applyMixingFrom (entry, skeleton)
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local animationLast = from.animationLast
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local animationTime = from:getAnimationTime()
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local timelines = from.animation.timelines
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local timelinesFirst = from.timelinesFirst
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local timelinesLast = nil
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if (self.multipleMixing == false) then timelinesLast = from.timelinesLast end
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local alphaBase = from.alpha * entry.mixAlpha
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local alphaMix = alphaBase * (1 - mix)
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local timelineData = from.timelineData
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local timelineDipMix = from.timelineDipMix
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local firstFrame = #from.timelinesRotation == 0
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local timelinesRotation = from.timelinesRotation
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local first = false
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local alphaDip = from.alpha * to.interruptAlpha
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local alphaMix = alphaDip * (1 - mix)
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local alpha = 0
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local skip = false
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for i,timeline in ipairs(timelines) do
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local setupPose = timelinesFirst[i]
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local alpha = 1;
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if (timelinesLast ~= nil and setupPose and not timelinesLast[i]) then
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alpha = alphaBase
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else
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if timelineData[i] == SUBSEQUENT then
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first = false
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alpha = alphaMix
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elseif timelineData[i] == FIRST then
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first = true
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alpha = alphaMix
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end
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if timeline.type == Animation.TimelineType.rotate then
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self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i * 2, firstFrame) -- FIXME passing i * 2, correct indexing?
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else
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if not setupPose then
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first = true
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alpha = alphaDip
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local dipMix = timelineDipMix[i]
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if dipMix then alpha = alpha * math_max(0, 1 - dipMix.mixtime / dipMix.mixDuration) end
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end
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if timeline.type == Animation.TimelineType.rotate then
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self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, first, timelinesRotation, i * 2, firstFrame)
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else
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if not first then
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if not attachments and timeline.type == Animation.TimelineType.attackment then skip = true end
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if not drawOrder and timeline.type == Animation.TimelineType.drawOrder then skip = true end
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end
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if not skip then timeline:apply(skeleton, animationLast, animationTime, events, alpha, setupPose, true) end
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if not skip then timeline:apply(skeleton, animationLast, animationTime, events, alpha, first, true) end
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end
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end
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if (entry.mixDuration > 0) then self:queueEvents(from, animationTime) end
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if (to.mixDuration > 0) then self:queueEvents(from, animationTime) end
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self.events = {};
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from.nextAnimationLast = animationTime
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from.nextTrackLast = from.trackTime
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@ -555,24 +633,8 @@ function AnimationState:setCurrent (index, current, interrupt)
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current.mixingFrom = from
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current.mixTime = 0
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local mixingFrom = from.mixingFrom
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if (mixingFrom ~= nil and from.mixDuration > 0) then
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if (self.multipleMixing) then
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current.mixAlpha = current.mixAlpha * math_min(from.mixTime / from.mixDuration, 1)
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else
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if (from.mixTime / from.mixDuration < 0.5 and mixingFrom.animation ~= EMPTY_ANIMATION) then
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current.mixingFrom = mixingFrom
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mixingFrom.mixingFrom = from
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mixingFrom.mixTime = from.mixDuration - from.mixTime
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mixingFrom.mixDuration = from.mixDuration
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from.mixingFrom = nil
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from = mixingFrom
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end
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from.mixAlpha = 0;
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from.mixTime = 0;
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from.mixDuration = 0;
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end
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if from.mixingFrom and from.mixDuration > 0 then
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current.interruptAlpha = current.interruptAlpha * math_min(1, from.mixTime / from.mixDuration)
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end
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from.timelinesRotation = {};
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@ -705,7 +767,7 @@ function AnimationState:trackEntry (trackIndex, animation, loop, last)
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entry.timeScale = 1
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entry.alpha = 1
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entry.mixAlpha = 1
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entry.interruptAlpha = 1
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entry.mixTime = 0
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if not last then
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entry.mixDuration = 0
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@ -726,111 +788,19 @@ function AnimationState:disposeNext (entry)
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end
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function AnimationState:_animationsChanged ()
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self.animationsChanged = false;
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self.animationsChanged = false
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self.propertyIDs = {}
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local propertyIDs = self.propertyIDs;
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-- need to get the highest index cause Lua is funny
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local highest = -1
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local tracks = self.tracks
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for i,entry in pairs(tracks) do
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if i > highest then highest = i end
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end
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-- Set timelinesFirst for all entries, from lowest track to highest.
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local i = 0
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local n = highest + 1
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while i < n do
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local entry = tracks[i]
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if entry then
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self:setTimelinesFirst(entry);
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i = i + 1
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break;
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end
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i = i + 1
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end
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while i < n do
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local entry = tracks[i]
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if entry then self:checkTimelinesFirst(entry) end
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i = i + 1
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end
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local propertyIDs = self.propertyIDs
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local mixingTo = self.mixingTo
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if (self.multipleMixing) then return end
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self.propertyIDs = {}
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local lowestMixingFrom = n
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i = 0;
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while i < n do
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entry = self.tracks[i]
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if not (entry == nil or entry.mixingFrom == nil) then
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lowestMixingFrom = i
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i = n + 1 -- break
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local lastEntry = nil
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for i, entry in pairs(self.tracks) do
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if entry then
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entry:setTimelineData(lastEntry, mixingTo, propertyIDs)
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lastEntry = entry
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end
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i = i + 1
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end
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i = n - 1
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while i >= lowestMixingFrom do
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local entry = self.tracks[i]
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if (entry) then
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local propertyIDs = self.propertyIDs
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local timelines = entry.animation.timelines
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local ii = 1
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local nn = #entry.animation.timelines;
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while ii <= nn do
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local id = "" .. timelines[ii]:getPropertyId()
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propertyIDs[id] = id
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ii = ii + 1
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end
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entry = entry.mixingFrom
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while (entry) do
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self:checkTimelinesUsage(entry, entry.timelinesLast)
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entry = entry.mixingFrom;
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end
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end
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i = i - 1
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end
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end
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function AnimationState:setTimelinesFirst (entry)
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if entry.mixingFrom then
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self:setTimelinesFirst(entry.mixingFrom)
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self:checkTimelinesUsage(entry, entry.timelinesFirst)
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return
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end
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local propertyIDs = self.propertyIDs
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local n = #entry.animation.timelines
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local timelines = entry.animation.timelines
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entry.timelinesFirst = {}
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local usage = entry.timelinesFirst;
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local i = 1
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while i <= n do
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local id = "" .. timelines[i]:getPropertyId()
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propertyIDs[id] = id
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usage[i] = true;
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i = i + 1
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end
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end
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function AnimationState:checkTimelinesFirst (entry)
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if entry.mixingFrom then self:checkTimelinesFirst(entry.mixingFrom) end
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self:checkTimelinesUsage(entry, entry.timelinesFirst)
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end
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function AnimationState:checkTimelinesUsage (entry, usageArray)
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local propertyIDs = self.propertyIDs
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local n = #entry.animation.timelines
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local timelines = entry.animation.timelines
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local usage = usageArray
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local i = 1
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while i <= n do
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local id = "" .. timelines[i]:getPropertyId()
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local contained = propertyIDs[id] == id
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propertyIDs[id] = id
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usage[i] = not contained
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i = i + 1
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end
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end
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function AnimationState:getCurrent (trackIndex)
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