Added AnimationState to spine-lua.

This commit is contained in:
NathanSweet 2013-07-24 03:56:18 +02:00
parent e42cf6ad19
commit 6de19dc914
5 changed files with 202 additions and 3 deletions

View File

@ -22,6 +22,17 @@ skeleton.debug = true -- Omit or set to false to not draw debug lines on top of
if name == "goblins" then skeleton:setSkin("goblingirl") end
skeleton:setToSetupPose()
-- AnimationStateData defines crossfade durations between animations.
local stateData = spine.AnimationStateData.new(skeletonData)
stateData:setMix("walk", "jump", 0.2)
stateData:setMix("jump", "walk", 0.4)
-- AnimationState has a queue of animations and can apply them with crossfading.
local state = spine.AnimationState.new(stateData)
state:setAnimation("walk", false)
state:addAnimation("jump", false)
state:addAnimation("walk", true)
local lastTime = 0
local animationTime = 0
Runtime:addEventListener("enterFrame", function (event)
@ -30,9 +41,9 @@ Runtime:addEventListener("enterFrame", function (event)
local delta = currentTime - lastTime
lastTime = currentTime
-- Accumulate time and pose skeleton using animation.
animationTime = animationTime + delta
walkAnimation:apply(skeleton, animationTime, true)
-- Update the state with the delta time, apply it, and update the world transforms.
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
end)

View File

@ -41,6 +41,8 @@ spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end

View File

@ -38,6 +38,8 @@ spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.utils.readFile = function (fileName, base)
local path = fileName

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@ -0,0 +1,130 @@
-------------------------------------------------------------------------------
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without
-- modification, are permitted provided that the following conditions are met:
--
-- 1. Redistributions of source code must retain the above copyright notice, this
-- list of conditions and the following disclaimer.
-- 2. Redistributions in binary form must reproduce the above copyright notice,
-- this list of conditions and the following disclaimer in the documentation
-- and/or other materials provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------
local AnimationState = {}
function AnimationState.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
animation = nil,
previous = nil,
currentTime = 0,
previousTime = 0,
currentLoop = false,
previousLoop = false,
mixTime = 0,
mixDuration = 0,
queue = {}
}
local function setAnimationInternal (animation, loop)
self.previous = nil
if (animation and self.animation) then
self.mixDuration = data:getMix(self.animation.name, animation.name)
if (self.mixDuration > 0) then
self.mixTime = 0
self.previous = self.animation
self.previousTime = self.currentTime
self.previousLoop = self.currentLoop
end
end
self.animation = animation
self.currentLoop = loop
self.currentTime = 0
end
function self:update (delta)
self.currentTime = self.currentTime + delta
self.previousTime = self.previousTime + delta
self.mixTime = self.mixTime + delta
if (#self.queue > 0) then
local entry = self.queue[1]
if (self.currentTime >= entry.delay) then
setAnimationInternal(entry.animation, entry.loop)
table.remove(self.queue, 1)
end
end
end
function self:apply(skeleton)
if (not self.animation) then return end
if (self.previous) then
self.previous:apply(skeleton, self.previousTime, self.previousLoop)
local alpha = self.mixTime / self.mixDuration
if (alpha >= 1) then
alpha = 1
self.previous = nil
end
self.animation:mix(skeleton, self.currentTime, self.currentLoop, alpha)
else
self.animation:apply(skeleton, self.currentTime, self.currentLoop)
end
end
-- Queues an animation to be played after a delay. The delay starts when the last queued animation (if any) begins.
-- The delay may be <= 0 to use duration of the previous animation minus any mix duration plus the negative delay.
function self:addAnimationWithDelay (animationName, loop, delay)
if (delay <= 0) then
-- Find the animation that is queued before this one.
local last
if (#self.queue == 0) then
last = self.animation
else
last = self.queue[#self.queue].animation
end
if (last) then
delay = last.duration - data:getMix(last.name, animationName) + delay
else
delay = 0
end
end
local animation = nil
if animationName then animation = data.skeletonData:findAnimation(animationName) end
table.insert(self.queue, {animation = animation, loop = loop, delay = delay})
end
-- Queues an animation to be played after the last queued animation (if any).
function self:addAnimation (animationName, loop)
self:addAnimationWithDelay(animationName, loop, 0)
end
-- Clears the animation queue and sets the current animation.
function self:setAnimation (animationName, loop)
self.queue = {}
local animation = nil
if animationName then animation = data.skeletonData:findAnimation(animationName) end
setAnimationInternal(animation, loop)
end
function self:isComplete ()
return (not self.animation) or self.currentTime >= self.animation.duration
end
return self
end
return AnimationState

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@ -0,0 +1,54 @@
-------------------------------------------------------------------------------
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without
-- modification, are permitted provided that the following conditions are met:
--
-- 1. Redistributions of source code must retain the above copyright notice, this
-- list of conditions and the following disclaimer.
-- 2. Redistributions in binary form must reproduce the above copyright notice,
-- this list of conditions and the following disclaimer in the documentation
-- and/or other materials provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------
local AnimationStateData = {}
function AnimationStateData.new (skeletonData)
if not skeletonData then error("skeletonData cannot be nil", 2) end
local self = {
animationToMixTime = {},
skeletonData = skeletonData,
defaultMix = 0
}
function self:setMix (fromName, toName, duration)
if (not self.animationToMixTime[fromName]) then
self.animationToMixTime[fromName] = {}
end
self.animationToMixTime[fromName][toName] = duration
end
function self:getMix (fromName, toName)
local first = self.animationToMixTime[fromName]
if (not first) then return self.defaultMix end
local duration = first[toName]
if (duration == nil) then return defaultMix end
return duration
end
return self
end
return AnimationStateData