[csharp] Port of commits 40aca11 and 92a9b88. Added alphaAttachmentThreshold. Fixed attachment timelines not being applied on higher tracks.

This commit is contained in:
Harald Csaszar 2023-11-22 16:47:05 +01:00
parent 4c3c630e62
commit 91cf9c36d7

View File

@ -241,12 +241,12 @@ namespace Spine {
MixBlend blend = i == 0 ? MixBlend.First : current.mixBlend;
// Apply mixing from entries first.
float mix = current.alpha;
float alpha = current.alpha;
if (current.mixingFrom != null)
mix *= ApplyMixingFrom(current, skeleton, blend);
alpha *= ApplyMixingFrom(current, skeleton, blend);
else if (current.trackTime >= current.trackEnd && current.next == null) //
mix = 0; // Set to setup pose the last time the entry will be applied.
bool attachments = mix < current.attachmentThreshold;
alpha = 0; // Set to setup pose the last time the entry will be applied.
bool attachments = alpha >= current.alphaAttachmentThreshold;
// Apply current entry.
float animationLast = current.animationLast, animationTime = current.AnimationTime, applyTime = animationTime;
@ -258,14 +258,14 @@ namespace Spine {
int timelineCount = current.animation.timelines.Count;
Timeline[] timelines = current.animation.timelines.Items;
if ((i == 0 && mix == 1) || blend == MixBlend.Add) {
if ((i == 0 && alpha == 1) || blend == MixBlend.Add) {
if (i == 0) attachments = true;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
if (timeline is AttachmentTimeline)
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, blend, attachments);
else
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.In);
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, alpha, blend, MixDirection.In);
}
} else {
int[] timelineMode = current.timelineMode.Items;
@ -280,12 +280,12 @@ namespace Spine {
MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup;
RotateTimeline rotateTimeline = timeline as RotateTimeline;
if (!shortestRotation && rotateTimeline != null)
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, mix, timelineBlend, timelinesRotation,
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation,
ii << 1, firstFrame);
else if (timeline is AttachmentTimeline)
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, blend, attachments);
else
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.In);
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, MixDirection.In);
}
}
QueueEvents(current, animationTime);
@ -367,7 +367,7 @@ namespace Spine {
if (blend != MixBlend.First) blend = from.mixBlend; // Track 0 ignores track mix blend.
}
bool attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
bool attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
int timelineCount = from.animation.timelines.Count;
Timeline[] timelines = from.animation.timelines.Items;
float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
@ -427,7 +427,8 @@ namespace Spine {
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, i << 1,
firstFrame);
} else if (timeline is AttachmentTimeline) {
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, timelineBlend, attachments);
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, timelineBlend,
attachments && alpha >= from.alphaAttachmentThreshold);
} else {
if (drawOrder && timeline is DrawOrderTimeline && timelineBlend == MixBlend.Setup)
direction = MixDirection.In;
@ -830,8 +831,9 @@ namespace Spine {
entry.holdPrevious = false;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
entry.drawOrderThreshold = 0;
entry.alphaAttachmentThreshold = 0;
entry.mixAttachmentThreshold = 0;
entry.mixDrawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.Duration;
@ -999,7 +1001,7 @@ namespace Spine {
internal int trackIndex;
internal bool loop, holdPrevious, reverse, shortestRotation;
internal float eventThreshold, attachmentThreshold, drawOrderThreshold;
internal float eventThreshold, mixAttachmentThreshold, alphaAttachmentThreshold, mixDrawOrderThreshold;
internal float animationStart, animationEnd, animationLast, nextAnimationLast;
internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
@ -1171,19 +1173,24 @@ namespace Spine {
/// </summary>
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
/// <code>AttachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
/// 0, so attachment timelines are not applied while this animation is being mixed out.
/// When <see cref="Alpha"/> is greater than <code>AlphaAttachmentThreshold</code>, attachment timelines are applied.
/// Defaults to 0, so attachment timelines are always applied.
/// </summary>
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
public float AlphaAttachmentThreshold { get { return alphaAttachmentThreshold; } set { alphaAttachmentThreshold = value; } }
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
/// <code>DrawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
/// so draw order timelines are not applied while this animation is being mixed out.
/// <code>MixAttachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults
/// to 0, so attachment timelines are not applied while this animation is being mixed out.
/// </summary>
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
public float MixAttachmentThreshold { get { return mixAttachmentThreshold; } set { mixAttachmentThreshold = value; } }
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
/// <code>MixDrawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to
/// 0, so draw order timelines are not applied while this animation is being mixed out.
/// </summary>
public float MixDrawOrderThreshold { get { return mixDrawOrderThreshold; } set { mixDrawOrderThreshold = value; } }
/// <summary>
/// The animation queued to start after this animation, or null if there is none. <code>next</code> makes up a doubly linked
@ -1225,9 +1232,11 @@ namespace Spine {
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <code>Delay</code> &lt;= 0, the
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>. If <code>mixDuration</code> is set
/// afterward, the delay may need to be adjusted. For example:
/// <code>entry.Delay = entry.previous.TrackComplete - entry.MixDuration;</code>
/// </para></summary>
/// afterward, the delay may need to be adjusted. For example:</para>
/// <para><code>entry.Delay = entry.previous.TrackComplete - entry.MixDuration;</code></para>
/// <para>Alternatively, <see cref="SetMixDuration(float, float)"/> can be used to recompute the delay:</para>
/// <para><code>entry.SetMixDuration(0.25f, 0);</code></para>
/// </summary>
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
/// <summary>Sets both <see cref="MixDuration"/> and <see cref="Delay"/>.</summary>