Merge branch '3.8' into 3.9-beta

# Conflicts:
#	spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java
#	spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java
This commit is contained in:
Nathan Sweet 2020-03-30 23:33:03 +02:00
commit a28f490c45
4 changed files with 85 additions and 38 deletions

View File

@ -249,7 +249,7 @@ public class Animation {
* apply animations on top of each other (layering).
* @param blend Controls how mixing is applied when <code>alpha</code> < 1.
* @param direction Indicates whether the timeline is mixing in or out. Used by timelines which perform instant transitions,
* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}. */
* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}, and others such as {@link ScaleTimeline}. */
abstract public void apply (Skeleton skeleton, float lastTime, float time, @Null Array<Event> events, float alpha,
MixBlend blend, MixDirection direction);
}
@ -985,22 +985,21 @@ public class Animation {
Slot slot = skeleton.slots.get(slotIndex);
if (!slot.bone.active) return;
if (direction == out && blend == setup) {
String attachmentName = slot.data.attachmentName;
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
if (direction == out) {
if (blend == setup) setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
if (blend == setup || blend == first) {
String attachmentName = slot.data.attachmentName;
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
}
if (blend == setup || blend == first) setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
String attachmentName = attachmentNames[search(frames, time)];
setAttachment(skeleton, slot, attachmentNames[search(frames, time)]);
}
private void setAttachment (Skeleton skeleton, Slot slot, String attachmentName) {
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
}
}
@ -1364,8 +1363,8 @@ public class Animation {
Array<Slot> drawOrder = skeleton.drawOrder;
Array<Slot> slots = skeleton.slots;
if (direction == out && blend == setup) {
arraycopy(slots.items, 0, drawOrder.items, 0, slots.size);
if (direction == out) {
if (blend == setup) arraycopy(slots.items, 0, drawOrder.items, 0, slots.size);
return;
}

View File

@ -77,12 +77,12 @@ public class AnimationState {
* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
* place. */
static private final int HOLD_MIX = 3;
/** 1) An attachment timeline in a subsequent track entry sets the attachment for the same slot as this attachment
* timeline.<br>
* Result: This attachment timeline will not use MixDirection.out, which would otherwise show the setup mode attachment (or
* none if not visible in setup mode). This allows deform timelines to be applied for the subsequent entry to mix from, rather
* than mixing from the setup pose. */
static private final int NOT_LAST = 4;
/** 1) This is the last attachment timeline to set the attachment for a slot.<br>
* Result: Don't apply this timeline when mixing out. Attachment timelines that are not last are applied when mixing out, so
* any deform timelines are applied and subsequent entries can mix from that deform. */
static private final int LAST = 4;
static private final int SETUP = 1, CURRENT = 2;
private AnimationStateData data;
final Array<TrackEntry> tracks = new Array();
@ -92,6 +92,7 @@ public class AnimationState {
private final ObjectSet<String> propertyIds = new ObjectSet();
boolean animationsChanged;
private float timeScale = 1;
private int unkeyedState;
final Pool<TrackEntry> trackEntryPool = new Pool() {
protected Object newObject () {
@ -193,8 +194,8 @@ public class AnimationState {
return false;
}
/** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
* animation state can be applied to multiple skeletons to pose them identically.
/** Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
* skeletons to pose them identically.
* @return True if any animations were applied. */
public boolean apply (Skeleton skeleton) {
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
@ -227,8 +228,13 @@ public class AnimationState {
int timelineCount = current.animation.timelines.size;
Object[] timelines = current.animation.timelines.items;
if ((i == 0 && mix == 1) || blend == MixBlend.add) {
for (int ii = 0; ii < timelineCount; ii++)
((Timeline)timelines[ii]).apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.in);
for (int ii = 0; ii < timelineCount; ii++) {
Object timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline)
applyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, blend, true);
else
((Timeline)timeline).apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.in);
}
} else {
int[] timelineMode = current.timelineMode.items;
@ -238,11 +244,13 @@ public class AnimationState {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = (Timeline)timelines[ii];
MixBlend timelineBlend = (timelineMode[ii] & NOT_LAST - 1) == SUBSEQUENT ? blend : MixBlend.setup;
MixBlend timelineBlend = (timelineMode[ii] & LAST - 1) == SUBSEQUENT ? blend : MixBlend.setup;
if (timeline instanceof RotateTimeline) {
applyRotateTimeline((RotateTimeline)timeline, skeleton, applyTime, mix, timelineBlend, timelinesRotation,
ii << 1, firstFrame);
} else
} else if (timeline instanceof AttachmentTimeline)
applyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, blend, true);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.in);
}
}
@ -252,6 +260,20 @@ public class AnimationState {
current.nextTrackLast = current.trackTime;
}
// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so
// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or
// the time is before the first key).
int setupState = unkeyedState + SETUP;
Object[] slots = skeleton.slots.items;
for (int i = 0, n = skeleton.slots.size; i < n; i++) {
Slot slot = (Slot)slots[i];
if (slot.attachmentState == setupState) {
String attachmentName = slot.data.attachmentName;
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot.
queue.drain();
return applied;
}
@ -299,14 +321,10 @@ public class AnimationState {
MixDirection direction = MixDirection.out;
MixBlend timelineBlend;
float alpha;
switch (timelineMode[i] & NOT_LAST - 1) {
switch (timelineMode[i] & LAST - 1) {
case SUBSEQUENT:
timelineBlend = blend;
if (!attachments && timeline instanceof AttachmentTimeline) {
if ((timelineMode[i] & NOT_LAST) == NOT_LAST) continue;
timelineBlend = MixBlend.setup;
}
if (!drawOrder && timeline instanceof DrawOrderTimeline) continue;
timelineBlend = blend;
alpha = alphaMix;
break;
case FIRST:
@ -327,14 +345,14 @@ public class AnimationState {
if (timeline instanceof RotateTimeline) {
applyRotateTimeline((RotateTimeline)timeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, i << 1,
firstFrame);
} else if (timeline instanceof AttachmentTimeline) {
// If not showing attachments: do nothing if this is the last timeline, else apply the timeline so
// subsequent timelines see any deform, but don't set attachmentState to CURRENT.
if (!attachments && (timelineMode[i] & LAST) != 0) continue;
applyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, timelineBlend, attachments);
} else {
if (timelineBlend == MixBlend.setup) {
if (timeline instanceof AttachmentTimeline) {
if (attachments || (timelineMode[i] & NOT_LAST) == NOT_LAST) direction = MixDirection.in;
} else if (timeline instanceof DrawOrderTimeline) {
if (drawOrder) direction = MixDirection.in;
}
}
if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == MixBlend.setup)
direction = MixDirection.in;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
}
}
@ -348,6 +366,34 @@ public class AnimationState {
return mix;
}
/** Applies the attachment timeline and sets {@link Slot#attachmentState}.
* @param attachments False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
* is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent
* timelines see any deform. */
private void applyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, MixBlend blend,
boolean attachments) {
Slot slot = skeleton.slots.get(timeline.slotIndex);
if (!slot.bone.active) return;
float[] frames = timeline.frames;
if (time < frames[0]) { // Time is before first frame.
if (blend == MixBlend.setup || blend == MixBlend.first)
setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
} else
setAttachment(skeleton, slot, timeline.attachmentNames[Animation.search(frames, time)], attachments);
// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later.
if (slot.attachmentState <= unkeyedState) slot.attachmentState = unkeyedState + SETUP;
}
private void setAttachment (Skeleton skeleton, Slot slot, String attachmentName, boolean attachments) {
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName));
if (attachments) slot.attachmentState = unkeyedState + CURRENT;
}
/** Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
* the first time the mixing was applied. */
private void applyRotateTimeline (RotateTimeline timeline, Skeleton skeleton, float time, float alpha, MixBlend blend,
float[] timelinesRotation, int i, boolean firstFrame) {
@ -766,7 +812,7 @@ public class AnimationState {
for (int i = 0; i < timelinesCount; i++) {
if (timelines[i] instanceof AttachmentTimeline) {
AttachmentTimeline timeline = (AttachmentTimeline)timelines[i];
if (!propertyIds.addAll(timeline.getPropertyIds())) timelineMode[i] |= NOT_LAST;
if (propertyIds.addAll(timeline.getPropertyIds())) timelineMode[i] |= LAST;
}
}
}

View File

@ -48,6 +48,8 @@ public class Slot {
private float attachmentTime;
private FloatArray deform = new FloatArray();
int attachmentState;
public Slot (SlotData data, Bone bone) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
if (bone == null) throw new IllegalArgumentException("bone cannot be null.");

View File

@ -182,7 +182,7 @@ namespace Spine.Unity {
/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
public void Update (float deltaTime) {
if (!valid)
if (!valid || state == null)
return;
deltaTime *= timeScale;