spine-lua: keyable draw order, events, new AnimationState.

This commit is contained in:
NathanSweet 2013-10-13 14:31:07 +02:00
parent 2005404321
commit a793d2bfa6
12 changed files with 587 additions and 188 deletions

1
.gitignore vendored
View File

@ -49,6 +49,7 @@ spine-unity/*.sln
*.cachefile
Assembly-*.csproj
Assembly-*.pidb
AssetStoreTools*
spine-tk2d/Assets/Spine/spine-csharp
!spine-tk2d/Assets/Spine/spine-csharp/Place spine-csharp here.txt

View File

@ -26,9 +26,22 @@ 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)
state:setAnimationByName(0, "drawOrder")
state:addAnimationByName(0, "jump", false, 0)
state:addAnimationByName(0, "walk", true, 0)
state.onStart = function (trackIndex)
print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name)
end
state.onEnd = function (trackIndex)
print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name)
end
state.onComplete = function (trackIndex, loopCount)
print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount)
end
state.onEvent = function (trackIndex, event)
print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
end
local lastTime = 0
local animationTime = 0

View File

@ -47,7 +47,9 @@ 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.EventData = require "spine-lua.EventData"
spine.Event = require "spine-lua.Event"
spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end
local path = system.pathForFile(fileName, base)
@ -116,11 +118,6 @@ function spine.Skeleton.new (skeletonData, group)
end
if slot.data.additiveBlending then image.blendMode = "add" end
images[slot] = image
if i < self.group.numChildren then
self.group:insert(i, image)
else
self.group:insert(image)
end
end
-- Position image based on attachment and bone.
if image ~= spine.Skeleton.failed then
@ -179,6 +176,8 @@ function spine.Skeleton.new (skeletonData, group)
image.lastA = a / 255
image.alpha = image.lastA
end
self.group:insert(image)
end
end
end

View File

@ -41,23 +41,29 @@ function Animation.new (name, timelines, duration)
duration = duration
}
function self:apply (skeleton, time, loop)
function self:apply (skeleton, lastTime, time, loop, events)
if not skeleton then error("skeleton cannot be nil.", 2) end
if loop and duration > 0 then time = time % duration end
if loop and duration > 0 then
time = time % self.duration
lastTime = lastTime % self.duration
end
for i,timeline in ipairs(self.timelines) do
timeline:apply(skeleton, time, 1)
timeline:apply(skeleton, lastTime, time, events, 1)
end
end
function self:mix (skeleton, time, loop, alpha)
function self:mix (skeleton, lastTime, time, loop, events, alpha)
if not skeleton then error("skeleton cannot be nil.", 2) end
if loop and duration > 0 then time = time % duration end
if loop and duration > 0 then
time = time % self.duration
lastTime = lastTime % self.duration
end
for i,timeline in ipairs(self.timelines) do
timeline:apply(skeleton, time, alpha)
timeline:apply(skeleton, lastTime, time, events, alpha)
end
end
@ -97,15 +103,15 @@ function Animation.CurveTimeline.new ()
curves = {}
}
function self:setLinear (keyframeIndex)
self.curves[keyframeIndex * 6] = LINEAR
function self:setLinear (frameIndex)
self.curves[frameIndex * 6] = LINEAR
end
function self:setStepped (keyframeIndex)
self.curves[keyframeIndex * 6] = STEPPED
function self:setStepped (frameIndex)
self.curves[frameIndex * 6] = STEPPED
end
function self:setCurve (keyframeIndex, cx1, cy1, cx2, cy2)
function self:setCurve (frameIndex, cx1, cy1, cx2, cy2)
local subdiv_step = 1 / BEZIER_SEGMENTS
local subdiv_step2 = subdiv_step * subdiv_step
local subdiv_step3 = subdiv_step2 * subdiv_step
@ -117,7 +123,7 @@ function Animation.CurveTimeline.new ()
local tmp1y = -cy1 * 2 + cy2
local tmp2x = (cx1 - cx2) * 3 + 1
local tmp2y = (cy1 - cy2) * 3 + 1
local i = keyframeIndex * 6
local i = frameIndex * 6
local curves = self.curves
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3
@ -127,8 +133,8 @@ function Animation.CurveTimeline.new ()
curves[i + 5] = tmp2y * pre5
end
function self:getCurvePercent (keyframeIndex, percent)
local curveIndex = keyframeIndex * 6
function self:getCurvePercent (frameIndex, percent)
local curveIndex = frameIndex * 6
local curves = self.curves
local dfx = curves[curveIndex]
if not dfx then return percent end -- linear
@ -175,17 +181,17 @@ function Animation.RotateTimeline.new ()
return self.frames[#self.frames - 1]
end
function self:getKeyframeCount ()
function self:getFrameCount ()
return (#self.frames + 1) / 2
end
function self:setKeyframe (keyframeIndex, time, value)
keyframeIndex = keyframeIndex * 2
self.frames[keyframeIndex] = time
self.frames[keyframeIndex + 1] = value
function self:setFrame (frameIndex, time, value)
frameIndex = frameIndex * 2
self.frames[frameIndex] = time
self.frames[frameIndex + 1] = value
end
function self:apply (skeleton, time, alpha)
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
local frames = self.frames
if time < frames[0] then return end -- Time is before first frame.
@ -245,18 +251,18 @@ function Animation.TranslateTimeline.new ()
return self.frames[#self.frames - 2]
end
function self:getKeyframeCount ()
function self:getFrameCount ()
return (#self.frames + 1) / 3
end
function self:setKeyframe (keyframeIndex, time, x, y)
keyframeIndex = keyframeIndex * 3
self.frames[keyframeIndex] = time
self.frames[keyframeIndex + 1] = x
self.frames[keyframeIndex + 2] = y
function self:setFrame (frameIndex, time, x, y)
frameIndex = frameIndex * 3
self.frames[frameIndex] = time
self.frames[frameIndex + 1] = x
self.frames[frameIndex + 2] = y
end
function self:apply (skeleton, time, alpha)
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
local frames = self.frames
if time < frames[0] then return end -- Time is before first frame.
@ -292,7 +298,7 @@ function Animation.ScaleTimeline.new ()
local self = Animation.TranslateTimeline.new()
function self:apply (skeleton, time, alpha)
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
local frames = self.frames
if time < frames[0] then return end -- Time is before first frame.
@ -336,20 +342,20 @@ function Animation.ColorTimeline.new ()
return self.frames[#self.frames - 4]
end
function self:getKeyframeCount ()
function self:getFrameCount ()
return (#self.frames + 1) / 5
end
function self:setKeyframe (keyframeIndex, time, r, g, b, a)
keyframeIndex = keyframeIndex * 5
self.frames[keyframeIndex] = time
self.frames[keyframeIndex + 1] = r
self.frames[keyframeIndex + 2] = g
self.frames[keyframeIndex + 3] = b
self.frames[keyframeIndex + 4] = a
function self:setFrame (frameIndex, time, r, g, b, a)
frameIndex = frameIndex * 5
self.frames[frameIndex] = time
self.frames[frameIndex + 1] = r
self.frames[frameIndex + 2] = g
self.frames[frameIndex + 3] = b
self.frames[frameIndex + 4] = a
end
function self:apply (skeleton, time, alpha)
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
local frames = self.frames
if time < frames[0] then return end -- Time is before first frame.
@ -391,25 +397,26 @@ end
Animation.AttachmentTimeline = {}
function Animation.AttachmentTimeline.new ()
local self = Animation.CurveTimeline.new()
self.frames = {}
self.attachmentNames = {}
self.slotName = nil
local self = {
frames = {},
attachmentNames = {},
slotName = nil
}
function self:getDuration ()
return self.frames[#self.frames]
end
function self:getKeyframeCount ()
function self:getFrameCount ()
return #self.frames + 1
end
function self:setKeyframe (keyframeIndex, time, attachmentName)
self.frames[keyframeIndex] = time
self.attachmentNames[keyframeIndex] = attachmentName
function self:setFrame (frameIndex, time, attachmentName)
self.frames[frameIndex] = time
self.attachmentNames[frameIndex] = attachmentName
end
function self:apply (skeleton, time, alpha)
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
local frames = self.frames
if time < frames[0] then return end -- Time is before first frame.
@ -421,16 +428,118 @@ function Animation.AttachmentTimeline.new ()
end
local attachmentName = self.attachmentNames[frameIndex]
local slot = skeleton.slotsByName[self.slotName]
if attachmentName then
if not slot.attachment then
slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
elseif slot.attachment.name ~= attachmentName then
slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
end
else
slot:setAttachment(nil)
end
local slot = skeleton.slotsByName[self.slotName]
if attachmentName then
if not slot.attachment then
slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
elseif slot.attachment.name ~= attachmentName then
slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
end
else
slot:setAttachment(nil)
end
end
return self
end
Animation.EventTimeline = {}
function Animation.EventTimeline.new ()
local self = {
frames = {},
events = {}
}
function self:getDuration ()
return self.frames[#self.frames]
end
function self:getFrameCount ()
return #self.frames + 1
end
function self:setFrame (frameIndex, time, event)
self.frames[frameIndex] = time
self.events[frameIndex] = event
end
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
if not firedEvents then return end
local frames = self.frames
local frameCount = #frames
if lastTime >= frames[frameCount] then return end -- Last time is after last frame.
frameCount = frameCount + 1
if lastTime > time then -- Fire events after last time for looped animations.
self:apply(skeleton, lastTime, 999999, firedEvents, alpha)
lastTime = 0
end
local frameIndex
if lastTime <= frames[0] or frameCount == 1 then
frameIndex = 0
else
frameIndex = binarySearch(frames, lastTime, 1)
local frame = frames[frameIndex]
while frameIndex > 0 do -- Fire multiple events with the same frame.
if frames[frameIndex - 1] ~= frame then break end
frameIndex = frameIndex - 1
end
end
local events = self.events
while frameIndex < frameCount and time >= frames[frameIndex] do
table.insert(firedEvents, events[frameIndex])
frameIndex = frameIndex + 1
end
end
return self
end
Animation.DrawOrderTimeline = {}
function Animation.DrawOrderTimeline.new ()
local self = {
frames = {},
drawOrders = {}
}
function self:getDuration ()
return self.frames[#self.frames]
end
function self:getFrameCount ()
return #self.frames + 1
end
function self:setFrame (frameIndex, time, drawOrder)
self.frames[frameIndex] = time
self.drawOrders[frameIndex] = drawOrder
end
function self:apply (skeleton, lastTime, time, firedEvents, alpha)
local frames = self.frames
if time < frames[0] then return end -- Time is before first frame.
local frameIndex
if time >= frames[#frames] then -- Time is after last frame.
frameIndex = #frames
else
frameIndex = binarySearch(frames, time, 1) - 1
end
local drawOrder = skeleton.drawOrder
local slots = skeleton.slots
local drawOrderToSetupIndex = self.drawOrders[frameIndex]
if not drawOrderToSetupIndex then
for i,slot in ipairs(slots) do
drawOrder[i] = slots[i]
end
else
for i,setupIndex in ipairs(drawOrderToSetupIndex) do
drawOrder[i] = skeleton.slots[setupIndex]
end
end
end
return self

View File

@ -38,101 +38,199 @@ function AnimationState.new (data)
local self = {
data = data,
animation = nil,
previous = nil,
currentTime = 0,
previousTime = 0,
currentLoop = false,
previousLoop = false,
mixTime = 0,
mixDuration = 0,
queue = {}
tracks = {},
events = {},
onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
timeScale = 1
}
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
local function setCurrent (index, entry)
local current = self.tracks[index]
if current then
current.previous = nil
if current.onEnd then current.onEnd(index) end
if self.onEnd then self.onEnd(index) end
entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
if entry.mixDuration > 0 then
entry.mixTime = 0
entry.previous = current
end
end
self.animation = animation
self.currentLoop = loop
self.currentTime = 0
self.tracks[index] = entry
if entry.onStart then entry.onStart(index) end
if self.onStart then self.onStart(index) end
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)
delta = delta * self.timeScale
for i,current in pairs(self.tracks) do
if current then
local trackDelta = delta * current.timeScale
local time = current.time + trackDelta
local endTime = current.endTime
current.time = time
if current.previous then
current.previous.time = current.previous.time + trackDelta
current.mixTime = current.mixTime + trackDelta
end
-- Check if completed the animation or a loop iteration.
local complete
if current.loop then
complete = current.lastTime % endTime > time % endTime
else
complete = current.lastTime < endTime and time >= endTime
end
if complete then
local count = math.floor(time / endTime)
if current.onComplete then current.onComplete(i, count) end
if self.onComplete then self.onComplete(i, count) end
end
local next = current.next
if next then
if time - trackDelta > next.delay then setCurrent(i, next) end
else
-- End non-looping animation when it reaches its end time and there is no next entry.
if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
end
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
for i,current in pairs(self.tracks) do
if current then
local time = current.time
local loop = current.loop
if not loop and time > current.endTime then time = current.endTime end
local previous = current.previous
if not previous then
current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
else
local previousTime = previous.time
if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
local alpha = current.mixTime / current.mixDuration
if alpha >= 1 then
alpha = 1
current.previous = nil
end
current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
end
local eventCount = #self.events
for ii = 1, eventCount, 1 do
local event = self.events[ii]
if current.onEvent then current.onEvent(i, event) end
if self.onEvent then self.onEvent(i, event) end
end
for ii = 1, eventCount, 1 do
table.remove(self.events)
end
current.lastTime = current.time
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
function self:clearTracks ()
for i,current in pairs(self.tracks) do
self.clearTrack(i)
end
self.tracks = {}
end
function self:clearTrack (trackIndex)
local current = self.tracks[trackIndex]
if not current then return end
if current.onEnd then current.onEnd(trackIndex) end
if self.onEnd then self.onEnd(trackIndex) end
self.tracks[trackIndex] = nil
end
function self:setAnimationByName (trackIndex, animationName, loop)
local animation = self.data.skeletonData:findAnimation(animationName)
if not animation then error("Animation not found: " + animationName) end
return self:setAnimation(trackIndex, animation, loop)
end
-- Set the current animation. Any queued animations are cleared.
function self:setAnimation (trackIndex, animation, loop)
local entry = AnimationState.TrackEntry.new()
entry.animation = animation
entry.loop = loop
entry.endTime = animation.duration
setCurrent(trackIndex, entry)
return entry
end
function self:addAnimationByName (trackIndex, animationName, loop, delay)
local animation = self.data.skeletonData:findAnimation(animationName)
if not animation then error("Animation not found: " + animationName) end
return self:addAnimation(trackIndex, animation, loop, delay)
end
-- Adds an animation to be played delay seconds after the current or last queued animation.
-- @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
function self:addAnimation (trackIndex, animation, loop, delay)
local entry = AnimationState.TrackEntry.new()
entry.animation = animation
entry.loop = loop
entry.endTime = animation.duration
local last = self.tracks[trackIndex]
if last then
while (last.next) do
last = last.next
end
if (last) then
delay = last.duration - data:getMix(last.name, animationName) + delay
last.next = entry
else
self.tracks[trackIndex] = entry
end
delay = delay or 0
if delay <= 0 then
if last then
delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
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)
entry.delay = delay
return entry
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
-- May return nil.
function self:getCurrent (trackIndex)
return self.tracks[trackIndex]
end
return self
end
AnimationState.TrackEntry = {}
function AnimationState.TrackEntry.new (data)
local self = {
next = nil, previous = nil,
animation = nil,
loop = false,
delay = 0, time = 0, lastTime = 0, endTime = 0,
timeScale = 1,
mixTime = 0, mixDuration = 0,
onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
}
return self
end
return AnimationState

View File

@ -42,20 +42,20 @@ function AnimationStateData.new (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)
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
if not first then return self.defaultMix end
local duration = first[toName]
if not duration then return defaultMix end
return duration
end
return self
end

View File

@ -38,7 +38,10 @@ function Bone.new (data, parent)
local self = {
data = data,
parent = parent
parent = parent,
x = 0, y = 0,
rotation = 0,
scaleX = 1, scaleY = 1
}
function self:updateWorldTransform (flipX, flipY)

47
spine-lua/Event.lua Normal file
View File

@ -0,0 +1,47 @@
------------------------------------------------------------------------------
-- Spine Runtime Software License - Version 1.0
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms in whole or in part, with
-- or without modification, are permitted provided that the following conditions
-- are met:
--
-- 1. A Spine Essential, Professional, Enterprise, or Education License must
-- be purchased from Esoteric Software and the license must remain valid:
-- http://esotericsoftware.com/
-- 2. Redistributions of source code must retain this license, which is the
-- above copyright notice, this declaration of conditions and the following
-- disclaimer.
-- 3. Redistributions in binary form must reproduce this license, which is the
-- above copyright notice, this declaration 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 Event = {}
function Event.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
intValue = 0,
floatValue = 0,
stringValue = nil
}
return self
end
return Event

47
spine-lua/EventData.lua Normal file
View File

@ -0,0 +1,47 @@
------------------------------------------------------------------------------
-- Spine Runtime Software License - Version 1.0
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms in whole or in part, with
-- or without modification, are permitted provided that the following conditions
-- are met:
--
-- 1. A Spine Essential, Professional, Enterprise, or Education License must
-- be purchased from Esoteric Software and the license must remain valid:
-- http://esotericsoftware.com/
-- 2. Redistributions of source code must retain this license, which is the
-- above copyright notice, this declaration of conditions and the following
-- disclaimer.
-- 3. Redistributions in binary form must reproduce this license, which is the
-- above copyright notice, this declaration 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 EventData = {}
function EventData.new (name)
if not name then error("name cannot be nil", 2) end
local self = {
name = name,
intValue = 0,
floatValue = 0,
stringValue = nil
}
return self
end
return EventData

View File

@ -36,8 +36,9 @@ function SkeletonData.new ()
local self = {
bones = {},
slots = {},
slotNameIndices = {},
slotNameIndices = {},
skins = {},
events = {},
animations = {}
}
@ -67,7 +68,7 @@ function SkeletonData.new ()
function self:findSlotIndex (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return slotNameIndices[slotName] or -1
return self.slotNameIndices[slotName] or -1
end
function self:findSkin (skinName)
@ -78,6 +79,14 @@ function SkeletonData.new ()
return nil
end
function self:findEvent (eventName)
if not eventName then error("eventName cannot be nil.", 2) end
for i,event in ipairs(self.events) do
if event.name == eventName then return event end
end
return nil
end
function self:findAnimation (animationName)
if not animationName then error("animationName cannot be nil.", 2) end
for i,animation in ipairs(self.animations) do

View File

@ -37,6 +37,9 @@ local SlotData = require "spine-lua.SlotData"
local Skin = require "spine-lua.Skin"
local AttachmentLoader = require "spine-lua.AttachmentLoader"
local Animation = require "spine-lua.Animation"
local EventData = require "spine-lua.EventData"
local Event = require "spine-lua.Event"
local TIMELINE_SCALE = "scale"
local TIMELINE_ROTATE = "rotate"
local TIMELINE_TRANSLATE = "translate"
@ -123,9 +126,8 @@ function SkeletonJson.new (attachmentLoader)
end
-- Skins.
local map = root["skins"]
if map then
for skinName,skinMap in pairs(map) do
if root["skins"] then
for skinName,skinMap in pairs(root["skins"]) do
local skin = Skin.new(skinName)
for slotName,slotMap in pairs(skinMap) do
local slotIndex = skeletonData.slotNameIndices[slotName]
@ -144,10 +146,20 @@ function SkeletonJson.new (attachmentLoader)
end
end
-- Events.
if root["events"] then
for eventName,eventMap in pairs(root["events"]) do
local eventData = EventData.new(eventName)
eventData.intValue = eventMap["int"] or 0
eventData.floatValue = eventMap["float"] or 0
eventData.stringValue = eventMap["string"]
table.insert(skeletonData.events, eventData)
end
end
-- Animations.
map = root["animations"]
if map then
for animationName,animationMap in pairs(map) do
if root["animations"] then
for animationName,animationMap in pairs(root["animations"]) do
readAnimation(animationName, animationMap, skeletonData)
end
end
@ -190,7 +202,7 @@ function SkeletonJson.new (attachmentLoader)
local keyframeIndex = 0
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
timeline:setKeyframe(keyframeIndex, time, valueMap["angle"])
timeline:setFrame(keyframeIndex, time, valueMap["angle"])
readCurve(timeline, keyframeIndex, valueMap)
keyframeIndex = keyframeIndex + 1
end
@ -213,7 +225,7 @@ function SkeletonJson.new (attachmentLoader)
local time = valueMap["time"]
local x = (valueMap["x"] or 0) * timelineScale
local y = (valueMap["y"] or 0) * timelineScale
timeline:setKeyframe(keyframeIndex, time, x, y)
timeline:setFrame(keyframeIndex, time, x, y)
readCurve(timeline, keyframeIndex, valueMap)
keyframeIndex = keyframeIndex + 1
end
@ -241,7 +253,7 @@ function SkeletonJson.new (attachmentLoader)
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
local color = valueMap["color"]
timeline:setKeyframe(
timeline:setFrame(
keyframeIndex, time,
tonumber(color:sub(1, 2), 16),
tonumber(color:sub(3, 4), 16),
@ -258,13 +270,13 @@ function SkeletonJson.new (attachmentLoader)
local timeline = Animation.AttachmentTimeline.new()
timeline.slotName = slotName
local keyframeIndex = 0
local frameIndex = 0
for i,valueMap in ipairs(values) do
local time = valueMap["time"]
local attachmentName = valueMap["name"]
if not attachmentName then attachmentName = nil end
timeline:setKeyframe(keyframeIndex, time, attachmentName)
keyframeIndex = keyframeIndex + 1
timeline:setFrame(frameIndex, time, attachmentName)
frameIndex = frameIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
@ -276,16 +288,84 @@ function SkeletonJson.new (attachmentLoader)
end
end
local events = map["events"]
if events then
local timeline = Animation.EventTimeline.new(#events)
local frameIndex = 0
for i,eventMap in ipairs(events) do
local eventData = skeletonData:findEvent(eventMap["name"])
if not eventData then error("Event not found: " + eventMap["name"]) end
local event = Event.new(eventData)
event.intValue = eventMap["int"] or eventData.intValue
event.floatValue = eventMap["float"] or eventData.floatValue
event.stringValue = eventMap["string"] or eventData.stringValue
timeline:setFrame(frameIndex, eventMap["time"], event)
frameIndex = frameIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
end
local drawOrderValues = map["draworder"]
if drawOrderValues then
local timeline = Animation.DrawOrderTimeline.new(#drawOrderValues)
local slotCount = #skeletonData.slots
local frameIndex = 0
for i,drawOrderMap in ipairs(drawOrderValues) do
local drawOrder = nil
if drawOrderMap["offsets"] then
drawOrder = {}
for ii = 1, slotCount do
drawOrder[ii] = -1
end
local offsets = drawOrderMap["offsets"]
local unchanged = {}
local originalIndex = 0
local unchangedIndex = 0
for ii,offsetMap in ipairs(offsets) do
local slotIndex = skeletonData:findSlotIndex(offsetMap["slot"])
if slotIndex == -1 then error("Slot not found: " + offsetMap["slot"]) end
-- Collect unchanged items.
while originalIndex ~= slotIndex do
unchanged[unchangedIndex] = originalIndex
unchangedIndex = unchangedIndex + 1
originalIndex = originalIndex + 1
end
-- Set changed items.
drawOrder[originalIndex + offsetMap["offset"]] = originalIndex
originalIndex = originalIndex + 1
end
-- Collect remaining unchanged items.
while originalIndex < slotCount do
unchanged[unchangedIndex] = originalIndex
unchangedIndex = unchangedIndex + 1
originalIndex = originalIndex + 1
end
-- Fill in unchanged items.
for ii = slotCount, 1, -1 do
if drawOrder[ii] == -1 then
drawOrder[ii] = unchanged[unchangedIndex]
unchangedIndex = unchangedIndex - 1
end
end
end
timeline:setFrame(frameIndex, drawOrderMap["time"], drawOrder)
frameIndex = frameIndex + 1
end
table.insert(timelines, timeline)
duration = math.max(duration, timeline:getDuration())
end
table.insert(skeletonData.animations, Animation.new(name, timelines, duration))
end
readCurve = function (timeline, keyframeIndex, valueMap)
readCurve = function (timeline, frameIndex, valueMap)
local curve = valueMap["curve"]
if not curve then return end
if curve == "stepped" then
timeline:setStepped(keyframeIndex)
timeline:setStepped(frameIndex)
else
timeline:setCurve(keyframeIndex, curve[1], curve[2], curve[3], curve[4])
timeline:setCurve(frameIndex, curve[1], curve[2], curve[3], curve[4])
end
end

View File

@ -36,36 +36,29 @@ local utils = {}
function tablePrint (tt, indent, done)
done = done or {}
indent = indent or 0
if type(tt) == "table" then
local sb = {}
for key, value in pairs (tt) do
table.insert(sb, string.rep (" ", indent)) -- indent it
if type (value) == "table" and not done [value] then
done [value] = true
table.insert(sb, "{\n");
table.insert(sb, tablePrint (value, indent + 2, done))
table.insert(sb, string.rep (" ", indent)) -- indent it
table.insert(sb, "}\n");
elseif "number" == type(key) then
table.insert(sb, string.format("\"%s\"\n", tostring(value)))
else
table.insert(sb, string.format(
"%s = \"%s\"\n", tostring (key), tostring(value)))
end
for key, value in pairs(tt) do
local spaces = string.rep (" ", indent)
if type(value) == "table" and not done [value] then
done [value] = true
print(spaces .. "{")
utils.print(value, indent + 2, done)
print(spaces .. "}")
else
io.write(spaces .. tostring(key) .. " = ")
utils.print(value, indent + 2, done)
end
return table.concat(sb)
else
return tt .. "\n"
end
end
function utils.print (value)
function utils.print (value, indent, done)
if "nil" == type(value) then
print(tostring(nil))
elseif "table" == type(value) then
print(tablePrint(value))
print("{")
tablePrint(value, 2)
print("}")
elseif "string" == type(value) then
print(value)
print("\"" .. value .. "\"")
else
print(tostring(value))
end