mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
spine-lua: keyable draw order, events, new AnimationState.
This commit is contained in:
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vendored
@ -49,6 +49,7 @@ spine-unity/*.sln
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*.cachefile
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Assembly-*.csproj
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Assembly-*.pidb
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AssetStoreTools*
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spine-tk2d/Assets/Spine/spine-csharp
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!spine-tk2d/Assets/Spine/spine-csharp/Place spine-csharp here.txt
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@ -26,9 +26,22 @@ stateData:setMix("jump", "walk", 0.4)
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-- AnimationState has a queue of animations and can apply them with crossfading.
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local state = spine.AnimationState.new(stateData)
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state:setAnimation("walk", false)
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state:addAnimation("jump", false)
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state:addAnimation("walk", true)
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state:setAnimationByName(0, "drawOrder")
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state:addAnimationByName(0, "jump", false, 0)
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state:addAnimationByName(0, "walk", true, 0)
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state.onStart = function (trackIndex)
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print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name)
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end
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state.onEnd = function (trackIndex)
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print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name)
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end
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state.onComplete = function (trackIndex, loopCount)
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print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount)
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end
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state.onEvent = function (trackIndex, event)
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print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
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end
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local lastTime = 0
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local animationTime = 0
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@ -47,7 +47,9 @@ spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.EventData = require "spine-lua.EventData"
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spine.Event = require "spine-lua.Event"
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spine.utils.readFile = function (fileName, base)
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if not base then base = system.ResourceDirectory end
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local path = system.pathForFile(fileName, base)
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@ -116,11 +118,6 @@ function spine.Skeleton.new (skeletonData, group)
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end
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if slot.data.additiveBlending then image.blendMode = "add" end
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images[slot] = image
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if i < self.group.numChildren then
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self.group:insert(i, image)
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else
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self.group:insert(image)
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end
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end
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-- Position image based on attachment and bone.
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if image ~= spine.Skeleton.failed then
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@ -179,6 +176,8 @@ function spine.Skeleton.new (skeletonData, group)
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image.lastA = a / 255
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image.alpha = image.lastA
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end
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self.group:insert(image)
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end
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end
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end
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@ -41,23 +41,29 @@ function Animation.new (name, timelines, duration)
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duration = duration
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}
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function self:apply (skeleton, time, loop)
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function self:apply (skeleton, lastTime, time, loop, events)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then time = time % duration end
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if loop and duration > 0 then
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time = time % self.duration
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lastTime = lastTime % self.duration
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, time, 1)
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timeline:apply(skeleton, lastTime, time, events, 1)
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end
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end
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function self:mix (skeleton, time, loop, alpha)
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function self:mix (skeleton, lastTime, time, loop, events, alpha)
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if not skeleton then error("skeleton cannot be nil.", 2) end
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if loop and duration > 0 then time = time % duration end
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if loop and duration > 0 then
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time = time % self.duration
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lastTime = lastTime % self.duration
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end
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for i,timeline in ipairs(self.timelines) do
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timeline:apply(skeleton, time, alpha)
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timeline:apply(skeleton, lastTime, time, events, alpha)
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end
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end
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@ -97,15 +103,15 @@ function Animation.CurveTimeline.new ()
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curves = {}
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}
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function self:setLinear (keyframeIndex)
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self.curves[keyframeIndex * 6] = LINEAR
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function self:setLinear (frameIndex)
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self.curves[frameIndex * 6] = LINEAR
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end
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function self:setStepped (keyframeIndex)
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self.curves[keyframeIndex * 6] = STEPPED
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function self:setStepped (frameIndex)
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self.curves[frameIndex * 6] = STEPPED
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end
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function self:setCurve (keyframeIndex, cx1, cy1, cx2, cy2)
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function self:setCurve (frameIndex, cx1, cy1, cx2, cy2)
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local subdiv_step = 1 / BEZIER_SEGMENTS
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local subdiv_step2 = subdiv_step * subdiv_step
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local subdiv_step3 = subdiv_step2 * subdiv_step
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@ -117,7 +123,7 @@ function Animation.CurveTimeline.new ()
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local tmp1y = -cy1 * 2 + cy2
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local tmp2x = (cx1 - cx2) * 3 + 1
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local tmp2y = (cy1 - cy2) * 3 + 1
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local i = keyframeIndex * 6
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local i = frameIndex * 6
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local curves = self.curves
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curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3
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curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3
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@ -127,8 +133,8 @@ function Animation.CurveTimeline.new ()
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curves[i + 5] = tmp2y * pre5
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end
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function self:getCurvePercent (keyframeIndex, percent)
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local curveIndex = keyframeIndex * 6
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function self:getCurvePercent (frameIndex, percent)
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local curveIndex = frameIndex * 6
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local curves = self.curves
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local dfx = curves[curveIndex]
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if not dfx then return percent end -- linear
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@ -175,17 +181,17 @@ function Animation.RotateTimeline.new ()
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return self.frames[#self.frames - 1]
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end
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function self:getKeyframeCount ()
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function self:getFrameCount ()
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return (#self.frames + 1) / 2
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end
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function self:setKeyframe (keyframeIndex, time, value)
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keyframeIndex = keyframeIndex * 2
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self.frames[keyframeIndex] = time
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self.frames[keyframeIndex + 1] = value
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function self:setFrame (frameIndex, time, value)
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frameIndex = frameIndex * 2
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self.frames[frameIndex] = time
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self.frames[frameIndex + 1] = value
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end
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function self:apply (skeleton, time, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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@ -245,18 +251,18 @@ function Animation.TranslateTimeline.new ()
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return self.frames[#self.frames - 2]
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end
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function self:getKeyframeCount ()
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function self:getFrameCount ()
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return (#self.frames + 1) / 3
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end
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function self:setKeyframe (keyframeIndex, time, x, y)
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keyframeIndex = keyframeIndex * 3
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self.frames[keyframeIndex] = time
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self.frames[keyframeIndex + 1] = x
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self.frames[keyframeIndex + 2] = y
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function self:setFrame (frameIndex, time, x, y)
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frameIndex = frameIndex * 3
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self.frames[frameIndex] = time
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self.frames[frameIndex + 1] = x
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self.frames[frameIndex + 2] = y
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end
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function self:apply (skeleton, time, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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@ -292,7 +298,7 @@ function Animation.ScaleTimeline.new ()
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local self = Animation.TranslateTimeline.new()
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function self:apply (skeleton, time, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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@ -336,20 +342,20 @@ function Animation.ColorTimeline.new ()
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return self.frames[#self.frames - 4]
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end
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function self:getKeyframeCount ()
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function self:getFrameCount ()
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return (#self.frames + 1) / 5
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end
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function self:setKeyframe (keyframeIndex, time, r, g, b, a)
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keyframeIndex = keyframeIndex * 5
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self.frames[keyframeIndex] = time
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self.frames[keyframeIndex + 1] = r
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self.frames[keyframeIndex + 2] = g
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self.frames[keyframeIndex + 3] = b
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self.frames[keyframeIndex + 4] = a
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function self:setFrame (frameIndex, time, r, g, b, a)
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frameIndex = frameIndex * 5
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self.frames[frameIndex] = time
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self.frames[frameIndex + 1] = r
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self.frames[frameIndex + 2] = g
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self.frames[frameIndex + 3] = b
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self.frames[frameIndex + 4] = a
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end
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function self:apply (skeleton, time, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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@ -391,25 +397,26 @@ end
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Animation.AttachmentTimeline = {}
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function Animation.AttachmentTimeline.new ()
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local self = Animation.CurveTimeline.new()
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self.frames = {}
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self.attachmentNames = {}
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self.slotName = nil
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local self = {
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frames = {},
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attachmentNames = {},
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slotName = nil
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}
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function self:getDuration ()
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return self.frames[#self.frames]
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end
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function self:getKeyframeCount ()
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function self:getFrameCount ()
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return #self.frames + 1
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end
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function self:setKeyframe (keyframeIndex, time, attachmentName)
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self.frames[keyframeIndex] = time
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self.attachmentNames[keyframeIndex] = attachmentName
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function self:setFrame (frameIndex, time, attachmentName)
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self.frames[frameIndex] = time
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self.attachmentNames[frameIndex] = attachmentName
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end
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function self:apply (skeleton, time, alpha)
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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@ -421,16 +428,118 @@ function Animation.AttachmentTimeline.new ()
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end
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local attachmentName = self.attachmentNames[frameIndex]
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local slot = skeleton.slotsByName[self.slotName]
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if attachmentName then
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if not slot.attachment then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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elseif slot.attachment.name ~= attachmentName then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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end
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else
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slot:setAttachment(nil)
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end
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local slot = skeleton.slotsByName[self.slotName]
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if attachmentName then
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if not slot.attachment then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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elseif slot.attachment.name ~= attachmentName then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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end
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else
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slot:setAttachment(nil)
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end
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end
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return self
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end
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Animation.EventTimeline = {}
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function Animation.EventTimeline.new ()
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local self = {
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frames = {},
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events = {}
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}
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function self:getDuration ()
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return self.frames[#self.frames]
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end
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function self:getFrameCount ()
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return #self.frames + 1
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end
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function self:setFrame (frameIndex, time, event)
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self.frames[frameIndex] = time
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self.events[frameIndex] = event
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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if not firedEvents then return end
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local frames = self.frames
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local frameCount = #frames
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if lastTime >= frames[frameCount] then return end -- Last time is after last frame.
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frameCount = frameCount + 1
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if lastTime > time then -- Fire events after last time for looped animations.
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self:apply(skeleton, lastTime, 999999, firedEvents, alpha)
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lastTime = 0
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end
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local frameIndex
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if lastTime <= frames[0] or frameCount == 1 then
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frameIndex = 0
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else
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frameIndex = binarySearch(frames, lastTime, 1)
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local frame = frames[frameIndex]
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while frameIndex > 0 do -- Fire multiple events with the same frame.
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if frames[frameIndex - 1] ~= frame then break end
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frameIndex = frameIndex - 1
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end
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end
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local events = self.events
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while frameIndex < frameCount and time >= frames[frameIndex] do
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table.insert(firedEvents, events[frameIndex])
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frameIndex = frameIndex + 1
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end
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end
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return self
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end
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Animation.DrawOrderTimeline = {}
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function Animation.DrawOrderTimeline.new ()
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local self = {
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frames = {},
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drawOrders = {}
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}
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function self:getDuration ()
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return self.frames[#self.frames]
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end
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function self:getFrameCount ()
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return #self.frames + 1
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end
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function self:setFrame (frameIndex, time, drawOrder)
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self.frames[frameIndex] = time
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self.drawOrders[frameIndex] = drawOrder
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end
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function self:apply (skeleton, lastTime, time, firedEvents, alpha)
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local frames = self.frames
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if time < frames[0] then return end -- Time is before first frame.
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local frameIndex
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if time >= frames[#frames] then -- Time is after last frame.
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frameIndex = #frames
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else
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frameIndex = binarySearch(frames, time, 1) - 1
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end
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local drawOrder = skeleton.drawOrder
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local slots = skeleton.slots
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local drawOrderToSetupIndex = self.drawOrders[frameIndex]
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if not drawOrderToSetupIndex then
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for i,slot in ipairs(slots) do
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drawOrder[i] = slots[i]
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end
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else
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for i,setupIndex in ipairs(drawOrderToSetupIndex) do
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drawOrder[i] = skeleton.slots[setupIndex]
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end
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end
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end
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return self
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@ -38,101 +38,199 @@ function AnimationState.new (data)
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local self = {
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data = data,
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animation = nil,
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previous = nil,
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currentTime = 0,
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previousTime = 0,
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currentLoop = false,
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previousLoop = false,
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mixTime = 0,
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mixDuration = 0,
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queue = {}
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tracks = {},
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events = {},
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onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
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timeScale = 1
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}
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local function setAnimationInternal (animation, loop)
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self.previous = nil
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if (animation and self.animation) then
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self.mixDuration = data:getMix(self.animation.name, animation.name)
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if (self.mixDuration > 0) then
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self.mixTime = 0
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self.previous = self.animation
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self.previousTime = self.currentTime
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self.previousLoop = self.currentLoop
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local function setCurrent (index, entry)
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local current = self.tracks[index]
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if current then
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current.previous = nil
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if current.onEnd then current.onEnd(index) end
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if self.onEnd then self.onEnd(index) end
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entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
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if entry.mixDuration > 0 then
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entry.mixTime = 0
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entry.previous = current
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end
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end
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self.animation = animation
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self.currentLoop = loop
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self.currentTime = 0
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self.tracks[index] = entry
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if entry.onStart then entry.onStart(index) end
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if self.onStart then self.onStart(index) end
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end
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function self:update (delta)
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self.currentTime = self.currentTime + delta
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self.previousTime = self.previousTime + delta
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self.mixTime = self.mixTime + delta
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if (#self.queue > 0) then
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local entry = self.queue[1]
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if (self.currentTime >= entry.delay) then
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setAnimationInternal(entry.animation, entry.loop)
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table.remove(self.queue, 1)
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delta = delta * self.timeScale
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for i,current in pairs(self.tracks) do
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if current then
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local trackDelta = delta * current.timeScale
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local time = current.time + trackDelta
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local endTime = current.endTime
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current.time = time
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if current.previous then
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current.previous.time = current.previous.time + trackDelta
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current.mixTime = current.mixTime + trackDelta
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end
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-- Check if completed the animation or a loop iteration.
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local complete
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if current.loop then
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complete = current.lastTime % endTime > time % endTime
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else
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complete = current.lastTime < endTime and time >= endTime
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end
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if complete then
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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
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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
47
spine-lua/Event.lua
Normal 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
47
spine-lua/EventData.lua
Normal 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
|
||||
@ -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
|
||||
|
||||
@ -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
|
||||
|
||||
|
||||
@ -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
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user