mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 06:44:56 +08:00
[c] More AnimationState porting. Close, but no cookie yet...
This commit is contained in:
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3ab208ed82
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aa3a5080b6
@ -174,6 +174,8 @@ typedef struct spBaseTimeline {
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/**/
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static const int ROTATE_PREV_TIME = -2, ROTATE_PREV_ROTATION = -1;
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static const int ROTATE_ROTATION = 1;
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static const int ROTATE_ENTRIES = 2;
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typedef struct spBaseTimeline spRotateTimeline;
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@ -96,8 +96,8 @@ struct spAnimationState {
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#ifdef __cplusplus
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spAnimationState() :
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data(0),
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tracks(0),
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tracksCount(0),
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tracks(0),
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listener(0),
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timeScale(0) {
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}
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@ -133,6 +133,8 @@ spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackInde
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spTrackEntry* spAnimationState_clearListenerNotifications(spAnimationState* self);
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float spTrackEntry_getAnimationTime (spTrackEntry* entry);
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#ifdef SPINE_SHORT_NAMES
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typedef spEventType EventType;
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#define ANIMATION_START SP_ANIMATION_START
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@ -177,8 +177,10 @@ typedef union _spEventQueueItem {
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spEvent* event;
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} _spEventQueueItem;
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typedef struct _spAnimationState _spAnimationState;
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typedef struct _spEventQueue {
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spAnimationState* state;
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_spAnimationState* state;
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_spEventQueueItem* objects;
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int objectsCount;
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int objectsCapacity;
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@ -189,6 +191,7 @@ typedef struct _spEventQueue {
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state(0),
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objects(0),
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objectsCount(0),
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objectsCapacity(0),
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drainDisabled(0) {
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}
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#endif
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@ -198,6 +201,7 @@ typedef struct _spAnimationState {
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spAnimationState super;
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int eventsCount;
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int eventsCapacity;
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spEvent** events;
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_spEventQueue* queue;
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@ -210,6 +214,7 @@ typedef struct _spAnimationState {
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_spAnimationState() :
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super(),
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eventsCount(0),
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eventsCapacity(0),
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events(0),
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queue(0),
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propertyIDs(0),
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@ -275,10 +280,12 @@ void _spCurveTimeline_init (spCurveTimeline* self, spTimelineType type, int fram
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void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha, int setupPose, int mixingOut),
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int (*getPropertyId) (const spTimeline* self));
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void _spCurveTimeline_deinit (spCurveTimeline* self);
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int _spCurveTimeline_binarySearch (float *values, int valuesLength, float target, int step);
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#ifdef SPINE_SHORT_NAMES
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#define _CurveTimeline_init(...) _spCurveTimeline_init(__VA_ARGS__)
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#define _CurveTimeline_deinit(...) _spCurveTimeline_deinit(__VA_ARGS__)
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#define _CurveTimeline_binarySearch(...) _spCurveTimeline_binarySearch(__VA_ARGS__)
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#endif
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#ifdef __cplusplus
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@ -192,6 +192,10 @@ static int binarySearch (float *values, int valuesLength, float target, int step
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return 0;
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}
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int _spCurveTimeline_binarySearch (float *values, int valuesLength, float target, int step) {
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return binarySearch(values, valuesLength, target, step);
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}
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/* @param target After the first and before the last entry. */
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static int binarySearch1 (float *values, int valuesLength, float target) {
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int low = 0, current;
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@ -234,9 +238,6 @@ struct spBaseTimeline* _spBaseTimeline_create (int framesCount, spTimelineType t
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/**/
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static const int ROTATE_PREV_TIME = -2, ROTATE_PREV_ROTATION = -1;
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static const int ROTATE_ROTATION = 1;
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void _spRotateTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
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int* eventsCount, float alpha, int setupPose, int mixingOut) {
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spBone *bone;
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@ -32,27 +32,32 @@
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#include <spine/extension.h>
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#include <string.h>
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_spEventQueue* _spEventQueue_create (spAnimationState* state) {
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_spEventQueue *self = MALLOC(_spEventQueue, 1);
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static spAnimation* SP_EMPTY_ANIMATION = 0;
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// Forward declaration of some "private" functions so we can keep
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// the same function order in C as we have method order in Java
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void _spAnimationState_disposeTrackEntry (spTrackEntry* entry);
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_spEventQueue* _spEventQueue_create (_spAnimationState* state) {
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_spEventQueue *self = CALLOC(_spEventQueue, 1);
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self->state = state;
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self->objectsCount = 0;
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self->objectsCapacity = 16;
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self->objects = MALLOC(_spEventQueueItem, self->objectsCapacity * sizeof(_spEventQueueItem));
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self->objects = CALLOC(_spEventQueueItem, self->objectsCapacity);
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self->drainDisabled = 0;
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return self;
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}
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void _spEventQueue_free (_spEventQueue* self) {
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if (!self) return;
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if (self->objects) FREE(self->objects);
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FREE(self->objects);
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}
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void _spEventQueue_ensureCapacity (_spEventQueue* self, int newElements) {
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if (self->objectsCount + newElements > self->objectsCapacity) {
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_spEventQueueItem* newObjects;
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self->objectsCapacity <<= 1;
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newObjects = MALLOC(_spEventQueueItem, self->objectsCapacity);
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memcpy(newObjects, self->objects, self->objectsCount * sizeof(_spEventQueueItem));
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newObjects = CALLOC(_spEventQueueItem, self->objectsCapacity);
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memcpy(newObjects, self->objects, self->objectsCount);
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FREE(self->objects);
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self->objects = newObjects;
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}
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@ -74,10 +79,9 @@ void _spEventQueue_addEvent (_spEventQueue* self, spEvent* event) {
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}
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void _spEventQueue_start (_spEventQueue* self, spTrackEntry* entry) {
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_spAnimationState* internalState = (_spAnimationState*)self->state;
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_spEventQueue_addType(self, SP_ANIMATION_START);
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_spEventQueue_addEntry(self, entry);
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internalState->animationsChanged = 1;
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self->state->animationsChanged = 1;
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}
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void _spEventQueue_interrupt (_spEventQueue* self, spTrackEntry* entry) {
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@ -86,10 +90,9 @@ void _spEventQueue_interrupt (_spEventQueue* self, spTrackEntry* entry) {
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}
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void _spEventQueue_end (_spEventQueue* self, spTrackEntry* entry) {
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_spAnimationState* internalState = (_spAnimationState*)self->state;
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_spEventQueue_addType(self, SP_ANIMATION_END);
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_spEventQueue_addEntry(self, entry);
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internalState->animationsChanged = 1;
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self->state->animationsChanged = 1;
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}
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void _spEventQueue_dispose (_spEventQueue* self, spTrackEntry* entry) {
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@ -119,17 +122,596 @@ void _spEventQueue_drain (_spEventQueue* self) {
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for (i = 0; i < self->objectsCount; i += 2) {
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spEventType type = self->objects[i].type;
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spTrackEntry* entry = self->objects[i+1].entry;
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if (type != SP_ANIMATION_EVENT) {
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if (entry->listener) entry->listener(self->state, type, entry, 0);
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if (self->state->listener) self->state->listener(self->state, type, entry, 0);
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spEvent* event;
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switch (type) {
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case SP_ANIMATION_START:
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case SP_ANIMATION_INTERRUPT:
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case SP_ANIMATION_COMPLETE:
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if (entry->listener) entry->listener(self->state, type, entry, 0);
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if (self->state->super.listener) self->state->super.listener(self->state, type, entry, 0);
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break;
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case SP_ANIMATION_END:
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if (entry->listener) entry->listener(self->state, type, entry, 0);
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if (self->state->super.listener) self->state->super.listener(self->state, type, entry, 0);
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// Fall through.
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case SP_ANIMATION_DISPOSE:
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if (entry->listener) entry->listener(self->state, type, entry, 0);
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if (self->state->super.listener) self->state->super.listener(self->state, type, entry, 0);
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_spAnimationState_disposeTrackEntry(entry);
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break;
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case SP_ANIMATION_EVENT:
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event = self->objects[i+2].event;
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if (entry->listener) entry->listener(self->state, type, entry, event);
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if (self->state->super.listener) self->state->super.listener(self->state, type, entry, event);
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i++;
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break;
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}
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}
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_spEventQueue_clear(self);
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self->drainDisabled = 0;
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}
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void _spAnimationState_disposeTrackEntry (spTrackEntry* entry) {
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FREE(entry);
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}
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void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntry* entry) {
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while (entry) {
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spTrackEntry* next = entry->next;
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_spAnimationState_disposeTrackEntry(entry);
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entry = next;
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}
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}
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spAnimationState* spAnimationState_create (spAnimationStateData* data) {
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if (!SP_EMPTY_ANIMATION) {
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SP_EMPTY_ANIMATION = 1; /* dirty trick so we can recursively call spAnimation_create */
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SP_EMPTY_ANIMATION = spAnimation_create("<empty>", 0);
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}
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_spAnimationState* internal = NEW(_spAnimationState);
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spAnimationState* self = SUPER(internal);
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CONST_CAST(spAnimationStateData*, self->data) = data;
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self->timeScale = 1;
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internal->queue = _spEventQueue_create(self);
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internal->events = CALLOC(spEvent*, 64);
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internal->eventsCapacity = 64;
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// FIXME propertyIDs
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return self;
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}
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void spAnimationState_dispose (spAnimationState* self) {
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int i;
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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for (i = 0; i < self->tracksCount; i++)
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_spAnimationState_disposeTrackEntries(self, self->tracks[i]);
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FREE(self->tracks);
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_spEventQueue_free(internal->queue);
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FREE(internal->events);
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// FIXME propertyIDs
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}
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void spAnimationState_update (spAnimationState* self, float delta) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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delta *= self->timeScale;
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for (int i = 0, n = self->tracksCount; i < n; i++) {
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spTrackEntry* current = self->tracks[i];
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if (!current) continue;
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current->animationLast = current->nextAnimationLast;
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current->trackLast = current->nextTrackLast;
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float currentDelta = delta * current->timeScale;
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if (current->delay > 0) {
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current->delay -= currentDelta;
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if (current->delay > 0) continue;
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currentDelta = -current->delay;
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current->delay = 0;
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}
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spTrackEntry* next = current->next;
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if (next) {
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// When the next entry's delay is passed, change to the next entry, preserving leftover time.
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float nextTime = current->trackLast - next->delay;
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if (nextTime >= 0) {
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next->delay = 0;
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next->trackTime = nextTime + delta * next->timeScale;
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current->trackTime += currentDelta;
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_spAnimationState_setCurrent(self, i, next);
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while (next->mixingFrom) {
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next->mixTime += currentDelta;
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next = next->mixingFrom;
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}
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continue;
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}
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_spAnimationState_updateMixingFrom(self, current, delta, 1);
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} else {
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spEvent* event = self->objects[i+2].event;
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if (entry->listener) entry->listener(self->state, type, entry, event);
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if (self->state->listener) self->state->listener(self->state, type, entry, event);
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i++;
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_spAnimationState_updateMixingFrom(self, current, delta, 1);
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// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
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if (current->trackLast >= current->trackEnd && current->mixingFrom == 0) {
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self->tracks[i] = 0;
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_spEventQueue_end(internal->queue, current);
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_spAnimationState_disposeNext(self, current);
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continue;
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}
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}
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current->trackTime += currentDelta;
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}
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_spEventQueue_drain(internal->queue);
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}
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void _spAnimationState_updateMixingFrom (spAnimationState* self, spTrackEntry* entry, float delta, int /*boolean*/ canEnd) {
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spTrackEntry* from = entry->mixingFrom;
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spTrackEntry* newFrom;
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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if (!from) return;
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if (canEnd && entry->mixTime >= entry->mixDuration && entry->mixTime > 0) {
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_spEventQueue_end(internal->queue, from);
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newFrom = from->mixingFrom;
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entry->mixingFrom = newFrom;
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if (!newFrom) return;
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entry->mixTime = from->mixTime;
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entry->mixDuration = from->mixDuration;
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from = newFrom;
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}
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from->animationLast = from->nextAnimationLast;
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from->trackLast = from->nextTrackLast;
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float mixingFromDelta = delta * from->timeScale;
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from->trackTime += mixingFromDelta;
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entry->mixTime += mixingFromDelta;
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_spAnimationState_updateMixingFrom(self, from, delta, canEnd && from->alpha == 1);
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}
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void spAnimationState_apply (spAnimationState* self, spSkeleton* skeleton) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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spTrackEntry* current;
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int i, ii, n;
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float animationLast, animationTime;
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int timelineCount;
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spTimeline** timelines;
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int /*boolean*/ firstFrame;
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float* timelinesRotation;
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int* timelinesFirst;
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spTimeline* timeline;
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if (internal->animationsChanged) _spAnimationState_animationsChanged(self);
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for (i = 0, n = self->tracksCount; i < n; i++) {
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current = self->tracks[i];
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if (!current || current->delay > 0) continue;
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// Apply mixing from entries first.
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float mix = current->alpha;
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if (current->mixingFrom) mix *= _spAnimationState_applyMixingFrom(self, current, skeleton);
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// Apply current entry.
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animationLast = current->animationLast; animationTime = spTrackEntry_getAnimationTime(current);
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timelineCount = current->animation->timelinesCount;
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timelines = current->animation->timelines;
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if (mix == 1) {
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for (ii = 0; ii < timelineCount; ii++)
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spTimeline_apply(timelines[ii], skeleton, animationLast, animationTime, internal->events, internal->eventsCount, 1, 1, 0);
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} else {
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firstFrame = current->timelinesRotationCount == 0;
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if (firstFrame) current->timelinesRotation.setSize(timelineCount << 1);
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timelinesRotation = current->timelinesRotation;
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timelinesFirst = current->timelinesFirst;
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for (int ii = 0; ii < timelineCount; ii++) {
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timeline = timelines[ii];
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if (timeline->type == SP_TIMELINE_ROTATE)
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_spAnimationState_applyRotateTimeline(self, timeline, skeleton, animationTime, mix, timelinesFirst[ii], timelinesRotation, ii << 1, firstFrame);
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else
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spTimeline_apply(timeline, skeleton, animationLast, animationTime, internal->events, internal->eventsCount, mix, timelinesFirst[ii], 0);
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}
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}
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_spAnimationState_queueEvents(self, current, animationTime);
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current->nextAnimationLast = animationTime;
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current->nextTrackLast = current->trackTime;
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}
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_spEventQueue_drain(internal->queue);
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}
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float _spAnimationState_applyMixingFrom (spAnimationState* self, spTrackEntry* entry, spSkeleton* skeleton) {
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_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
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float mix;
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spEvent** events;
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int /*boolean*/ attachments;
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int /*boolean*/ drawOrder;
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float animationLast;
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float animationTime;
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int timelineCount;
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spTimeline** timelines;
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int* timelinesFirst;
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float alpha;
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int /*boolean*/ firstFrame;
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float* timelinesRotation;
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spTimeline* timeline;
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int /*boolean*/ setupPose;
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spTrackEntry* from = entry->mixingFrom;
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if (from->mixingFrom) _spAnimationState_applyMixingFrom(self, from, skeleton);
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mix;
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if (entry->mixDuration == 0) // Single frame mix to undo mixingFrom changes.
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mix = 1;
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else {
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mix = entry->mixTime / entry->mixDuration;
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if (mix > 1) mix = 1;
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}
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events = mix < from->eventThreshold ? internal->events : 0;
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attachments = mix < from->attachmentThreshold;
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drawOrder = mix < from->drawOrderThreshold;
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animationLast = from->animationLast;
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animationTime = spTrackEntry_getAnimationTime(from);
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timelineCount = from->animation->timelinesCount;
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timelines = from->animation->timelines;
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timelinesFirst = from->timelinesFirst;
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alpha = from->alpha * entry->mixAlpha * (1 - mix);
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firstFrame = from->timelinesRotationCount == 0;
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if (firstFrame) from->timelinesRotation.setSize(timelineCount << 1);
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timelinesRotation = from->timelinesRotation;
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for (int i = 0; i < timelineCount; i++) {
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timeline = timelines[i];
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setupPose = timelinesFirst[i];
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if (timeline->type == SP_TIMELINE_ROTATE)
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_spAnimationState_applyRotateTimeline(self, timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i << 1, firstFrame);
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else {
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if (!setupPose) {
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if (!attachments && timeline->type == SP_TIMELINE_ATTACHMENT) continue;
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if (!drawOrder && timeline->type == SP_TIMELINE_DRAWORDER) continue;
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}
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spTimeline_apply(timeline, skeleton, animationLast, animationTime, events, internal->eventsCount, alpha, setupPose, 1);
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}
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}
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_spEventQueue_clear(self);
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self->drainDisabled = 0;
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_spAnimationState_queueEvents(self, from, animationTime);
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from->nextAnimationLast = animationTime;
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from->nextTrackLast = from->trackTime;
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return mix;
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}
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void _spAnimationState_applyRotateTimeline (spAnimationState* self, spTimeline* timeline, spSkeleton* skeleton, float time, float alpha, int /*boolean*/ setupPose, float* timelinesRotation, int i, int /*boolean*/ firstFrame) {
|
||||
spRotateTimeline *rotateTimeline;
|
||||
float *frames;
|
||||
spBone* bone;
|
||||
float r1, r2;
|
||||
int frame;
|
||||
float prevRotation;
|
||||
float frameTime;
|
||||
float percent;
|
||||
float total, diff;
|
||||
int /*boolean*/ current, dir;
|
||||
|
||||
if (alpha == 1) {
|
||||
spTimeline_apply(timeline, skeleton, 0, time, 0, 0, 1, setupPose, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
rotateTimeline = SUB_CAST(spRotateTimeline, timeline);
|
||||
frames = rotateTimeline->frames;
|
||||
bone = skeleton->bones[rotateTimeline->boneIndex];
|
||||
if (time < frames[0]) {
|
||||
if (setupPose) {
|
||||
bone->rotation = bone->data->rotation;
|
||||
}
|
||||
return; // Time is before first frame.
|
||||
}
|
||||
|
||||
if (time >= frames[rotateTimeline->framesCount - ROTATE_ENTRIES]) // Time is after last frame.
|
||||
r2 = bone->data->rotation + frames[rotateTimeline->framesCount + ROTATE_PREV_ROTATION];
|
||||
else {
|
||||
// Interpolate between the previous frame and the current frame.
|
||||
frame = _spCurveTimeline_binarySearch(frames, rotateTimeline->framesCount, time, ROTATE_ENTRIES);
|
||||
prevRotation = frames[frame + ROTATE_PREV_ROTATION];
|
||||
frameTime = frames[frame];
|
||||
percent = spCurveTimeline_getCurvePercent(SUPER(rotateTimeline), (frame >> 1) - 1,
|
||||
1 - (time - frameTime) / (frames[frame + ROTATE_PREV_TIME] - frameTime));
|
||||
|
||||
r2 = frames[frame + ROTATE_ROTATION] - prevRotation;
|
||||
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
|
||||
r2 = prevRotation + r2 * percent + bone->data->rotation;
|
||||
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
|
||||
}
|
||||
|
||||
// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
|
||||
r1 = setupPose ? bone->data->rotation : bone->rotation;
|
||||
diff = r2 - r1;
|
||||
if (diff == 0) {
|
||||
if (firstFrame) {
|
||||
timelinesRotation[i] = 0;
|
||||
total = 0;
|
||||
} else
|
||||
total = timelinesRotation[i];
|
||||
} else {
|
||||
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
|
||||
float lastTotal, lastDiff;
|
||||
if (firstFrame) {
|
||||
lastTotal = 0;
|
||||
lastDiff = diff;
|
||||
} else {
|
||||
lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops.
|
||||
lastDiff = timelinesRotation[i + 1]; // Difference between bones.
|
||||
}
|
||||
current = diff > 0;
|
||||
dir = lastTotal >= 0;
|
||||
// Detect cross at 0 (not 180).
|
||||
if (SIGNUM(lastDiff) != SIGNUM(diff) && ABS(lastDiff) <= 90) {
|
||||
// A cross after a 360 rotation is a loop.
|
||||
if (ABS(lastTotal) > 180) lastTotal += 360 * SIGNUM(lastTotal);
|
||||
dir = current;
|
||||
}
|
||||
total = diff + lastTotal - FMOD(lastTotal, 360); // Store loops as part of lastTotal.
|
||||
if (dir != current) total += 360 * SIGNUM(lastTotal);
|
||||
timelinesRotation[i] = total;
|
||||
}
|
||||
timelinesRotation[i + 1] = diff;
|
||||
r1 += total * alpha;
|
||||
bone->rotation = r1 - (16384 - (int)(16384.499999999996 - r1 / 360)) * 360;
|
||||
}
|
||||
|
||||
void _spAnimationState_queueEvents (spAnimationState* self, spTrackEntry* entry, float animationTime) {
|
||||
spEvent** events;
|
||||
spEvent* event;
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
int i, n;
|
||||
float animationStart = entry->animationStart, animationEnd = entry->animationEnd;
|
||||
float duration = animationEnd - animationStart;
|
||||
float trackLastWrapped = FMOD(entry->trackLast, duration);
|
||||
|
||||
// Queue events before complete.
|
||||
events = internal->events;
|
||||
for (i = 0, n = internal->eventsCount; i < n; i++) {
|
||||
event = events[i];
|
||||
if (event->time < trackLastWrapped) break;
|
||||
if (event->time > animationEnd) continue; // Discard events outside animation start/end.
|
||||
_spEventQueue_event(internal->queue, entry, event);
|
||||
}
|
||||
|
||||
// Queue complete if completed a loop iteration or the animation.
|
||||
if (entry->loop ? (trackLastWrapped > FMOD(entry->trackTime, duration))
|
||||
: (animationTime >= animationEnd && entry->animationLast < animationEnd)) {
|
||||
_spEventQueue_complete(internal->queue, entry);
|
||||
}
|
||||
|
||||
// Queue events after complete.
|
||||
for (; i < n; i++) {
|
||||
event = events[i];
|
||||
if (event->time < animationStart) continue; // Discard events outside animation start/end.
|
||||
_spEventQueue_event(internal->queue, entry, event);
|
||||
}
|
||||
internal->eventsCount = 0;
|
||||
}
|
||||
|
||||
void spAnimationState_clearTracks (spAnimationState* self) {
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
int i, n;
|
||||
internal->queue->drainDisabled = 1;
|
||||
for (i = 0, n = self->tracksCount; i < n; i++)
|
||||
spAnimationState_clearTrack(self, i);
|
||||
self->tracksCount = 0;
|
||||
internal->queue->drainDisabled = 0;
|
||||
_spEventQueue_drain(internal->queue);
|
||||
}
|
||||
|
||||
void spAnimationState_clearTrack (spAnimationState* self, int trackIndex) {
|
||||
spTrackEntry* current;
|
||||
spTrackEntry* entry;
|
||||
spTrackEntry* from;
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
|
||||
if (trackIndex >= self->tracksCount) return;
|
||||
current = self->tracks[trackIndex];
|
||||
if (!current) return;
|
||||
|
||||
_spEventQueue_end(internal->queue, current);
|
||||
|
||||
_spAnimationState_disposeNext(self, current);
|
||||
|
||||
entry = current;
|
||||
while (1) {
|
||||
from = entry->mixingFrom;
|
||||
if (!from) break;
|
||||
_spEventQueue_end(internal->queue, from);
|
||||
entry->mixingFrom = 0;
|
||||
entry = from;
|
||||
}
|
||||
|
||||
self->tracks[current->trackIndex, 0];
|
||||
_spEventQueue_drain(internal->queue);
|
||||
}
|
||||
|
||||
void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* current) {
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
spTrackEntry* from = _spAnimationState_expandToIndex(self, index);
|
||||
self->tracks[index] = current;
|
||||
|
||||
if (from) {
|
||||
_spEventQueue_interrupt(internal->queue, from);
|
||||
current->mixingFrom = from;
|
||||
current->mixTime = 0;
|
||||
|
||||
// If not completely mixed in, set mixAlpha so mixing out happens from current mix to zero.
|
||||
if (from->mixingFrom) current->mixAlpha *= MIN(from->mixTime / from->mixDuration, 1);
|
||||
}
|
||||
|
||||
_spEventQueue_start(internal->queue, current);
|
||||
}
|
||||
|
||||
/** Set the current animation. Any queued animations are cleared. */
|
||||
spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
|
||||
int/*bool*/loop) {
|
||||
spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
|
||||
return spAnimationState_setAnimation(self, trackIndex, animation, loop);
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop) {
|
||||
spTrackEntry* entry;
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
spTrackEntry* current = _spAnimationState_expandToIndex(self, trackIndex);
|
||||
if (current) {
|
||||
if (current->nextTrackLast == -1) {
|
||||
// Don't mix from an entry that was never applied.
|
||||
self->tracks[trackIndex] = 0;
|
||||
_spEventQueue_interrupt(internal->queue, current);
|
||||
_spEventQueue_end(internal->queue, current);
|
||||
_spAnimationState_disposeNext(self, current);
|
||||
current = 0;
|
||||
} else
|
||||
_spAnimationState_disposeNext(self, current);
|
||||
}
|
||||
entry = _spAnimationstate_trackEntry(self, trackIndex, animation, loop, current);
|
||||
_spAnimationState_setCurrent(self, trackIndex, entry);
|
||||
_spEventQueue_drain(internal->queue);
|
||||
return entry;
|
||||
}
|
||||
|
||||
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
|
||||
* duration. */
|
||||
spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
|
||||
int/*bool*/loop, float delay) {
|
||||
spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
|
||||
return spAnimationState_addAnimation(self, trackIndex, animation, loop, delay);
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
|
||||
float delay) {
|
||||
spTrackEntry* entry;
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
spTrackEntry* last = _spAnimationState_expandToIndex(self, trackIndex);
|
||||
if (last) {
|
||||
while (last->next)
|
||||
last = last->next;
|
||||
}
|
||||
|
||||
entry = _spAnimationState_trackEntry(self, trackIndex, animation, loop, last);
|
||||
|
||||
if (!last) {
|
||||
_spAnimationState_setCurrent(self, trackIndex, entry);
|
||||
_spEventQueue_drain(internal->queue);
|
||||
} else {
|
||||
last->next = entry;
|
||||
if (delay <= 0) {
|
||||
float duration = last->animationEnd - last->animationStart;
|
||||
if (duration != 0)
|
||||
delay += duration * (1 + (int)(last->trackTime / duration)) - spAnimationStateData_getMix(self->data, last->animation, animation);
|
||||
else
|
||||
delay = 0;
|
||||
}
|
||||
}
|
||||
|
||||
entry->delay = delay;
|
||||
return entry;
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration) {
|
||||
spTrackEntry* entry = spAnimationState_setAnimation(self, trackIndex, SP_EMPTY_ANIMATION, 0);
|
||||
entry->mixDuration = mixDuration;
|
||||
entry->trackEnd = mixDuration;
|
||||
return entry;
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay) {
|
||||
spTrackEntry* entry;
|
||||
if (delay <= 0) delay -= mixDuration;
|
||||
entry = spAnimationState_addAnimation(self, trackIndex, SP_EMPTY_ANIMATION, 0, delay);
|
||||
entry->mixDuration = mixDuration;
|
||||
entry->trackEnd = mixDuration;
|
||||
return entry;
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration) {
|
||||
spTrackEntry* entry;
|
||||
spTrackEntry* current;
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
internal->queue->drainDisabled = 1;
|
||||
for (int i = 0, n = self->tracksCount; i < n; i++) {
|
||||
current = self->tracks[i];
|
||||
if (current) spAnimationState_setEmptyAnimation(self, current->trackIndex, mixDuration);
|
||||
}
|
||||
internal->queue->drainDisabled = 0;
|
||||
_spEventQueue_drain(internal->queue);
|
||||
}
|
||||
|
||||
spTrackEntry* _spAnimationState_expandToIndex (spAnimationState* self, int index) {
|
||||
spTrackEntry** newTracks;
|
||||
if (index < self->tracksCount) return self->tracks[index];
|
||||
newTracks = CALLOC(spTrackEntry*, index + 1);
|
||||
memcpy(newTracks, self->tracks, self->tracksCount * sizeof(spTrackEntry*));
|
||||
FREE(self->tracks);
|
||||
self->tracks = newTracks;
|
||||
self->tracksCount = index + 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
spTrackEntry* _spAnimationState_trackEntry (spAnimationState* self, int trackIndex, spAnimation* animation, int /*boolean*/ loop, spTrackEntry* last) {
|
||||
spTrackEntry* entry = NEW(spTrackEntry);
|
||||
entry->trackIndex = trackIndex;
|
||||
entry->animation = animation;
|
||||
entry->loop = loop;
|
||||
|
||||
entry->eventThreshold = 0;
|
||||
entry->attachmentThreshold = 0;
|
||||
entry->drawOrderThreshold = 0;
|
||||
|
||||
entry->animationStart = 0;
|
||||
entry->animationEnd = animation->duration;
|
||||
entry->animationLast = -1;
|
||||
entry->nextAnimationLast = -1;
|
||||
|
||||
entry->delay = 0;
|
||||
entry->trackTime = 0;
|
||||
entry->trackLast = -1;
|
||||
entry->nextTrackLast = -1;
|
||||
entry->trackEnd = loop ? Integer.MAX_VALUE : entry->animationEnd;
|
||||
entry->timeScale = 1;
|
||||
|
||||
entry->alpha = 1;
|
||||
entry->mixAlpha = 1;
|
||||
entry->mixTime = 0;
|
||||
entry->mixDuration = !last ? 0 : spAnimationStateData_getMix(self->data, last->animation, animation);
|
||||
return entry;
|
||||
}
|
||||
|
||||
void _spAnimationState_disposeNext (spAnimationState* self, spTrackEntry* entry) {
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
spTrackEntry* next = entry->next;
|
||||
while (next) {
|
||||
_spEventQueue_dispose(internal->queue, next);
|
||||
next = next->next;
|
||||
}
|
||||
entry->next = 0;
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex) {
|
||||
if (trackIndex >= self->tracksCount) return 0;
|
||||
return self->tracks[trackIndex];
|
||||
}
|
||||
|
||||
spTrackEntry* spAnimationState_clearListenerNotifications(spAnimationState* self) {
|
||||
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
|
||||
_spEventQueue_clear(internal->queue);
|
||||
}
|
||||
|
||||
float spTrackEntry_getAnimationTime (spTrackEntry* entry) {
|
||||
if (entry->loop) {
|
||||
float duration = entry->animationEnd - entry->animationStart;
|
||||
if (duration == 0) return entry->animationStart;
|
||||
return (FMOD(entry->trackTime, duration) + entry->animationStart;
|
||||
}
|
||||
return MIN(entry->trackTime + entry->animationStart, entry->animationEnd);
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user