[c] More AnimationState porting. Close, but no cookie yet...

This commit is contained in:
badlogic 2016-11-03 16:55:04 +01:00
parent 3ab208ed82
commit aa3a5080b6
5 changed files with 619 additions and 25 deletions

View File

@ -174,6 +174,8 @@ typedef struct spBaseTimeline {
/**/
static const int ROTATE_PREV_TIME = -2, ROTATE_PREV_ROTATION = -1;
static const int ROTATE_ROTATION = 1;
static const int ROTATE_ENTRIES = 2;
typedef struct spBaseTimeline spRotateTimeline;

View File

@ -96,8 +96,8 @@ struct spAnimationState {
#ifdef __cplusplus
spAnimationState() :
data(0),
tracks(0),
tracksCount(0),
tracks(0),
listener(0),
timeScale(0) {
}
@ -133,6 +133,8 @@ spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackInde
spTrackEntry* spAnimationState_clearListenerNotifications(spAnimationState* self);
float spTrackEntry_getAnimationTime (spTrackEntry* entry);
#ifdef SPINE_SHORT_NAMES
typedef spEventType EventType;
#define ANIMATION_START SP_ANIMATION_START

View File

@ -177,8 +177,10 @@ typedef union _spEventQueueItem {
spEvent* event;
} _spEventQueueItem;
typedef struct _spAnimationState _spAnimationState;
typedef struct _spEventQueue {
spAnimationState* state;
_spAnimationState* state;
_spEventQueueItem* objects;
int objectsCount;
int objectsCapacity;
@ -189,6 +191,7 @@ typedef struct _spEventQueue {
state(0),
objects(0),
objectsCount(0),
objectsCapacity(0),
drainDisabled(0) {
}
#endif
@ -198,6 +201,7 @@ typedef struct _spAnimationState {
spAnimationState super;
int eventsCount;
int eventsCapacity;
spEvent** events;
_spEventQueue* queue;
@ -210,6 +214,7 @@ typedef struct _spAnimationState {
_spAnimationState() :
super(),
eventsCount(0),
eventsCapacity(0),
events(0),
queue(0),
propertyIDs(0),
@ -275,10 +280,12 @@ void _spCurveTimeline_init (spCurveTimeline* self, spTimelineType type, int fram
void (*apply) (const spTimeline* self, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents, int* eventsCount, float alpha, int setupPose, int mixingOut),
int (*getPropertyId) (const spTimeline* self));
void _spCurveTimeline_deinit (spCurveTimeline* self);
int _spCurveTimeline_binarySearch (float *values, int valuesLength, float target, int step);
#ifdef SPINE_SHORT_NAMES
#define _CurveTimeline_init(...) _spCurveTimeline_init(__VA_ARGS__)
#define _CurveTimeline_deinit(...) _spCurveTimeline_deinit(__VA_ARGS__)
#define _CurveTimeline_binarySearch(...) _spCurveTimeline_binarySearch(__VA_ARGS__)
#endif
#ifdef __cplusplus

View File

@ -192,6 +192,10 @@ static int binarySearch (float *values, int valuesLength, float target, int step
return 0;
}
int _spCurveTimeline_binarySearch (float *values, int valuesLength, float target, int step) {
return binarySearch(values, valuesLength, target, step);
}
/* @param target After the first and before the last entry. */
static int binarySearch1 (float *values, int valuesLength, float target) {
int low = 0, current;
@ -234,9 +238,6 @@ struct spBaseTimeline* _spBaseTimeline_create (int framesCount, spTimelineType t
/**/
static const int ROTATE_PREV_TIME = -2, ROTATE_PREV_ROTATION = -1;
static const int ROTATE_ROTATION = 1;
void _spRotateTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time, spEvent** firedEvents,
int* eventsCount, float alpha, int setupPose, int mixingOut) {
spBone *bone;

View File

@ -32,27 +32,32 @@
#include <spine/extension.h>
#include <string.h>
_spEventQueue* _spEventQueue_create (spAnimationState* state) {
_spEventQueue *self = MALLOC(_spEventQueue, 1);
static spAnimation* SP_EMPTY_ANIMATION = 0;
// Forward declaration of some "private" functions so we can keep
// the same function order in C as we have method order in Java
void _spAnimationState_disposeTrackEntry (spTrackEntry* entry);
_spEventQueue* _spEventQueue_create (_spAnimationState* state) {
_spEventQueue *self = CALLOC(_spEventQueue, 1);
self->state = state;
self->objectsCount = 0;
self->objectsCapacity = 16;
self->objects = MALLOC(_spEventQueueItem, self->objectsCapacity * sizeof(_spEventQueueItem));
self->objects = CALLOC(_spEventQueueItem, self->objectsCapacity);
self->drainDisabled = 0;
return self;
}
void _spEventQueue_free (_spEventQueue* self) {
if (!self) return;
if (self->objects) FREE(self->objects);
FREE(self->objects);
}
void _spEventQueue_ensureCapacity (_spEventQueue* self, int newElements) {
if (self->objectsCount + newElements > self->objectsCapacity) {
_spEventQueueItem* newObjects;
self->objectsCapacity <<= 1;
newObjects = MALLOC(_spEventQueueItem, self->objectsCapacity);
memcpy(newObjects, self->objects, self->objectsCount * sizeof(_spEventQueueItem));
newObjects = CALLOC(_spEventQueueItem, self->objectsCapacity);
memcpy(newObjects, self->objects, self->objectsCount);
FREE(self->objects);
self->objects = newObjects;
}
@ -74,10 +79,9 @@ void _spEventQueue_addEvent (_spEventQueue* self, spEvent* event) {
}
void _spEventQueue_start (_spEventQueue* self, spTrackEntry* entry) {
_spAnimationState* internalState = (_spAnimationState*)self->state;
_spEventQueue_addType(self, SP_ANIMATION_START);
_spEventQueue_addEntry(self, entry);
internalState->animationsChanged = 1;
self->state->animationsChanged = 1;
}
void _spEventQueue_interrupt (_spEventQueue* self, spTrackEntry* entry) {
@ -86,10 +90,9 @@ void _spEventQueue_interrupt (_spEventQueue* self, spTrackEntry* entry) {
}
void _spEventQueue_end (_spEventQueue* self, spTrackEntry* entry) {
_spAnimationState* internalState = (_spAnimationState*)self->state;
_spEventQueue_addType(self, SP_ANIMATION_END);
_spEventQueue_addEntry(self, entry);
internalState->animationsChanged = 1;
self->state->animationsChanged = 1;
}
void _spEventQueue_dispose (_spEventQueue* self, spTrackEntry* entry) {
@ -119,17 +122,596 @@ void _spEventQueue_drain (_spEventQueue* self) {
for (i = 0; i < self->objectsCount; i += 2) {
spEventType type = self->objects[i].type;
spTrackEntry* entry = self->objects[i+1].entry;
if (type != SP_ANIMATION_EVENT) {
if (entry->listener) entry->listener(self->state, type, entry, 0);
if (self->state->listener) self->state->listener(self->state, type, entry, 0);
spEvent* event;
switch (type) {
case SP_ANIMATION_START:
case SP_ANIMATION_INTERRUPT:
case SP_ANIMATION_COMPLETE:
if (entry->listener) entry->listener(self->state, type, entry, 0);
if (self->state->super.listener) self->state->super.listener(self->state, type, entry, 0);
break;
case SP_ANIMATION_END:
if (entry->listener) entry->listener(self->state, type, entry, 0);
if (self->state->super.listener) self->state->super.listener(self->state, type, entry, 0);
// Fall through.
case SP_ANIMATION_DISPOSE:
if (entry->listener) entry->listener(self->state, type, entry, 0);
if (self->state->super.listener) self->state->super.listener(self->state, type, entry, 0);
_spAnimationState_disposeTrackEntry(entry);
break;
case SP_ANIMATION_EVENT:
event = self->objects[i+2].event;
if (entry->listener) entry->listener(self->state, type, entry, event);
if (self->state->super.listener) self->state->super.listener(self->state, type, entry, event);
i++;
break;
}
}
_spEventQueue_clear(self);
self->drainDisabled = 0;
}
void _spAnimationState_disposeTrackEntry (spTrackEntry* entry) {
FREE(entry);
}
void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntry* entry) {
while (entry) {
spTrackEntry* next = entry->next;
_spAnimationState_disposeTrackEntry(entry);
entry = next;
}
}
spAnimationState* spAnimationState_create (spAnimationStateData* data) {
if (!SP_EMPTY_ANIMATION) {
SP_EMPTY_ANIMATION = 1; /* dirty trick so we can recursively call spAnimation_create */
SP_EMPTY_ANIMATION = spAnimation_create("<empty>", 0);
}
_spAnimationState* internal = NEW(_spAnimationState);
spAnimationState* self = SUPER(internal);
CONST_CAST(spAnimationStateData*, self->data) = data;
self->timeScale = 1;
internal->queue = _spEventQueue_create(self);
internal->events = CALLOC(spEvent*, 64);
internal->eventsCapacity = 64;
// FIXME propertyIDs
return self;
}
void spAnimationState_dispose (spAnimationState* self) {
int i;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
for (i = 0; i < self->tracksCount; i++)
_spAnimationState_disposeTrackEntries(self, self->tracks[i]);
FREE(self->tracks);
_spEventQueue_free(internal->queue);
FREE(internal->events);
// FIXME propertyIDs
}
void spAnimationState_update (spAnimationState* self, float delta) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
delta *= self->timeScale;
for (int i = 0, n = self->tracksCount; i < n; i++) {
spTrackEntry* current = self->tracks[i];
if (!current) continue;
current->animationLast = current->nextAnimationLast;
current->trackLast = current->nextTrackLast;
float currentDelta = delta * current->timeScale;
if (current->delay > 0) {
current->delay -= currentDelta;
if (current->delay > 0) continue;
currentDelta = -current->delay;
current->delay = 0;
}
spTrackEntry* next = current->next;
if (next) {
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
float nextTime = current->trackLast - next->delay;
if (nextTime >= 0) {
next->delay = 0;
next->trackTime = nextTime + delta * next->timeScale;
current->trackTime += currentDelta;
_spAnimationState_setCurrent(self, i, next);
while (next->mixingFrom) {
next->mixTime += currentDelta;
next = next->mixingFrom;
}
continue;
}
_spAnimationState_updateMixingFrom(self, current, delta, 1);
} else {
spEvent* event = self->objects[i+2].event;
if (entry->listener) entry->listener(self->state, type, entry, event);
if (self->state->listener) self->state->listener(self->state, type, entry, event);
i++;
_spAnimationState_updateMixingFrom(self, current, delta, 1);
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
if (current->trackLast >= current->trackEnd && current->mixingFrom == 0) {
self->tracks[i] = 0;
_spEventQueue_end(internal->queue, current);
_spAnimationState_disposeNext(self, current);
continue;
}
}
current->trackTime += currentDelta;
}
_spEventQueue_drain(internal->queue);
}
void _spAnimationState_updateMixingFrom (spAnimationState* self, spTrackEntry* entry, float delta, int /*boolean*/ canEnd) {
spTrackEntry* from = entry->mixingFrom;
spTrackEntry* newFrom;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
if (!from) return;
if (canEnd && entry->mixTime >= entry->mixDuration && entry->mixTime > 0) {
_spEventQueue_end(internal->queue, from);
newFrom = from->mixingFrom;
entry->mixingFrom = newFrom;
if (!newFrom) return;
entry->mixTime = from->mixTime;
entry->mixDuration = from->mixDuration;
from = newFrom;
}
from->animationLast = from->nextAnimationLast;
from->trackLast = from->nextTrackLast;
float mixingFromDelta = delta * from->timeScale;
from->trackTime += mixingFromDelta;
entry->mixTime += mixingFromDelta;
_spAnimationState_updateMixingFrom(self, from, delta, canEnd && from->alpha == 1);
}
void spAnimationState_apply (spAnimationState* self, spSkeleton* skeleton) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* current;
int i, ii, n;
float animationLast, animationTime;
int timelineCount;
spTimeline** timelines;
int /*boolean*/ firstFrame;
float* timelinesRotation;
int* timelinesFirst;
spTimeline* timeline;
if (internal->animationsChanged) _spAnimationState_animationsChanged(self);
for (i = 0, n = self->tracksCount; i < n; i++) {
current = self->tracks[i];
if (!current || current->delay > 0) continue;
// Apply mixing from entries first.
float mix = current->alpha;
if (current->mixingFrom) mix *= _spAnimationState_applyMixingFrom(self, current, skeleton);
// Apply current entry.
animationLast = current->animationLast; animationTime = spTrackEntry_getAnimationTime(current);
timelineCount = current->animation->timelinesCount;
timelines = current->animation->timelines;
if (mix == 1) {
for (ii = 0; ii < timelineCount; ii++)
spTimeline_apply(timelines[ii], skeleton, animationLast, animationTime, internal->events, internal->eventsCount, 1, 1, 0);
} else {
firstFrame = current->timelinesRotationCount == 0;
if (firstFrame) current->timelinesRotation.setSize(timelineCount << 1);
timelinesRotation = current->timelinesRotation;
timelinesFirst = current->timelinesFirst;
for (int ii = 0; ii < timelineCount; ii++) {
timeline = timelines[ii];
if (timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, animationTime, mix, timelinesFirst[ii], timelinesRotation, ii << 1, firstFrame);
else
spTimeline_apply(timeline, skeleton, animationLast, animationTime, internal->events, internal->eventsCount, mix, timelinesFirst[ii], 0);
}
}
_spAnimationState_queueEvents(self, current, animationTime);
current->nextAnimationLast = animationTime;
current->nextTrackLast = current->trackTime;
}
_spEventQueue_drain(internal->queue);
}
float _spAnimationState_applyMixingFrom (spAnimationState* self, spTrackEntry* entry, spSkeleton* skeleton) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
float mix;
spEvent** events;
int /*boolean*/ attachments;
int /*boolean*/ drawOrder;
float animationLast;
float animationTime;
int timelineCount;
spTimeline** timelines;
int* timelinesFirst;
float alpha;
int /*boolean*/ firstFrame;
float* timelinesRotation;
spTimeline* timeline;
int /*boolean*/ setupPose;
spTrackEntry* from = entry->mixingFrom;
if (from->mixingFrom) _spAnimationState_applyMixingFrom(self, from, skeleton);
mix;
if (entry->mixDuration == 0) // Single frame mix to undo mixingFrom changes.
mix = 1;
else {
mix = entry->mixTime / entry->mixDuration;
if (mix > 1) mix = 1;
}
events = mix < from->eventThreshold ? internal->events : 0;
attachments = mix < from->attachmentThreshold;
drawOrder = mix < from->drawOrderThreshold;
animationLast = from->animationLast;
animationTime = spTrackEntry_getAnimationTime(from);
timelineCount = from->animation->timelinesCount;
timelines = from->animation->timelines;
timelinesFirst = from->timelinesFirst;
alpha = from->alpha * entry->mixAlpha * (1 - mix);
firstFrame = from->timelinesRotationCount == 0;
if (firstFrame) from->timelinesRotation.setSize(timelineCount << 1);
timelinesRotation = from->timelinesRotation;
for (int i = 0; i < timelineCount; i++) {
timeline = timelines[i];
setupPose = timelinesFirst[i];
if (timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i << 1, firstFrame);
else {
if (!setupPose) {
if (!attachments && timeline->type == SP_TIMELINE_ATTACHMENT) continue;
if (!drawOrder && timeline->type == SP_TIMELINE_DRAWORDER) continue;
}
spTimeline_apply(timeline, skeleton, animationLast, animationTime, events, internal->eventsCount, alpha, setupPose, 1);
}
}
_spEventQueue_clear(self);
self->drainDisabled = 0;
_spAnimationState_queueEvents(self, from, animationTime);
from->nextAnimationLast = animationTime;
from->nextTrackLast = from->trackTime;
return mix;
}
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);
}