mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '3.7-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.7-beta
This commit is contained in:
commit
ab3dcb0823
@ -34,17 +34,16 @@ using System.Collections.Generic;
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namespace Spine {
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namespace Spine {
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public class AnimationState {
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public class AnimationState {
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static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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internal const int Subsequent = 0, First = 1, Dip = 2, DipMix = 3;
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internal const int Subsequent = 0, First = 1, Hold = 2, HoldMix = 3;
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private AnimationStateData data;
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private AnimationStateData data;
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Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
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private readonly ExposedList<Event> events = new ExposedList<Event>();
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private readonly ExposedList<Event> events = new ExposedList<Event>();
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private readonly EventQueue queue; // Initialized by constructor.
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private readonly EventQueue queue; // Initialized by constructor.
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private readonly HashSet<int> propertyIDs = new HashSet<int>();
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private readonly HashSet<int> propertyIDs = new HashSet<int>();
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private readonly ExposedList<TrackEntry> mixingTo = new ExposedList<TrackEntry>();
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private bool animationsChanged;
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private bool animationsChanged;
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private float timeScale = 1;
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private float timeScale = 1;
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@ -119,6 +118,7 @@ namespace Spine {
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// End mixing from entries once all have completed.
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// End mixing from entries once all have completed.
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var from = current.mixingFrom;
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var from = current.mixingFrom;
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current.mixingFrom = null;
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current.mixingFrom = null;
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if (from != null) from.mixingTo = null;
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while (from != null) {
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while (from != null) {
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queue.End(from);
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queue.End(from);
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from = from.mixingFrom;
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from = from.mixingFrom;
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@ -146,6 +146,7 @@ namespace Spine {
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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if (from.totalAlpha == 0 || to.mixDuration == 0) {
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if (from.totalAlpha == 0 || to.mixDuration == 0) {
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to.mixingFrom = from.mixingFrom;
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to.mixingFrom = from.mixingFrom;
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if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
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to.interruptAlpha = from.interruptAlpha;
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to.interruptAlpha = from.interruptAlpha;
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queue.End(from);
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queue.End(from);
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}
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}
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@ -187,11 +188,11 @@ namespace Spine {
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int timelineCount = current.animation.timelines.Count;
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int timelineCount = current.animation.timelines.Count;
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var timelines = current.animation.timelines;
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var timelines = current.animation.timelines;
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var timelinesItems = timelines.Items;
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var timelinesItems = timelines.Items;
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if (mix == 1 || blend == MixBlend.Add) {
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if (i == 0 && (mix == 1 || blend == MixBlend.Add)) {
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for (int ii = 0; ii < timelineCount; ii++)
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for (int ii = 0; ii < timelineCount; ii++)
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timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In);
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timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In);
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} else {
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} else {
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var timelineData = current.timelineData.Items;
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var timelineMode = current.timelineMode.Items;
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bool firstFrame = current.timelinesRotation.Count == 0;
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bool firstFrame = current.timelinesRotation.Count == 0;
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if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
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if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
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@ -199,7 +200,7 @@ namespace Spine {
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for (int ii = 0; ii < timelineCount; ii++) {
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for (int ii = 0; ii < timelineCount; ii++) {
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Timeline timeline = timelinesItems[ii];
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Timeline timeline = timelinesItems[ii];
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MixBlend timelineBlend = timelineData[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
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MixBlend timelineBlend = timelineMode[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
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var rotateTimeline = timeline as RotateTimeline;
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null)
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if (rotateTimeline != null)
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
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@ -237,14 +238,14 @@ namespace Spine {
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var timelines = from.animation.timelines;
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var timelines = from.animation.timelines;
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int timelineCount = timelines.Count;
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int timelineCount = timelines.Count;
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var timelinesItems = timelines.Items;
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var timelinesItems = timelines.Items;
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float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix);
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float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
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if (blend == MixBlend.Add) {
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if (blend == MixBlend.Add) {
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for (int i = 0; i < timelineCount; i++)
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for (int i = 0; i < timelineCount; i++)
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(timelinesItems[i]).Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
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(timelinesItems[i]).Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
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} else {
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} else {
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var timelineData = from.timelineData.Items;
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var timelineMode = from.timelineMode.Items;
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var timelineDipMix = from.timelineDipMix.Items;
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var timelineHoldMix = from.timelineHoldMix.Items;
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bool firstFrame = from.timelinesRotation.Count == 0;
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bool firstFrame = from.timelinesRotation.Count == 0;
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
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@ -255,7 +256,7 @@ namespace Spine {
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Timeline timeline = timelinesItems[i];
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Timeline timeline = timelinesItems[i];
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MixBlend timelineBlend;
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MixBlend timelineBlend;
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float alpha;
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float alpha;
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switch (timelineData[i]) {
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switch (timelineMode[i]) {
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case AnimationState.Subsequent:
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case AnimationState.Subsequent:
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if (!attachments && timeline is AttachmentTimeline)
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if (!attachments && timeline is AttachmentTimeline)
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continue;
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continue;
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@ -268,14 +269,14 @@ namespace Spine {
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timelineBlend = MixBlend.Setup;
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timelineBlend = MixBlend.Setup;
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alpha = alphaMix;
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alpha = alphaMix;
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break;
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break;
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case AnimationState.Dip:
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case AnimationState.Hold:
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timelineBlend = MixBlend.Setup;
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timelineBlend = MixBlend.Setup;
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alpha = alphaDip;
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alpha = alphaHold;
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break;
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break;
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default:
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default:
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timelineBlend = MixBlend.Setup;
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timelineBlend = MixBlend.Setup;
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TrackEntry dipMix = timelineDipMix[i];
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TrackEntry holdMix = timelineHoldMix[i];
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alpha = alphaDip * Math.Max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
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alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
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break;
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break;
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}
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}
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from.totalAlpha += alpha;
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from.totalAlpha += alpha;
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@ -428,6 +429,7 @@ namespace Spine {
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if (from == null) break;
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if (from == null) break;
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queue.End(from);
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queue.End(from);
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entry.mixingFrom = null;
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entry.mixingFrom = null;
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entry.mixingTo = null;
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entry = from;
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entry = from;
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}
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}
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@ -444,6 +446,7 @@ namespace Spine {
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if (from != null) {
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if (from != null) {
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if (interrupt) queue.Interrupt(from);
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if (interrupt) queue.Interrupt(from);
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current.mixingFrom = from;
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current.mixingFrom = from;
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current.mixingTo = current;
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current.mixTime = 0;
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current.mixTime = 0;
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// Store interrupted mix percentage.
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// Store interrupted mix percentage.
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@ -599,6 +602,7 @@ namespace Spine {
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entry.trackIndex = trackIndex;
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entry.trackIndex = trackIndex;
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entry.animation = animation;
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entry.animation = animation;
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entry.loop = loop;
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entry.loop = loop;
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entry.holdPrevious = false;
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entry.eventThreshold = 0;
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entry.eventThreshold = 0;
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entry.attachmentThreshold = 0;
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entry.attachmentThreshold = 0;
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@ -636,17 +640,71 @@ namespace Spine {
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private void AnimationsChanged () {
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private void AnimationsChanged () {
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animationsChanged = false;
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animationsChanged = false;
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var propertyIDs = this.propertyIDs;
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this.propertyIDs.Clear();
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propertyIDs.Clear();
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var mixingTo = this.mixingTo;
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var tracksItems = tracks.Items;
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var tracksItems = tracks.Items;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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for (int i = 0, n = tracks.Count; i < n; i++) {
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var entry = tracksItems[i];
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var entry = tracksItems[i];
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if (entry != null && (i == 0 || entry.mixBlend != MixBlend.Add)) entry.SetTimelineData(null, mixingTo, propertyIDs);
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if (entry == null) continue;
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// Move to last entry, then iterate in reverse (the order animations are applied).
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while (entry.mixingFrom != null)
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entry = entry.mixingFrom;
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do {
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if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) SetTimelineModes(entry);
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entry = entry.mixingTo;
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} while (entry != null);
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}
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}
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}
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}
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private void SetTimelineModes (TrackEntry entry) {
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var to = entry.mixingTo;
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var timelines = entry.animation.timelines.Items;
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int timelinesCount = entry.animation.timelines.Count;
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var timelineMode = entry.timelineMode.Resize(timelinesCount).Items; //timelineMode.setSize(timelinesCount);
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entry.timelineHoldMix.Clear();
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var timelineHoldMix = entry.timelineHoldMix.Resize(timelinesCount).Items; //timelineHoldMix.setSize(timelinesCount);
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var propertyIDs = this.propertyIDs;
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if (to != null && to.holdPrevious) {
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for (int i = 0; i < timelinesCount; i++) {
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propertyIDs.Add(timelines[i].PropertyId);
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timelineMode[i] = AnimationState.Hold;
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}
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return;
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}
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// outer:
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for (int i = 0; i < timelinesCount; i++) {
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int id = timelines[i].PropertyId;
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if (!propertyIDs.Add(id))
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timelineMode[i] = AnimationState.Subsequent;
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else if (to == null || !HasTimeline(to, id))
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timelineMode[i] = AnimationState.First;
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else {
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for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
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if (HasTimeline(next, id)) continue;
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|
if (next.mixDuration > 0) {
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|
timelineMode[i] = AnimationState.HoldMix;
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|
timelineHoldMix[i] = next;
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|
goto continue_outer; // continue outer;
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}
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|
break;
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|
}
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timelineMode[i] = AnimationState.Hold;
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|
}
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continue_outer: {}
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|
}
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|
}
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|
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static bool HasTimeline (TrackEntry entry, int id) {
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var timelines = entry.animation.timelines.Items;
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for (int i = 0, n = entry.animation.timelines.Count; i < n; i++)
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|
if (timelines[i].PropertyId == id) return true;
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|
return false;
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|
}
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|
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/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
|
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
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public TrackEntry GetCurrent (int trackIndex) {
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public TrackEntry GetCurrent (int trackIndex) {
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return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex];
|
return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex];
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@ -675,17 +733,17 @@ namespace Spine {
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public class TrackEntry : Pool<TrackEntry>.IPoolable {
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public class TrackEntry : Pool<TrackEntry>.IPoolable {
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internal Animation animation;
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internal Animation animation;
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|
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internal TrackEntry next, mixingFrom;
|
internal TrackEntry next, mixingFrom, mixingTo;
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internal int trackIndex;
|
internal int trackIndex;
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|
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internal bool loop;
|
internal bool loop, holdPrevious;
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internal float eventThreshold, attachmentThreshold, drawOrderThreshold;
|
internal float eventThreshold, attachmentThreshold, drawOrderThreshold;
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internal float animationStart, animationEnd, animationLast, nextAnimationLast;
|
internal float animationStart, animationEnd, animationLast, nextAnimationLast;
|
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internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
|
internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
|
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internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
|
internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
|
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internal MixBlend mixBlend = MixBlend.Replace;
|
internal MixBlend mixBlend = MixBlend.Replace;
|
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internal readonly ExposedList<int> timelineData = new ExposedList<int>();
|
internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
|
||||||
internal readonly ExposedList<TrackEntry> timelineDipMix = new ExposedList<TrackEntry>();
|
internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
|
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internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
|
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
|
||||||
|
|
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// IPoolable.Reset()
|
// IPoolable.Reset()
|
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@ -693,8 +751,8 @@ namespace Spine {
|
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next = null;
|
next = null;
|
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mixingFrom = null;
|
mixingFrom = null;
|
||||||
animation = null;
|
animation = null;
|
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timelineData.Clear();
|
timelineMode.Clear();
|
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timelineDipMix.Clear();
|
timelineHoldMix.Clear();
|
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timelinesRotation.Clear();
|
timelinesRotation.Clear();
|
||||||
|
|
||||||
Start = null;
|
Start = null;
|
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@ -705,47 +763,6 @@ namespace Spine {
|
|||||||
Event = null;
|
Event = null;
|
||||||
}
|
}
|
||||||
|
|
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/// <summary>Sets the timeline data.</summary>
|
|
||||||
/// <param name="to">May be null.</param>
|
|
||||||
internal TrackEntry SetTimelineData (TrackEntry to, ExposedList<TrackEntry> mixingToArray, HashSet<int> propertyIDs) {
|
|
||||||
if (to != null) mixingToArray.Add(to);
|
|
||||||
var lastEntry = mixingFrom != null ? mixingFrom.SetTimelineData(this, mixingToArray, propertyIDs) : this;
|
|
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if (to != null) mixingToArray.Pop();
|
|
||||||
|
|
||||||
var mixingTo = mixingToArray.Items;
|
|
||||||
int mixingToLast = mixingToArray.Count - 1;
|
|
||||||
var timelines = animation.timelines.Items;
|
|
||||||
int timelinesCount = animation.timelines.Count;
|
|
||||||
var timelineDataItems = timelineData.Resize(timelinesCount).Items; // timelineData.setSize(timelinesCount);
|
|
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timelineDipMix.Clear();
|
|
||||||
var timelineDipMixItems = timelineDipMix.Resize(timelinesCount).Items; //timelineDipMix.setSize(timelinesCount);
|
|
||||||
|
|
||||||
// outer:
|
|
||||||
for (int i = 0; i < timelinesCount; i++) {
|
|
||||||
int id = timelines[i].PropertyId;
|
|
||||||
if (!propertyIDs.Add(id)) {
|
|
||||||
timelineDataItems[i] = AnimationState.Subsequent;
|
|
||||||
} else if (to == null || !to.HasTimeline(id)) {
|
|
||||||
timelineDataItems[i] = AnimationState.First;
|
|
||||||
} else {
|
|
||||||
for (int ii = mixingToLast; ii >= 0; ii--) {
|
|
||||||
var entry = mixingTo[ii];
|
|
||||||
if (!entry.HasTimeline(id)) {
|
|
||||||
if (entry.mixDuration > 0) {
|
|
||||||
timelineDataItems[i] = AnimationState.DipMix;
|
|
||||||
timelineDipMixItems[i] = entry;
|
|
||||||
goto continue_outer; // continue outer;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
timelineDataItems[i] = AnimationState.Dip;
|
|
||||||
}
|
|
||||||
continue_outer: {}
|
|
||||||
}
|
|
||||||
return lastEntry;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool HasTimeline (int id) {
|
bool HasTimeline (int id) {
|
||||||
var timelines = animation.timelines.Items;
|
var timelines = animation.timelines.Items;
|
||||||
for (int i = 0, n = animation.timelines.Count; i < n; i++)
|
for (int i = 0, n = animation.timelines.Count; i < n; i++)
|
||||||
@ -903,6 +920,15 @@ namespace Spine {
|
|||||||
/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
|
/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
|
||||||
public TrackEntry MixingFrom { get { return mixingFrom; } }
|
public TrackEntry MixingFrom { get { return mixingFrom; } }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
|
||||||
|
///
|
||||||
|
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
|
||||||
|
///
|
||||||
|
/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
|
||||||
|
/// </summary>
|
||||||
|
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
|
||||||
|
|
||||||
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
||||||
public event AnimationState.TrackEntryEventDelegate Event;
|
public event AnimationState.TrackEntryEventDelegate Event;
|
||||||
internal void OnStart () { if (Start != null) Start(this); }
|
internal void OnStart () { if (Start != null) Start(this); }
|
||||||
|
|||||||
@ -666,7 +666,6 @@ public class AnimationState {
|
|||||||
private void animationsChanged () {
|
private void animationsChanged () {
|
||||||
animationsChanged = false;
|
animationsChanged = false;
|
||||||
|
|
||||||
IntSet propertyIDs = this.propertyIDs;
|
|
||||||
propertyIDs.clear(2048);
|
propertyIDs.clear(2048);
|
||||||
|
|
||||||
for (int i = 0, n = tracks.size; i < n; i++) {
|
for (int i = 0, n = tracks.size; i < n; i++) {
|
||||||
|
|||||||
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Reference in New Issue
Block a user