Added support for AnimationState to play backward.

This commit is contained in:
NathanSweet 2019-11-22 11:24:51 +01:00
parent 8e586b6d38
commit be8f622638

View File

@ -217,12 +217,17 @@ public class AnimationState {
mix = 0; // Set to setup pose the last time the entry will be applied.
// Apply current entry.
float animationLast = current.animationLast, animationTime = current.getAnimationTime();
float animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
Array<Event> applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
int timelineCount = current.animation.timelines.size;
Object[] timelines = current.animation.timelines.items;
if ((i == 0 && mix == 1) || blend == MixBlend.add) {
for (int ii = 0; ii < timelineCount; ii++)
((Timeline)timelines[ii]).apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.in);
((Timeline)timelines[ii]).apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.in);
} else {
int[] timelineMode = current.timelineMode.items;
@ -234,10 +239,10 @@ public class AnimationState {
Timeline timeline = (Timeline)timelines[ii];
MixBlend timelineBlend = (timelineMode[ii] & NOT_LAST - 1) == SUBSEQUENT ? blend : MixBlend.setup;
if (timeline instanceof RotateTimeline) {
applyRotateTimeline((RotateTimeline)timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation,
applyRotateTimeline((RotateTimeline)timeline, skeleton, applyTime, mix, timelineBlend, timelinesRotation,
ii << 1, firstFrame);
} else
timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.in);
timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.in);
}
}
queueEvents(current, animationTime);
@ -264,16 +269,21 @@ public class AnimationState {
if (blend != MixBlend.first) blend = from.mixBlend; // Track 0 ignores track mix blend.
}
Array<Event> events = mix < from.eventThreshold ? this.events : null;
boolean attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
float animationLast = from.animationLast, animationTime = from.getAnimationTime();
int timelineCount = from.animation.timelines.size;
Object[] timelines = from.animation.timelines.items;
float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
float animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
Array<Event> events = null;
if (from.reverse)
applyTime = from.animation.duration - applyTime;
else {
if (mix < from.eventThreshold) events = this.events;
}
if (blend == MixBlend.add) {
for (int i = 0; i < timelineCount; i++)
((Timeline)timelines[i]).apply(skeleton, animationLast, animationTime, events, alphaMix, blend, MixDirection.out);
((Timeline)timelines[i]).apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.out);
} else {
int[] timelineMode = from.timelineMode.items;
Object[] timelineHoldMix = from.timelineHoldMix.items;
@ -314,8 +324,8 @@ public class AnimationState {
}
from.totalAlpha += alpha;
if (timeline instanceof RotateTimeline) {
applyRotateTimeline((RotateTimeline)timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation,
i << 1, firstFrame);
applyRotateTimeline((RotateTimeline)timeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, i << 1,
firstFrame);
} else {
if (timelineBlend == MixBlend.setup) {
if (timeline instanceof AttachmentTimeline) {
@ -324,7 +334,7 @@ public class AnimationState {
if (drawOrder) direction = MixDirection.in;
}
}
timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction);
timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
}
}
}
@ -838,7 +848,7 @@ public class AnimationState {
TrackEntry next, mixingFrom, mixingTo;
AnimationStateListener listener;
int trackIndex;
boolean loop, holdPrevious;
boolean loop, holdPrevious, reverse;
float eventThreshold, attachmentThreshold, drawOrderThreshold;
float animationStart, animationEnd, animationLast, nextAnimationLast;
float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
@ -977,6 +987,8 @@ public class AnimationState {
/** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
* faster. Defaults to 1.
* <p>
* Values < 0 are not supported. To play an animation in reverse, use {@link #getReverse()}.
* <p>
* {@link #getMixTime()} is not affected by track entry time scale, so {@link #getMixDuration()} may need to be adjusted to
* match the animation speed.
* <p>
@ -1152,6 +1164,15 @@ public class AnimationState {
timelinesRotation.clear();
}
public void setReverse (boolean reverse) {
this.reverse = reverse;
}
/** If true, the animation will be applied in reverse. Events are not fired when an animation is applied in reverse. */
public boolean getReverse () {
return reverse;
}
public String toString () {
return animation == null ? "<none>" : animation.name;
}