mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[unity] SkeletonAnimator and Animation optimizations (#977)
* + SkeletonAnimator: optimizations, remove per-frame GC allocations on Unity 2017.1 + Minor ScaleTimeline optimization * [unity] Check + formatting SkeletonAnimator 2017.1
This commit is contained in:
parent
ad1279a71f
commit
c9722319de
@ -436,11 +436,11 @@ namespace Spine {
|
||||
}
|
||||
// Mixing out uses sign of setup or current pose, else use sign of key.
|
||||
if (direction == MixDirection.Out) {
|
||||
x = Math.Abs(x) * Math.Sign(bx);
|
||||
y = Math.Abs(y) * Math.Sign(by);
|
||||
x = (x >= 0 ? x : -x) * (bx >= 0 ? 1 : -1);
|
||||
y = (y >= 0 ? y : -y) * (by >= 0 ? 1 : -1);
|
||||
} else {
|
||||
bx = Math.Abs(bx) * Math.Sign(x);
|
||||
by = Math.Abs(by) * Math.Sign(y);
|
||||
bx = (bx >= 0 ? bx : -bx) * (x >= 0 ? 1 : -1);
|
||||
by = (by >= 0 ? by : -by) * (y >= 0 ? 1 : -1);
|
||||
}
|
||||
bone.scaleX = bx + (x - bx) * alpha;
|
||||
bone.scaleY = by + (y - by) * alpha;
|
||||
|
||||
@ -36,7 +36,7 @@ using System.Collections.Generic;
|
||||
namespace Spine.Unity {
|
||||
[RequireComponent(typeof(Animator))]
|
||||
public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
|
||||
|
||||
|
||||
[SerializeField] protected MecanimTranslator translator;
|
||||
public MecanimTranslator Translator { get { return translator; } }
|
||||
|
||||
@ -108,9 +108,13 @@ namespace Spine.Unity {
|
||||
|
||||
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
|
||||
|
||||
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>();
|
||||
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>();
|
||||
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
|
||||
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
|
||||
readonly List<Animation> previousAnimations = new List<Animation>();
|
||||
#if UNITY_2017_1_OR_NEWER
|
||||
readonly List<AnimatorClipInfo> clipInfoCache = new List<AnimatorClipInfo>();
|
||||
readonly List<AnimatorClipInfo> nextClipInfoCache = new List<AnimatorClipInfo>();
|
||||
#endif
|
||||
Animator animator;
|
||||
|
||||
public Animator Animator { get { return this.animator; } }
|
||||
@ -144,16 +148,19 @@ namespace Spine.Unity {
|
||||
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
||||
|
||||
bool hasNext = nextStateInfo.fullPathHash != 0;
|
||||
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
|
||||
AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
|
||||
|
||||
for (int c = 0; c < clipInfo.Length; c++) {
|
||||
int clipInfoCount, nextClipInfoCount;
|
||||
IList<AnimatorClipInfo> clipInfo, nextClipInfo;
|
||||
GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
|
||||
|
||||
for (int c = 0; c < clipInfoCount; c++) {
|
||||
var info = clipInfo[c];
|
||||
float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
|
||||
}
|
||||
|
||||
if (hasNext) {
|
||||
for (int c = 0; c < nextClipInfo.Length; c++) {
|
||||
for (int c = 0; c < nextClipInfoCount; c++) {
|
||||
var info = nextClipInfo[c];
|
||||
float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
|
||||
@ -169,22 +176,20 @@ namespace Spine.Unity {
|
||||
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
||||
|
||||
bool hasNext = nextStateInfo.fullPathHash != 0;
|
||||
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
|
||||
AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
|
||||
//UNITY 4
|
||||
//bool hasNext = nextStateInfo.nameHash != 0;
|
||||
//var clipInfo = animator.GetCurrentAnimationClipState(i);
|
||||
//var nextClipInfo = animator.GetNextAnimationClipState(i);
|
||||
|
||||
int clipInfoCount, nextClipInfoCount;
|
||||
IList<AnimatorClipInfo> clipInfo, nextClipInfo;
|
||||
GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
|
||||
|
||||
MixMode mode = layerMixModes[layer];
|
||||
if (mode == MixMode.AlwaysMix) {
|
||||
// Always use Mix instead of Applying the first non-zero weighted clip.
|
||||
for (int c = 0; c < clipInfo.Length; c++) {
|
||||
for (int c = 0; c < clipInfoCount; c++) {
|
||||
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||
}
|
||||
if (hasNext) {
|
||||
for (int c = 0; c < nextClipInfo.Length; c++) {
|
||||
for (int c = 0; c < nextClipInfoCount; c++) {
|
||||
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||
}
|
||||
@ -192,13 +197,13 @@ namespace Spine.Unity {
|
||||
} else { // case MixNext || SpineStyle
|
||||
// Apply first non-zero weighted clip
|
||||
int c = 0;
|
||||
for (; c < clipInfo.Length; c++) {
|
||||
for (; c < clipInfoCount; c++) {
|
||||
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
||||
break;
|
||||
}
|
||||
// Mix the rest
|
||||
for (; c < clipInfo.Length; c++) {
|
||||
for (; c < clipInfoCount; c++) {
|
||||
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||
}
|
||||
@ -207,14 +212,14 @@ namespace Spine.Unity {
|
||||
if (hasNext) {
|
||||
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
|
||||
if (mode == MixMode.SpineStyle) {
|
||||
for (; c < nextClipInfo.Length; c++) {
|
||||
for (; c < nextClipInfoCount; c++) {
|
||||
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Mix the rest
|
||||
for (; c < nextClipInfo.Length; c++) {
|
||||
for (; c < nextClipInfoCount; c++) {
|
||||
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||
}
|
||||
@ -239,6 +244,31 @@ namespace Spine.Unity {
|
||||
return normalizedTime * clipLength;
|
||||
}
|
||||
|
||||
void GetAnimatorClipInfos (
|
||||
int layer,
|
||||
out int clipInfoCount,
|
||||
out int nextClipInfoCount,
|
||||
out IList<AnimatorClipInfo> clipInfo,
|
||||
out IList<AnimatorClipInfo> nextClipInfo) {
|
||||
#if UNITY_2017_1_OR_NEWER
|
||||
clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
|
||||
nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
|
||||
if (clipInfoCache.Capacity < clipInfoCount) clipInfoCache.Capacity = clipInfoCount;
|
||||
if (nextClipInfoCache.Capacity < nextClipInfoCount) nextClipInfoCache.Capacity = nextClipInfoCount;
|
||||
animator.GetCurrentAnimatorClipInfo(layer, clipInfoCache);
|
||||
animator.GetNextAnimatorClipInfo(layer, nextClipInfoCache);
|
||||
|
||||
clipInfo = clipInfoCache;
|
||||
nextClipInfo = nextClipInfoCache;
|
||||
#else
|
||||
clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
|
||||
nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
|
||||
|
||||
clipInfoCount = clipInfo.Count;
|
||||
nextClipInfoCount = nextClipInfo.Count;
|
||||
#endif
|
||||
}
|
||||
|
||||
int NameHashCode (AnimationClip clip) {
|
||||
int clipNameHashCode;
|
||||
if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
|
||||
@ -247,6 +277,24 @@ namespace Spine.Unity {
|
||||
}
|
||||
return clipNameHashCode;
|
||||
}
|
||||
|
||||
class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
|
||||
internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
|
||||
|
||||
public bool Equals (AnimationClip x, AnimationClip y) {
|
||||
return x.GetInstanceID() == y.GetInstanceID();
|
||||
}
|
||||
|
||||
public int GetHashCode (AnimationClip o) {
|
||||
return o.GetInstanceID();
|
||||
}
|
||||
}
|
||||
|
||||
class IntEqualityComparer : IEqualityComparer<int> {
|
||||
internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
|
||||
public bool Equals (int x, int y) { return x == y; }
|
||||
public int GetHashCode(int o) { return o; }
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user