NathanSweet
d9a1d76471
Moved interrupt to before start.
2016-08-23 21:28:16 +02:00
NathanSweet
014f229af9
Clean up, javadoc.
2016-08-23 18:25:01 +02:00
NathanSweet
c9fdfdf501
Added mixDuration resetTrack, added set/addEmptyAnimation methods.
2016-08-23 18:08:49 +02:00
NathanSweet
bc05861a0c
Added resetTrack.
2016-08-23 17:09:59 +02:00
NathanSweet
3c57c03952
Searching for sanity.
2016-08-23 16:39:16 +02:00
NathanSweet
0a90565ba1
AnimationState#apply has no side effects.
2016-08-23 09:55:06 +02:00
NathanSweet
4c2d2b0c0a
Moved track changes to update, so AnimationState can be applied to multiple skeletons without side effects.
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Also:
- Moved queue drains outside of update loop.
- Better naming.
- Dirty flag after animations have been changed to avoid computing timelinesFirst more times than needed.
- Don't use timelinesFirst when mix == 1.
2016-08-22 21:39:42 +02:00
NathanSweet
ef2a440655
Always mix, even when mix duration is 0, to give the old animation a chance to reset its changes.
2016-08-22 19:39:48 +02:00
NathanSweet
280024a685
Added mixingOut parameter to Timeline#apply so timelines know which direction mixing is happening.
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See ScaleTimeline which uses this to know which scale sign to use.
2016-08-22 14:43:33 +02:00
NathanSweet
b4924b0a49
Experimental WIP for mixing unkeyed bones to setup pose.
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#621
2016-08-21 20:58:40 +02:00
NathanSweet
8f4ad90a17
AnimationState, allow delay to postpone the current track entry.
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#621
2016-08-20 18:52:13 +02:00
NathanSweet
23f16c016c
AnimationState, don't mix from an animation that was never applied.
2016-08-20 17:59:55 +02:00
NathanSweet
a39c970a6a
AnimationState, javadoc, cleanup, tests.
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#621
2016-08-20 15:47:13 +02:00
NathanSweet
0a8896a3e2
More AnimationState refactoring.
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- Added `animationStart` so a portion of an animation can be looped.
- Changed timing fields to: trackTime, trackLast, trackEnd, animationStart, animationEnd, animationLast
- Removed default *Threshold fields. People can just set it on the track entry if they don't like the defaults.
- Removed `loopCount` from complete event. People can calculate it based on track time.
#621
closes #535
closes #593
2016-08-20 11:51:56 +02:00
NathanSweet
966c03e68f
AnimationState refactoring.
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- Renamed `previous` to `mixingFrom` for clarity.
- Added `trackEntry` method to fully initialize TrackEntry.
- Moved `mixDuration` initialization to happen when TrackEntry is initialized. This allows mix times to be specified (or changed) through the TrackEntry, without using AnimationStateData.
- Made EventQueue static to ease porting.
- Javadocs.
#621
2016-08-19 19:14:17 +02:00
NathanSweet
4912ea8975
Fixed start event not being triggered when addAnimation is used on an empty track.
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closes #634
2016-08-19 11:32:29 +02:00
NathanSweet
6aca4bd141
Updated AnimationState tests.
2016-08-19 11:21:56 +02:00
NathanSweet
127c0fbbf5
AnimationState, added draw order threshold.
2016-08-18 15:17:13 +02:00
NathanSweet
cc4f19da98
AnimationState, added attachment threshold. Defaults changed to NOT apply attachment timelines or fire events for an animation being mixed out.
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#621
2016-08-18 14:46:15 +02:00
NathanSweet
b020bc0d44
Added event threshold setting to AnimationState.
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#621
2016-08-18 14:05:24 +02:00
NathanSweet
be01e0aae3
Merge branch 'master' into dev
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# Conflicts:
# spine-libgdx/spine-libgdx-tests/assets/spineboy/spineboy.json
# spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java
2016-08-05 01:22:08 +02:00
NathanSweet
00f75cf3fa
[libgdx] Updated examples.
2016-07-06 16:39:04 +02:00
NathanSweet
4f05341f4c
[libgdx] Can resurrect later.
2016-07-06 12:06:29 +02:00
Mario Zechner
eb540387e6
[c][sfml][cocos2d-x][cocos2d-objc] Updated to 3.3.07 ( #629 )
2016-07-05 19:53:24 +02:00
NathanSweet
9171f79cc2
Fixes for AnimationState event order.
2016-06-26 15:27:46 +02:00
NathanSweet
ee29123dfa
Spine v3.3 WIP
2016-05-21 00:40:07 +02:00
NathanSweet
bb187daa10
SkinnedMeshAttachment renamed to WeightedMeshAttachment.
2016-02-14 22:48:38 +01:00
NathanSweet
323df5799e
Simpler test animation.
2016-02-11 17:14:48 +01:00
NathanSweet
cf01d47796
Updated Event in anticipation of AnimationState changes.
2016-01-21 11:38:23 +01:00
NathanSweet
f8ad5514af
AnimationState unit test.
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Pharan, y u so silly?!
2016-01-11 09:16:55 +01:00
NathanSweet
37f2f9e880
Updated for Spine 3.0.00.
2016-01-11 00:32:36 +01:00
NathanSweet
27270a5781
Spine Runtimes license update.
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Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00
NathanSweet
fb7db79ff8
Update for latest libgdx.
2015-04-03 22:59:54 +02:00
NathanSweet
858ca30fd8
Update for latest libgdx.
2015-03-27 01:41:59 +01:00
NathanSweet
85dba4aa3a
Added bone plotting example.
2015-03-16 14:38:35 +01:00
NathanSweet
3ed63ef028
Moar boxes.
2014-11-30 12:42:23 +01:00
NathanSweet
cad68f30ff
Organized spine-libgdx so tests and the skeleton viewer are separate.
2014-11-20 12:42:54 +01:00