/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package spine.animation; import haxe.ds.IntMap; import haxe.ds.StringMap; import spine.Event; import spine.Skeleton; /** Stores a list of timelines to animate a skeleton's pose over time. */ class Animation { /** The animation's name, which is unique across all animations in the skeleton. */ public final name:String; /** The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is * used to know when it has completed and when it should loop back to the start. */ public var duration:Float = 0; public var timelines:Array; public final timelineIds:StringMap = new StringMap(); public final bones:Array; public function new(name:String, timelines:Array, duration:Float) { if (name == null) throw new SpineException("name cannot be null."); this.name = name; this.duration = duration; var n = timelines.length << 1; timelineIds = new StringMap(); bones = new Array(); setTimelines(timelines); } public function setTimelines(timelines:Array) { if (timelines == null) throw new SpineException("timelines cannot be null."); this.timelines = timelines; timelineIds.clear(); bones.resize(0); var boneSet = new IntMap(); for (timeline in timelines) { var ids:Array = timeline.propertyIds; for (id in ids) timelineIds.set(id, true); if (Std.isOfType(timeline, BoneTimeline)) { var boneTimeline = cast(timeline, BoneTimeline); var boneIndex = boneTimeline.getBoneIndex(); if (!boneSet.exists(boneIndex)) { boneSet.set(boneIndex, true); bones.push(boneIndex); } } } } /** Returns true if this animation contains a timeline with any of the specified property IDs. */ public function hasTimeline(ids:Array):Bool { for (id in ids) { if (timelineIds.exists(id)) return true; } return false; } /** Applies the animation's timelines to the specified skeleton. * * See Timeline.apply(). * @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton * components the timelines may change. * @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather * than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered. * @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after * this time and interpolate between the frame values. If beyond the duration and loop is * true then the animation will repeat, else the last frame will be applied. * @param loop If true, the animation repeats after the duration. * @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines * fire events. * @param alpha 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between * 0 and 1 applies values between the current or setup values and the timeline values. By adjusting * alpha over time, an animation can be mixed in or out. alpha can also be useful to apply * animations on top of each other (layering). * @param blend Controls how mixing is applied when alpha < 1. * @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions, * such as DrawOrderTimeline or AttachmentTimeline. */ public function apply(skeleton:Skeleton, lastTime:Float, time:Float, loop:Bool, events:Array, alpha:Float, blend:MixBlend, direction:MixDirection, appliedPose:Bool):Void { if (skeleton == null) throw new SpineException("skeleton cannot be null."); if (loop && duration != 0) { time %= duration; if (lastTime > 0) lastTime %= duration; } for (timeline in timelines) { timeline.apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose); } } }