spine-runtimes/spine-ts/core/src/AnimationState.ts
badlogic 3863828c3e [ts] Port of 4.0 changes, some kinks to be ironed out yet.
[ts] Add .json exports to WebGL assets dir for tests.

[ts] She loads, but she no play nice.
2020-11-11 13:11:30 +01:00

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
module spine {
/** Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
* multiple animations on top of each other (layering).
*
* See [Applying Animations](http://esotericsoftware.com/spine-applying-animations/) in the Spine Runtimes Guide. */
export class AnimationState {
private static _emptyAnimation: Animation = null;
private static emptyAnimation(): Animation {
if (AnimationState._emptyAnimation == null) AnimationState._emptyAnimation = new Animation("<empty>", [], 0);
return AnimationState._emptyAnimation;
}
/** 1. A previously applied timeline has set this property.
*
* Result: Mix from the current pose to the timeline pose. */
static SUBSEQUENT = 0;
/** 1. This is the first timeline to set this property.
* 2. The next track entry applied after this one does not have a timeline to set this property.
*
* Result: Mix from the setup pose to the timeline pose. */
static FIRST = 1;
/** 1) A previously applied timeline has set this property.<br>
* 2) The next track entry to be applied does have a timeline to set this property.<br>
* 3) The next track entry after that one does not have a timeline to set this property.<br>
* Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
* animations that key the same property. A subsequent timeline will set this property using a mix. */
static HOLD_SUBSEQUENT = 2;
/** 1) This is the first timeline to set this property.<br>
* 2) The next track entry to be applied does have a timeline to set this property.<br>
* 3) The next track entry after that one does not have a timeline to set this property.<br>
* Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
* that key the same property. A subsequent timeline will set this property using a mix. */
static HOLD_FIRST = 3;
/** 1. This is the first timeline to set this property.
* 2. The next track entry to be applied does have a timeline to set this property.
* 3. The next track entry after that one does have a timeline to set this property.
* 4. timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.
*
* Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
* 2 track entries in a row have a timeline that sets the same property.
*
* Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
* "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
* place. */
static HOLD_MIX = 4;
static SETUP = 1;
static CURRENT = 2;
/** The AnimationStateData to look up mix durations. */
data: AnimationStateData;
/** The list of tracks that currently have animations, which may contain null entries. */
tracks = new Array<TrackEntry>();
/** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
* or faster. Defaults to 1.
*
* See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */
timeScale = 1;
unkeyedState = 0;
events = new Array<Event>();
listeners = new Array<AnimationStateListener>();
queue = new EventQueue(this);
propertyIDs = new StringSet();
animationsChanged = false;
trackEntryPool = new Pool<TrackEntry>(() => new TrackEntry());
constructor (data: AnimationStateData) {
this.data = data;
}
/** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */
update (delta: number) {
delta *= this.timeScale;
let tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
let current = tracks[i];
if (current == null) continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
let currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0) continue;
currentDelta = -current.delay;
current.delay = 0;
}
let next = current.next;
if (next != null) {
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
let nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
this.setCurrent(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
tracks[i] = null;
this.queue.end(current);
this.disposeNext(current);
continue;
}
if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
// End mixing from entries once all have completed.
let from = current.mixingFrom;
current.mixingFrom = null;
if (from != null) from.mixingTo = null;
while (from != null) {
this.queue.end(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
this.queue.drain();
}
/** Returns true when all mixing from entries are complete. */
updateMixingFrom (to: TrackEntry, delta: number): boolean {
let from = to.mixingFrom;
if (from == null) return true;
let finished = this.updateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
this.queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
* animation state can be applied to multiple skeletons to pose them identically.
* @returns True if any animations were applied. */
apply (skeleton: Skeleton) : boolean {
if (skeleton == null) throw new Error("skeleton cannot be null.");
if (this.animationsChanged) this._animationsChanged();
let events = this.events;
let tracks = this.tracks;
let applied = false;
for (let i = 0, n = tracks.length; i < n; i++) {
let current = tracks[i];
if (current == null || current.delay > 0) continue;
applied = true;
let blend: MixBlend = i == 0 ? MixBlend.first : current.mixBlend;
// Apply mixing from entries first.
let mix = current.alpha;
if (current.mixingFrom != null)
mix *= this.applyMixingFrom(current, skeleton, blend);
else if (current.trackTime >= current.trackEnd && current.next == null)
mix = 0;
// Apply current entry.
let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
let applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
let timelineCount = current.animation.timelines.length;
let timelines = current.animation.timelines;
if ((i == 0 && mix == 1) || blend == MixBlend.add) {
for (let ii = 0; ii < timelineCount; ii++) {
// Fixes issue #302 on IOS9 where mix, blend sometimes became undefined and caused assets
// to sometimes stop rendering when using color correction, as their RGBA values become NaN.
// (https://github.com/pixijs/pixi-spine/issues/302)
Utils.webkit602BugfixHelper(mix, blend);
var timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, true);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.mixIn);
}
} else {
let timelineMode = current.timelineMode;
let firstFrame = current.timelinesRotation.length == 0;
if (firstFrame) Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
let timelinesRotation = current.timelinesRotation;
for (let ii = 0; ii < timelineCount; ii++) {
let timeline = timelines[ii];
let timelineBlend = timelineMode[ii] == AnimationState.SUBSEQUENT ? blend : MixBlend.setup;
if (timeline instanceof RotateTimeline) {
this.applyRotateTimeline(timeline, skeleton, applyTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
} else if (timeline instanceof AttachmentTimeline) {
this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, true);
} else {
// This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
Utils.webkit602BugfixHelper(mix, blend);
timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.mixIn);
}
}
}
this.queueEvents(current, animationTime);
events.length = 0;
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so
// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or
// the time is before the first key).
var setupState = this.unkeyedState + AnimationState.SETUP;
var slots = skeleton.slots;
for (var i = 0, n = skeleton.slots.length; i < n; i++) {
var slot = slots[i];
if (slot.attachmentState == setupState) {
var attachmentName = slot.data.attachmentName;
slot.attachment = (attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
this.unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot.
this.queue.drain();
return applied;
}
applyMixingFrom (to: TrackEntry, skeleton: Skeleton, blend: MixBlend) {
let from = to.mixingFrom;
if (from.mixingFrom != null) this.applyMixingFrom(from, skeleton, blend);
let mix = 0;
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
mix = 1;
if (blend == MixBlend.first) blend = MixBlend.setup;
} else {
mix = to.mixTime / to.mixDuration;
if (mix > 1) mix = 1;
if (blend != MixBlend.first) blend = from.mixBlend;
}
let attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
let timelineCount = from.animation.timelines.length;
let timelines = from.animation.timelines;
let alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
let events = null;
// let events = mix < from.eventThreshold ? this.events : null;
if (from.reverse) {
applyTime = from.animation.duration - applyTime;
} else {
if (mix < from.eventThreshold) events = this.events;
}
if (blend == MixBlend.add) {
for (let i = 0; i < timelineCount; i++)
timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.mixOut);
} else {
let timelineMode = from.timelineMode;
let timelineHoldMix = from.timelineHoldMix;
let firstFrame = from.timelinesRotation.length == 0;
if (firstFrame) Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
let timelinesRotation = from.timelinesRotation;
from.totalAlpha = 0;
for (let i = 0; i < timelineCount; i++) {
let timeline = timelines[i];
let direction = MixDirection.mixOut;
let timelineBlend: MixBlend;
let alpha = 0;
switch (timelineMode[i]) {
case AnimationState.SUBSEQUENT:
if (!drawOrder && timeline instanceof DrawOrderTimeline) continue;
timelineBlend = blend;
alpha = alphaMix;
break;
case AnimationState.FIRST:
timelineBlend = MixBlend.setup;
alpha = alphaMix;
break;
case AnimationState.HOLD_SUBSEQUENT:
timelineBlend = blend;
alpha = alphaHold;
break;
case AnimationState.HOLD_FIRST:
timelineBlend = MixBlend.setup;
alpha = alphaHold;
break;
default:
timelineBlend = MixBlend.setup;
let holdMix = timelineHoldMix[i];
alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
break;
}
from.totalAlpha += alpha;
if (timeline instanceof RotateTimeline)
this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
else if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments);
else {
// This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
Utils.webkit602BugfixHelper(alpha, blend);
if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == MixBlend.setup)
direction = MixDirection.mixIn;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
}
}
}
if (to.mixDuration > 0) this.queueEvents(from, animationTime);
this.events.length = 0;
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
applyAttachmentTimeline (timeline: AttachmentTimeline, skeleton: Skeleton, time: number, blend: MixBlend, attachments: boolean) {
var slot = skeleton.slots[timeline.slotIndex];
if (!slot.bone.active) return;
var frames = timeline.frames;
if (time < frames[0]) { // Time is before first frame.
if (blend == MixBlend.setup || blend == MixBlend.first)
this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
}
else
this.setAttachment(skeleton, slot, timeline.attachmentNames[Animation.search(frames, time)], attachments);
// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later.
if (slot.attachmentState <= this.unkeyedState) slot.attachmentState = this.unkeyedState + AnimationState.SETUP;
}
setAttachment (skeleton: Skeleton, slot: Slot, attachmentName: string, attachments: boolean) {
slot.attachment = attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName);
if (attachments) slot.attachmentState = this.unkeyedState + AnimationState.CURRENT;
}
applyRotateTimeline (timeline: Timeline, skeleton: Skeleton, time: number, alpha: number, blend: MixBlend,
timelinesRotation: Array<number>, i: number, firstFrame: boolean) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, blend, MixDirection.mixIn);
return;
}
let rotateTimeline = timeline as RotateTimeline;
let frames = rotateTimeline.frames;
let bone = skeleton.bones[rotateTimeline.boneIndex];
if (!bone.active) return;
let r1 = 0, r2 = 0;
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.rotation = bone.data.rotation;
default:
return;
case MixBlend.first:
r1 = bone.rotation;
r2 = bone.data.rotation;
}
} else {
r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
r2 = bone.data.rotation + rotateTimeline.getCurveValue(time);
}
// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
let total = 0, diff = r2 - r1;
diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
if (diff == 0) {
total = timelinesRotation[i];
} else {
let lastTotal = 0, lastDiff = 0;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops.
lastDiff = timelinesRotation[i + 1]; // Difference between bones.
}
let current = diff > 0, dir = lastTotal >= 0;
// Detect cross at 0 (not 180).
if (MathUtils.signum(lastDiff) != MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
// A cross after a 360 rotation is a loop.
if (Math.abs(lastTotal) > 180) lastTotal += 360 * MathUtils.signum(lastTotal);
dir = current;
}
total = diff + lastTotal - lastTotal % 360; // Store loops as part of lastTotal.
if (dir != current) total += 360 * MathUtils.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
bone.rotation = r1 + total * alpha;
}
queueEvents (entry: TrackEntry, animationTime: number) {
let animationStart = entry.animationStart, animationEnd = entry.animationEnd;
let duration = animationEnd - animationStart;
let trackLastWrapped = entry.trackLast % duration;
// Queue events before complete.
let events = this.events;
let i = 0, n = events.length;
for (; i < n; i++) {
let event = events[i];
if (event.time < trackLastWrapped) break;
if (event.time > animationEnd) continue; // Discard events outside animation start/end.
this.queue.event(entry, event);
}
// Queue complete if completed a loop iteration or the animation.
let complete = false;
if (entry.loop)
complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete) this.queue.complete(entry);
// Queue events after complete.
for (; i < n; i++) {
let event = events[i];
if (event.time < animationStart) continue; // Discard events outside animation start/end.
this.queue.event(entry, events[i]);
}
}
/** Removes all animations from all tracks, leaving skeletons in their current pose.
*
* It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose. */
clearTracks () {
let oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++)
this.clearTrack(i);
this.tracks.length = 0;
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
/** Removes all animations from the track, leaving skeletons in their current pose.
*
* It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose. */
clearTrack (trackIndex: number) {
if (trackIndex >= this.tracks.length) return;
let current = this.tracks[trackIndex];
if (current == null) return;
this.queue.end(current);
this.disposeNext(current);
let entry = current;
while (true) {
let from = entry.mixingFrom;
if (from == null) break;
this.queue.end(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
this.tracks[current.trackIndex] = null;
this.queue.drain();
}
/** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */
clearNext(entry: TrackEntry) {
this.disposeNext(entry.next);
}
setCurrent (index: number, current: TrackEntry, interrupt: boolean) {
let from = this.expandToIndex(index);
this.tracks[index] = current;
current.previous = null;
if (from != null) {
if (interrupt) this.queue.interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
// Store the interrupted mix percentage.
if (from.mixingFrom != null && from.mixDuration > 0)
current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
from.timelinesRotation.length = 0; // Reset rotation for mixing out, in case entry was mixed in.
}
this.queue.start(current);
}
/** Sets an animation by name.
*
* {@link #setAnimationWith(}. */
setAnimation (trackIndex: number, animationName: string, loop: boolean) {
let animation = this.data.skeletonData.findAnimation(animationName);
if (animation == null) throw new Error("Animation not found: " + animationName);
return this.setAnimationWith(trackIndex, animation, loop);
}
/** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
* applied to a skeleton, it is replaced (not mixed from).
* @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared.
* @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
setAnimationWith (trackIndex: number, animation: Animation, loop: boolean) {
if (animation == null) throw new Error("animation cannot be null.");
let interrupt = true;
let current = this.expandToIndex(trackIndex);
if (current != null) {
if (current.nextTrackLast == -1) {
// Don't mix from an entry that was never applied.
this.tracks[trackIndex] = current.mixingFrom;
this.queue.interrupt(current);
this.queue.end(current);
this.disposeNext(current);
current = current.mixingFrom;
interrupt = false;
} else
this.disposeNext(current);
}
let entry = this.trackEntry(trackIndex, animation, loop, current);
this.setCurrent(trackIndex, entry, interrupt);
this.queue.drain();
return entry;
}
/** Queues an animation by name.
*
* See {@link #addAnimationWith()}. */
addAnimation (trackIndex: number, animationName: string, loop: boolean, delay: number) {
let animation = this.data.skeletonData.findAnimation(animationName);
if (animation == null) throw new Error("Animation not found: " + animationName);
return this.addAnimationWith(trackIndex, animation, loop, delay);
}
/** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
* equivalent to calling {@link #setAnimationWith()}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix
* ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the
* previous entry is looping, its next loop completion is used instead of its duration.
* @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
addAnimationWith (trackIndex: number, animation: Animation, loop: boolean, delay: number) {
if (animation == null) throw new Error("animation cannot be null.");
let last = this.expandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
}
let entry = this.trackEntry(trackIndex, animation, loop, last);
if (last == null) {
this.setCurrent(trackIndex, entry, true);
this.queue.drain();
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0) delay += last.getTrackComplete() - entry.mixDuration;
}
entry.delay = delay;
return entry;
}
/** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
* {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
*
* Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()},
* {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes
* the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
* transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
* 0 still mixes out over one frame.
*
* Mixing in is done by first setting an empty animation, then adding an animation using
* {@link #addAnimation()} and on the returned track entry, set the
* {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and
* more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
* setup pose value if no lower tracks key the property to the value keyed in the new animation. */
setEmptyAnimation (trackIndex: number, mixDuration: number) {
let entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation(), false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
* {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling
* {@link #setEmptyAnimation()}.
*
* See {@link #setEmptyAnimation()}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or
* before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next
* loop completion is used instead of its duration.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
addEmptyAnimation (trackIndex: number, mixDuration: number, delay: number) {
let entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation(), false, delay <= 0 ? 1 : delay);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
if (delay <= 0 && entry.previous != null) entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;
return entry;
}
/** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
* duration. */
setEmptyAnimations (mixDuration: number) {
let oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++) {
let current = this.tracks[i];
if (current != null) this.setEmptyAnimation(current.trackIndex, mixDuration);
}
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
expandToIndex (index: number) {
if (index < this.tracks.length) return this.tracks[index];
Utils.ensureArrayCapacity(this.tracks, index + 1, null);
this.tracks.length = index + 1;
return null;
}
/** @param last May be null. */
trackEntry (trackIndex: number, animation: Animation, loop: boolean, last: TrackEntry) {
let entry = this.trackEntryPool.obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.holdPrevious = false;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
entry.drawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = Number.MAX_VALUE;
entry.timeScale = 1;
entry.alpha = 1;
entry.interruptAlpha = 1;
entry.mixTime = 0;
entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation);
entry.mixBlend = MixBlend.replace;
return entry;
}
disposeNext (entry: TrackEntry) {
let next = entry.next;
while (next != null) {
this.queue.dispose(next);
next = next.next;
}
entry.next = null;
}
_animationsChanged () {
this.animationsChanged = false;
this.propertyIDs.clear();
for (let i = 0, n = this.tracks.length; i < n; i++) {
let entry = this.tracks[i];
if (entry == null) continue;
while (entry.mixingFrom != null)
entry = entry.mixingFrom;
do {
if (entry.mixingFrom == null || entry.mixBlend != MixBlend.add) this.computeHold(entry);
entry = entry.mixingTo;
} while (entry != null)
}
}
computeHold (entry: TrackEntry) {
let to = entry.mixingTo;
let timelines = entry.animation.timelines;
let timelinesCount = entry.animation.timelines.length;
let timelineMode = Utils.setArraySize(entry.timelineMode, timelinesCount);
entry.timelineHoldMix.length = 0;
let timelineDipMix = Utils.setArraySize(entry.timelineHoldMix, timelinesCount);
let propertyIDs = this.propertyIDs;
if (to != null && to.holdPrevious) {
for (let i = 0; i < timelinesCount; i++) {
timelineMode[i] = propertyIDs.addAll(timelines[i].getPropertyIds()) ? AnimationState.HOLD_FIRST : AnimationState.HOLD_SUBSEQUENT;
}
return;
}
outer:
for (let i = 0; i < timelinesCount; i++) {
let timeline = timelines[i];
let ids = timeline.getPropertyIds();
if (!propertyIDs.addAll(ids))
timelineMode[i] = AnimationState.SUBSEQUENT;
else if (to == null || timeline instanceof AttachmentTimeline || timeline instanceof DrawOrderTimeline
|| timeline instanceof EventTimeline || !to.animation.hasTimeline(ids)) {
timelineMode[i] = AnimationState.FIRST;
} else {
for (let next = to.mixingTo; next != null; next = next.mixingTo) {
if (next.animation.hasTimeline(ids)) continue;
if (entry.mixDuration > 0) {
timelineMode[i] = AnimationState.HOLD_MIX;
timelineDipMix[i] = next;
continue outer;
}
break;
}
timelineMode[i] = AnimationState.HOLD_FIRST;
}
}
}
/** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
getCurrent (trackIndex: number) {
if (trackIndex >= this.tracks.length) return null;
return this.tracks[trackIndex];
}
/** Adds a listener to receive events for all track entries. */
addListener (listener: AnimationStateListener) {
if (listener == null) throw new Error("listener cannot be null.");
this.listeners.push(listener);
}
/** Removes the listener added with {@link #addListener()}. */
removeListener (listener: AnimationStateListener) {
let index = this.listeners.indexOf(listener);
if (index >= 0) this.listeners.splice(index, 1);
}
/** Removes all listeners added with {@link #addListener()}. */
clearListeners () {
this.listeners.length = 0;
}
/** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
* {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
* are not wanted because new animations are being set. */
clearListenerNotifications () {
this.queue.clear();
}
}
/** Stores settings and other state for the playback of an animation on an {@link AnimationState} track.
*
* References to a track entry must not be kept after the {@link AnimationStateListener#dispose()} event occurs. */
export class TrackEntry {
/** The animation to apply for this track entry. */
animation: Animation;
previous: TrackEntry;
/** The animation queued to start after this animation, or null. `next` makes up a linked list. */
next: TrackEntry;
/** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
* mixing is currently occuring. When mixing from multiple animations, `mixingFrom` makes up a linked list. */
mixingFrom: TrackEntry;
/** The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
* currently occuring. When mixing to multiple animations, `mixingTo` makes up a linked list. */
mixingTo: TrackEntry;
/** The listener for events generated by this track entry, or null.
*
* A track entry returned from {@link AnimationState#setAnimation()} is already the current animation
* for the track, so the track entry listener {@link AnimationStateListener#start()} will not be called. */
listener: AnimationStateListener;
/** The index of the track where this track entry is either current or queued.
*
* See {@link AnimationState#getCurrent()}. */
trackIndex: number;
/** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. */
loop: boolean;
/** 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. */
holdPrevious: boolean;
reverse: boolean;
/** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
* `eventThreshold`, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
* timelines are not applied while this animation is being mixed out. */
eventThreshold: number;
/** When the mix percentage ({@link #mixtime} / {@link #mixDuration}) is less than the
* `attachmentThreshold`, attachment timelines are applied while this animation is being mixed out. Defaults to
* 0, so attachment timelines are not applied while this animation is being mixed out. */
attachmentThreshold: number;
/** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
* `drawOrderThreshold`, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
* so draw order timelines are not applied while this animation is being mixed out. */
drawOrderThreshold: number;
/** Seconds when this animation starts, both initially and after looping. Defaults to 0.
*
* When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same
* value to prevent timeline keys before the start time from triggering. */
animationStart: number;
/** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
* loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */
animationEnd: number;
/** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
* animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and
* `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
* is applied. */
animationLast: number;
nextAnimationLast: number;
/** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay`
* postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from
* the start of the previous animation to when this track entry will become the current track entry (ie when the previous
* track entry {@link TrackEntry#trackTime} >= this track entry's `delay`).
*
* {@link #timeScale} affects the delay. */
delay: number;
/** Current time in seconds this track entry has been the current track entry. The track time determines
* {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting
* looping. */
trackTime: number;
trackLast: number; nextTrackLast: number;
/** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
* value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
* is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
* properties keyed by the animation are set to the setup pose and the track is cleared.
*
* It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation
* abruptly cease being applied. */
trackEnd: number;
/** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
* faster. Defaults to 1.
*
* {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to
* match the animation speed.
*
* When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
* {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If
* the time scale is not 1, the delay may need to be adjusted.
*
* See AnimationState {@link AnimationState#timeScale} for affecting all animations. */
timeScale: number;
/** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
* to 1, which overwrites the skeleton's current pose with this animation.
*
* Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
* use alpha on track 0 if the skeleton pose is from the last frame render. */
alpha: number;
/** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be
* slightly more than `mixDuration` when the mix is complete. */
mixTime: number;
/** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
* {@link AnimationStateData#getMix()} based on the animation before this animation (if any).
*
* A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the
* properties it was animating.
*
* The `mixDuration` can be set manually rather than use the value from
* {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new
* track entry only before {@link AnimationState#update(float)} is first called.
*
* When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
* {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set
* afterward. */
mixDuration: number; interruptAlpha: number; totalAlpha: number;
/** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
* replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
* the values from the lower tracks.
*
* The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first
* called. */
mixBlend = MixBlend.replace;
timelineMode = new Array<number>();
timelineHoldMix = new Array<TrackEntry>();
timelinesRotation = new Array<number>();
reset () {
this.previous = null;
this.next = null;
this.mixingFrom = null;
this.mixingTo = null;
this.animation = null;
this.listener = null;
this.timelineMode.length = 0;
this.timelineHoldMix.length = 0;
this.timelinesRotation.length = 0;
}
/** Uses {@link #trackTime} to compute the `animationTime`, which is between {@link #animationStart}
* and {@link #animationEnd}. When the `trackTime` is 0, the `animationTime` is equal to the
* `animationStart` time. */
getAnimationTime () {
if (this.loop) {
let duration = this.animationEnd - this.animationStart;
if (duration == 0) return this.animationStart;
return (this.trackTime % duration) + this.animationStart;
}
return Math.min(this.trackTime + this.animationStart, this.animationEnd);
}
setAnimationLast(animationLast: number) {
this.animationLast = animationLast;
this.nextAnimationLast = animationLast;
}
/** Returns true if at least one loop has been completed.
*
* See {@link AnimationStateListener#complete()}. */
isComplete () {
return this.trackTime >= this.animationEnd - this.animationStart;
}
/** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
* long way around when using {@link #alpha} and starting animations on other tracks.
*
* Mixing with {@link MixBlend#replace} involves finding a rotation between two others, which has two possible solutions:
* the short way or the long way around. The two rotations likely change over time, so which direction is the short or long
* way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the
* long way. TrackEntry chooses the short way the first time it is applied and remembers that direction. */
resetRotationDirections () {
this.timelinesRotation.length = 0;
}
getTrackComplete() {
let duration = this.animationEnd - this.animationStart;
if (duration != 0) {
if (this.loop) return duration * (1 + Math.floor(this.trackTime / duration)); // Completion of next loop.
if (this.trackTime < duration) return duration; // Before duration.
}
return this.trackTime; // Next update.
}
}
export class EventQueue {
objects: Array<any> = [];
drainDisabled = false;
animState: AnimationState;
constructor(animState: AnimationState) {
this.animState = animState;
}
start (entry: TrackEntry) {
this.objects.push(EventType.start);
this.objects.push(entry);
this.animState.animationsChanged = true;
}
interrupt (entry: TrackEntry) {
this.objects.push(EventType.interrupt);
this.objects.push(entry);
}
end (entry: TrackEntry) {
this.objects.push(EventType.end);
this.objects.push(entry);
this.animState.animationsChanged = true;
}
dispose (entry: TrackEntry) {
this.objects.push(EventType.dispose);
this.objects.push(entry);
}
complete (entry: TrackEntry) {
this.objects.push(EventType.complete);
this.objects.push(entry);
}
event (entry: TrackEntry, event: Event) {
this.objects.push(EventType.event);
this.objects.push(entry);
this.objects.push(event);
}
drain () {
if (this.drainDisabled) return;
this.drainDisabled = true;
let objects = this.objects;
let listeners = this.animState.listeners;
for (let i = 0; i < objects.length; i += 2) {
let type = objects[i] as EventType;
let entry = objects[i + 1] as TrackEntry;
switch (type) {
case EventType.start:
if (entry.listener != null && entry.listener.start) entry.listener.start(entry);
for (let ii = 0; ii < listeners.length; ii++)
if (listeners[ii].start) listeners[ii].start(entry);
break;
case EventType.interrupt:
if (entry.listener != null && entry.listener.interrupt) entry.listener.interrupt(entry);
for (let ii = 0; ii < listeners.length; ii++)
if (listeners[ii].interrupt) listeners[ii].interrupt(entry);
break;
case EventType.end:
if (entry.listener != null && entry.listener.end) entry.listener.end(entry);
for (let ii = 0; ii < listeners.length; ii++)
if (listeners[ii].end) listeners[ii].end(entry);
// Fall through.
case EventType.dispose:
if (entry.listener != null && entry.listener.dispose) entry.listener.dispose(entry);
for (let ii = 0; ii < listeners.length; ii++)
if (listeners[ii].dispose) listeners[ii].dispose(entry);
this.animState.trackEntryPool.free(entry);
break;
case EventType.complete:
if (entry.listener != null && entry.listener.complete) entry.listener.complete(entry);
for (let ii = 0; ii < listeners.length; ii++)
if (listeners[ii].complete) listeners[ii].complete(entry);
break;
case EventType.event:
let event = objects[i++ + 2] as Event;
if (entry.listener != null && entry.listener.event) entry.listener.event(entry, event);
for (let ii = 0; ii < listeners.length; ii++)
if (listeners[ii].event) listeners[ii].event(entry, event);
break;
}
}
this.clear();
this.drainDisabled = false;
}
clear () {
this.objects.length = 0;
}
}
export enum EventType {
start, interrupt, end, dispose, complete, event
}
/** The interface to implement for receiving TrackEntry events. It is always safe to call AnimationState methods when receiving
* events.
*
* See TrackEntry {@link TrackEntry#listener} and AnimationState
* {@link AnimationState#addListener()}. */
export interface AnimationStateListener {
/** Invoked when this entry has been set as the current entry. */
start (entry: TrackEntry): void;
/** Invoked when another entry has replaced this entry as the current entry. This entry may continue being applied for
* mixing. */
interrupt (entry: TrackEntry): void;
/** Invoked when this entry is no longer the current entry and will never be applied again. */
end (entry: TrackEntry): void;
/** Invoked when this entry will be disposed. This may occur without the entry ever being set as the current entry.
* References to the entry should not be kept after dispose is called, as it may be destroyed or reused. */
dispose (entry: TrackEntry): void;
/** Invoked every time this entry's animation completes a loop. */
complete (entry: TrackEntry): void;
/** Invoked when this entry's animation triggers an event. */
event (entry: TrackEntry, event: Event): void;
}
export abstract class AnimationStateAdapter implements AnimationStateListener {
start (entry: TrackEntry) {
}
interrupt (entry: TrackEntry) {
}
end (entry: TrackEntry) {
}
dispose (entry: TrackEntry) {
}
complete (entry: TrackEntry) {
}
event (entry: TrackEntry, event: Event) {
}
}
}