2025-06-04 17:40:33 +02:00

125 lines
5.7 KiB
Haxe

/******************************************************************************
* 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<Timeline>;
public final timelineIds:StringMap<Bool> = new StringMap<Bool>();
public final bones:Array<Int>;
public function new(name:String, timelines:Array<Timeline>, 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<Bool>();
bones = new Array<Int>();
setTimelines(timelines);
}
public function setTimelines(timelines:Array<Timeline>) {
if (timelines == null) throw new SpineException("timelines cannot be null.");
this.timelines = timelines;
timelineIds.clear();
bones.resize(0);
var boneSet = new IntMap<Bool>();
for (timeline in timelines) {
var ids:Array<String> = 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<String>):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<Event>, 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);
}
}
}