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