spine-runtimes/spine-lua/AnimationState.lua

249 lines
7.9 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License
-- Version 2
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable and
-- non-transferable license to install, execute and perform the Spine Runtimes
-- Software (the "Software") solely for internal use. Without the written
-- permission of Esoteric Software, you may not (a) modify, translate, adapt or
-- otherwise create derivative works, improvements of the Software or develop
-- new applications using the Software or (b) remove, delete, alter or obscure
-- any trademarks or any copyright, trademark, patent or other intellectual
-- property or proprietary rights notices on or in the Software, including
-- any copy thereof. Redistributions in binary or source form must include
-- this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
-- "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 SOFTARE BE LIABLE FOR ANY
-- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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
-- THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local AnimationState = {}
function AnimationState.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
tracks = {},
trackCount = 0,
events = {},
onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
timeScale = 1
}
local function setCurrent (index, entry)
local current = self.tracks[index]
if current then
local previous = current.previous
current.previous = nil
if current.onEnd then current.onEnd(index) end
if self.onEnd then self.onEnd(index) end
entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
if entry.mixDuration > 0 then
entry.mixTime = 0
-- If a mix is in progress, mix from the closest animation.
if previous and current.mixTime / current.mixDuration < 0.5 then
entry.previous = previous
else
entry.previous = current
end
end
end
self.tracks[index] = entry
self.trackCount = math.max(self.trackCount, index)
if entry.onStart then entry.onStart(index) end
if self.onStart then self.onStart(index) end
end
function self:update (delta)
delta = delta * self.timeScale
for i = 0, self.trackCount do
local current = self.tracks[i]
if current then
local trackDelta = delta * current.timeScale
current.time = current.time + trackDelta
if current.previous then
current.previous.time = current.previous.time + trackDelta
current.mixTime = current.mixTime + trackDelta
end
local next = current.next
if next then
if current.lastTime >= next.delay then setCurrent(i, next) end
else
-- End non-looping animation when it reaches its end time and there is no next entry.
if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
end
end
end
end
function self:apply(skeleton)
for i = 0, self.trackCount do
local current = self.tracks[i]
if current then
local time = current.time
local lastTime = current.lastTime
local endTime = current.endTime
local loop = current.loop
if not loop and time > endTime then time = endTime end
local previous = current.previous
if not previous then
if current.mix == 1 then
current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
else
current.animation:mix(skeleton, current.lastTime, time, loop, self.events, current.mix)
end
else
local previousTime = previous.time
if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
local alpha = current.mixTime / current.mixDuration * current.mix
if alpha >= 1 then
alpha = 1
current.previous = nil
end
current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
end
local eventCount = #self.events
for ii = 1, eventCount, 1 do
local event = self.events[ii]
if current.onEvent then current.onEvent(i, event) end
if self.onEvent then self.onEvent(i, event) end
end
for ii = 1, eventCount, 1 do
table.remove(self.events)
end
-- Check if completed the animation or a loop iteration.
local complete
if current.loop then
complete = lastTime % endTime > time % endTime
else
complete = lastTime < endTime and time >= endTime
end
if complete then
local count = math.floor(time / endTime)
if current.onComplete then current.onComplete(i, count) end
if self.onComplete then self.onComplete(i, count) end
end
current.lastTime = current.time
end
end
end
function self:clearTracks ()
for i,current in pairs(self.tracks) do
self.clearTrack(i)
end
self.tracks = {}
self.trackCount = 0
end
function self:clearTrack (trackIndex)
local current = self.tracks[trackIndex]
if not current then return end
self.tracks[trackIndex] = nil
if trackIndex == self.trackCount - 1 then
self.trackCount = self.trackCount - 1
end
if current.onEnd then current.onEnd(trackIndex) end
if self.onEnd then self.onEnd(trackIndex) end
end
function self:setAnimationByName (trackIndex, animationName, loop)
local animation = self.data.skeletonData:findAnimation(animationName)
if not animation then error("Animation not found: " .. animationName) end
return self:setAnimation(trackIndex, animation, loop)
end
-- Set the current animation. Any queued animations are cleared.
function self:setAnimation (trackIndex, animation, loop)
local entry = AnimationState.TrackEntry.new()
entry.animation = animation
entry.loop = loop
entry.endTime = animation.duration
setCurrent(trackIndex, entry)
return entry
end
function self:addAnimationByName (trackIndex, animationName, loop, delay)
local animation = self.data.skeletonData:findAnimation(animationName)
if not animation then error("Animation not found: " .. animationName) end
return self:addAnimation(trackIndex, animation, loop, delay)
end
-- Adds an animation to be played delay seconds after the current or last queued animation.
-- @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
function self:addAnimation (trackIndex, animation, loop, delay)
local entry = AnimationState.TrackEntry.new()
entry.animation = animation
entry.loop = loop
entry.endTime = animation.duration
local last = self.tracks[trackIndex]
if last then
while (last.next) do
last = last.next
end
last.next = entry
else
self.tracks[trackIndex] = entry
end
delay = delay or 0
if delay <= 0 then
if last then
delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
else
delay = 0
end
end
entry.delay = delay
return entry
end
-- May return nil.
function self:getCurrent (trackIndex)
return self.tracks[trackIndex]
end
return self
end
AnimationState.TrackEntry = {}
function AnimationState.TrackEntry.new (data)
local self = {
next = nil, previous = nil,
animation = nil,
loop = false,
delay = 0, time = 0, lastTime = -1, endTime = 0,
timeScale = 1,
mixTime = 0, mixDuration = 0, mix = 0,
onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
}
return self
end
return AnimationState