spine-runtimes/spine-lua/AnimationState.lua

946 lines
28 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated May 1, 2019. Replaces all prior versions.
--
-- Copyright (c) 2013-2019, 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.
--
-- THIS SOFTWARE IS 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 THIS SOFTWARE,
-- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
local table_insert = table.insert
local utils = require "spine-lua.utils"
local Animation = require "spine-lua.Animation"
local MixBlend = Animation.MixBlend
local MixDirection = Animation.MixDirection
local AnimationStateData = require "spine-lua.AnimationStateData"
local math_min = math.min
local math_max = math.max
local math_abs = math.abs
local math_signum = utils.signum
local math_floor = math.floor
local math_ceil = math.ceil
local math_mod = utils.mod
local testBit = utils.testBit
local setBit = utils.setBit
local clearBit = utils.clearBit
local function zlen(array)
return #array + 1
end
local EMPTY_ANIMATION = Animation.new("<empty>", {}, 0)
local SUBSEQUENT = 0
local FIRST = 1
local HOLD = 2
local HOLD_MIX = 3
local NOT_LAST = 4
local EventType = {
start = 0,
interrupt = 1,
_end = 2,
dispose = 3,
complete = 4,
event = 5
}
local EventQueue = {}
EventQueue.__index = EventQueue
function EventQueue.new (animationState)
local self = {
objects = {},
animationState = animationState,
drainDisabled = false
}
setmetatable(self, EventQueue)
return self
end
function EventQueue:start (entry)
local objects = self.objects
table_insert(objects, EventType.start)
table_insert(objects, entry)
self.animationState.animationsChanged = true
end
function EventQueue:interrupt (entry)
local objects = self.objects
table_insert(objects, EventType.interrupt)
table_insert(objects, entry)
end
function EventQueue:_end (entry)
local objects = self.objects
table_insert(objects, EventType._end)
table_insert(objects, entry)
self.animationState.animationsChanged = true
end
function EventQueue:dispose (entry)
local objects = self.objects
table_insert(objects, EventType.dispose)
table_insert(objects, entry)
end
function EventQueue:complete (entry)
local objects = self.objects
table_insert(objects, EventType.complete)
table_insert(objects, entry)
end
function EventQueue:event (entry, event)
local objects = self.objects
table_insert(objects, EventType.event)
table_insert(objects, entry)
table_insert(objects, event)
end
function EventQueue:drain ()
if self.drainDisabled then return end -- Not reentrant.
self.drainDisabled = true
local objects = self.objects
local as = self.animationState
local i = 1
local n = #objects
while i <= n do
local _type = objects[i]
local entry = objects[i + 1]
if _type == EventType.start then
if entry.onStart then entry.onStart(entry) end
if as.onStart then as.onStart(entry) end
elseif _type == EventType.interrupt then
if entry.onInterrupt then entry.onInterrupt(entry) end
if as.onInterrupt then as.onInterrupt(entry) end
elseif _type == EventType._end then
if entry.onEnd then entry.onEnd(entry) end
if as.onEnd then as.onEnd(entry) end
-- fall through in ref impl
if entry.onDispose then entry.onDispose(entry) end
if as.onDispose then as.onDispose(entry) end
elseif _type == EventType._dispose then
if entry.onDispose then entry.onDispose(entry) end
if as.onDispose then as.onDispose(entry) end
elseif _type == EventType.complete then
if entry.onComplete then entry.onComplete(entry) end
if as.onComplete then as.onComplete(entry) end
elseif _type == EventType.event then
local event = objects[i + 2]
if entry.onEvent then entry.onEvent(entry, event) end
if as.onEvent then as.onEvent(entry, event) end
i = i + 1
end
i = i + 2
end
self:clear()
self.drainDisabled = false;
end
function EventQueue:clear ()
self.objects = {}
end
local TrackEntry = {}
TrackEntry.__index = TrackEntry
function TrackEntry.new ()
local self = {
animation = nil,
next = nil, mixingFrom = nil, mixingTo = nil,
onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
trackIndex = 0,
loop = false, holdPrevious = false,
eventThreshold = 0, attachmentThreshold = 0, drawOrderThreshold = 0,
animationStart = 0, animationEnd = 0, animationLast = 0, nextAnimationLast = 0,
delay = 0, trackTime = 0, trackLast = 0, nextTrackLast = 0, trackEnd = 0, timeScale = 0,
alpha = 0, mixTime = 0, mixDuration = 0, interruptAlpha = 0, totalAlpha = 0,
mixBlend = MixBlend.replace,
timelineMode = {},
timelineHoldMix = {},
timelinesRotation = {}
}
setmetatable(self, TrackEntry)
return self
end
function TrackEntry:getAnimationTime ()
if self.loop then
local duration = self.animationEnd - self.animationStart
if duration == 0 then return self.animationStart end
return (self.trackTime % duration) + self.animationStart
end
return math_min(self.trackTime + self.animationStart, self.animationEnd)
end
function TrackEntry:resetRotationDirections ()
self.timelinesRotation = {}
end
local AnimationState = {}
AnimationState.__index = AnimationState
function AnimationState.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
tracks = {},
events = {},
onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
queue = nil,
propertyIDs = {},
animationsChanged = false,
timeScale = 1,
mixingTo = {}
}
self.queue = EventQueue.new(self)
setmetatable(self, AnimationState)
return self
end
AnimationState.TrackEntry = TrackEntry
function AnimationState:update (delta)
delta = delta * self.timeScale
local tracks = self.tracks
local queue = self.queue
for i,current in pairs(tracks) do
if current then
current.animationLast = current.nextAnimationLast
current.trackLast = current.nextTrackLast
local currentDelta = delta * current.timeScale
local skip = false
if current.delay > 0 then
current.delay = current.delay - currentDelta
if current.delay <= 0 then
skip = true
currentDelta = -current.delay
current.delay = 0
end
end
if not skip then
local _next = current.next
if _next then
-- When the next entry's delay is passed, change to the next entry, preserving leftover time.
local nextTime = current.trackLast - _next.delay
if nextTime >= 0 then
_next.delay = 0
if current.timeScale == 0 then
_next.trackTime = 0
else
_next.trackTime = (nextTime / current.timeScale + delta) * _next.timeScale
end
current.trackTime = current.trackTime + currentDelta
self:setCurrent(i, _next, true)
while _next.mixingFrom do
_next.mixTime = _next.mixTime + delta
_next = _next.mixingFrom
end
skip = true
end
else
-- Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
if current.trackLast >= current.trackEnd and current.mixingFrom == nil then
tracks[i] = nil
queue:_end(current)
self:disposeNext(current)
skip = true
end
end
if not skip then
if current.mixingFrom and self:updateMixingFrom(current, delta) then
-- End mixing from entries once all have completed.
local from = current.mixingFrom
current.mixingFrom = nil
if from then from.mixingTo = nil end
while from do
queue:_end(from)
from = from.mixingFrom
end
end
current.trackTime = current.trackTime + currentDelta
end
end
end
end
queue:drain()
end
function AnimationState:updateMixingFrom (to, delta)
local from = to.mixingFrom
if from == nil then return true end
local finished = self: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 and to.mixTime >= to.mixDuration) then
-- Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
if (from.totalAlpha == 0 or to.mixDuration == 0) then
to.mixingFrom = from.mixingFrom
if from.mixingFrom then from.mixingFrom.mixingTo = to end
to.interruptAlpha = from.interruptAlpha
self.queue:_end(from)
end
return finished
end
from.trackTime = from.trackTime + delta * from.timeScale
to.mixTime = to.mixTime + delta
return false;
end
function AnimationState:apply (skeleton)
if skeleton == nil then error("skeleton cannot be null.", 2) end
if self.animationsChanged then self:_animationsChanged() end
local events = self.events
local tracks = self.tracks
local queue = self.queue
local applied = false
for i,current in pairs(tracks) do
if not (current == nil or current.delay > 0) then
applied = true
local blend = current.mixBlend
if i == 0 then blend = MixBlend.first end
-- Apply mixing from entries first.
local mix = current.alpha
if current.mixingFrom then
mix = mix * self:applyMixingFrom(current, skeleton, blend)
elseif current.trackTime >= current.trackEnd and current.next == nil then
mix = 0
end
-- Apply current entry.
local animationLast = current.animationLast
local animationTime = current:getAnimationTime()
local timelines = current.animation.timelines
if (i == 0 and mix == 1) or blend == MixBlend.add then
for i,timeline in ipairs(timelines) do
timeline:apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection._in)
end
else
local timelineMode = current.timelineMode
local firstFrame = #current.timelinesRotation == 0
local timelinesRotation = current.timelinesRotation
for ii,timeline in ipairs(timelines) do
local timelineBlend = MixBlend.setup
if clearBit(timelineMode[ii], NOT_LAST) == SUBSEQUENT then timelineBlend = blend end
if timeline.type == Animation.TimelineType.rotate then
self:applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii * 2,
firstFrame)
else
timeline:apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection._in)
end
end
end
self:queueEvents(current, animationTime)
self.events = {};
events = self.events;
current.nextAnimationLast = animationTime
current.nextTrackLast = current.trackTime
end
end
queue:drain()
return applied
end
function AnimationState:applyMixingFrom (to, skeleton, blend)
local from = to.mixingFrom
if from.mixingFrom then self:applyMixingFrom(from, skeleton, blend) end
local mix = 0
if to.mixDuration == 0 then -- Single frame mix to undo mixingFrom changes.
mix = 1
if blend == MixBlend.first then blend = MixBlend.setup end
else
mix = to.mixTime / to.mixDuration
if mix > 1 then mix = 1 end
if blend ~= MixBlend.first then blend = from.mixBlend end
end
local events = nil
if mix < from.eventThreshold then events = self.events end
local attachments = mix < from.attachmentThreshold
local drawOrder = mix < from.drawOrderThreshold
local animationLast = from.animationLast
local animationTime = from:getAnimationTime()
local timelines = from.animation.timelines
local alphaHold = from.alpha * to.interruptAlpha
local alphaMix = alphaHold * (1 - mix)
if blend == MixBlend.add then
for i,timeline in ipairs(timelines) do
timeline:apply(skeleton, animationLast, animationTime, events, alphaMix, blend, MixDirection.out)
end
else
local timelineMode = from.timelineMode
local timelineHoldMix = from.timelineHoldMix
local firstFrame = #from.timelinesRotation == 0
local timelinesRotation = from.timelinesRotation
from.totalAlpha = 0;
for i,timeline in ipairs(timelines) do
local skipSubsequent = false;
local direction = MixDirection.out;
local timelineBlend = MixBlend.setup
local alpha = 0
if clearBit(timelineMode[i], NOT_LAST) == SUBSEQUENT then
if not attachments and timeline.type == Animation.TimelineType.attachment then
if testBit(timelineMode[i], NOT_LAST) then
skipSubsequent = true
else
blend = MixBlend.setup
end
end
if not drawOrder and timeline.type == Animation.TimelineType.drawOrder then skipSubsequent = true end
timelineBlend = blend
alpha = alphaMix
elseif clearBit(timelineMode[i], NOT_LAST) == FIRST then
timelineBlend = MixBlend.setup
alpha = alphaMix
elseif clearBit(timelineMode[i], NOT_LAST) == HOLD then
timelineBlend = MixBlend.setup
alpha = alphaHold
else
timelineBlend = MixBlend.setup
local holdMix = timelineHoldMix[i]
alpha = alphaHold * math_max(0, 1 - holdMix.mixtime / holdMix.mixDuration)
end
if not skipSubsequent then
from.totalAlpha = from.totalAlpha + alpha
if timeline.type == Animation.TimelineType.rotate then
self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i * 2, firstFrame)
else
if timelineBlend == MixBlend.setup then
if timeline.type == Animation.TimelineType.attachment then
if attachments or testBit(timelineMode[i], NOT_LAST) then direction = MixDirection._in end
elseif timeline.type == Animation.TimelineType.drawOrder then
if drawOrder then direction = MixDirection._in end
end
end
timeline:apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction)
end
end
end
end
if (to.mixDuration > 0) then self:queueEvents(from, animationTime) end
self.events = {};
from.nextAnimationLast = animationTime
from.nextTrackLast = from.trackTime
return mix
end
function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame)
if firstFrame then
timelinesRotation[i] = 0
timelinesRotation[i+1] = 0
end
if alpha == 1 then
timeline:apply(skeleton, 0, time, nil, 1, blend, MixDirection._in)
return
end
local rotateTimeline = timeline
local frames = rotateTimeline.frames
local bone = skeleton.bones[rotateTimeline.boneIndex]
local r1 = 0
local r2 = 0
if time < frames[0] then
if blend == MixBlend.setup then
bone.rotation = bone.data.rotation
return
elseif blend == MixBlend.first then
r1 = bone.rotation
r2 = bone.data.rotation
else
return
end
else
if blend == MixBlend.setup then
r1 = bone.data.rotation
else
r1 = bone.rotation
end
if time >= frames[zlen(frames) - Animation.RotateTimeline.ENTRIES] then -- Time is after last frame.
r2 = bone.data.rotation + frames[zlen(frames) + Animation.RotateTimeline.PREV_ROTATION]
else
-- Interpolate between the previous frame and the current frame.
local frame = Animation.binarySearch(frames, time, Animation.RotateTimeline.ENTRIES)
local prevRotation = frames[frame + Animation.RotateTimeline.PREV_ROTATION]
local frameTime = frames[frame]
local percent = rotateTimeline:getCurvePercent(math_floor(frame / 2) - 1,
1 - (time - frameTime) / (frames[frame + Animation.RotateTimeline.PREV_TIME] - frameTime))
r2 = frames[frame + Animation.RotateTimeline.ROTATION] - prevRotation
r2 = r2 - (16384 - math_floor(16384.499999999996 - r2 / 360)) * 360
r2 = prevRotation + r2 * percent + bone.data.rotation
r2 = r2 - (16384 - math_floor(16384.499999999996 - r2 / 360)) * 360
end
end
-- Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
local total = 0
local diff = r2 - r1
diff = diff - (16384 - math_floor(16384.499999999996 - diff / 360)) * 360
if diff == 0 then
total = timelinesRotation[i]
else
local lastTotal = 0
local lastDiff = 0
if firstFrame then
lastTotal = 0
lastDiff = diff
else
lastTotal = timelinesRotation[i] -- Angle and direction of mix, including loops.
lastDiff = timelinesRotation[i + 1] -- Difference between bones.
end
local current = diff > 0
local dir = lastTotal >= 0
-- Detect cross at 0 (not 180).
if math_signum(lastDiff) ~= math_signum(diff) and math_abs(lastDiff) <= 90 then
-- A cross after a 360 rotation is a loop.
if math_abs(lastTotal) > 180 then lastTotal = lastTotal + 360 * math_signum(lastTotal) end
dir = current
end
total = diff + lastTotal - math_mod(lastTotal, 360) -- FIXME used to be %360, store loops as part of lastTotal.
if dir ~= current then total = total + 360 * math_signum(lastTotal) end
timelinesRotation[i] = total
end
timelinesRotation[i + 1] = diff
r1 = r1 + total * alpha
bone.rotation = r1 - (16384 - math_floor(16384.499999999996 - r1 / 360)) * 360
end
function AnimationState:queueEvents (entry, animationTime)
local animationStart = entry.animationStart
local animationEnd = entry.animationEnd
local duration = animationEnd - animationStart
local trackLastWrapped = entry.trackLast % duration
-- Queue events before complete.
local events = self.events
local queue = self.queue
local i = 1
local n = #events
while i <= n do
local event = events[i]
if event.time < trackLastWrapped then break end
if not (event.time > animationEnd) then -- Discard events outside animation start/end.
queue:event(entry, event)
end
i = i + 1
end
-- Queue complete if completed a loop iteration or the animation.
local queueComplete = false
if entry.loop then
queueComplete = duration == 0 or (trackLastWrapped > entry.trackTime % duration)
else
queueComplete = (animationTime >= animationEnd and entry.animationLast < animationEnd)
end
if queueComplete then
queue:complete(entry)
end
-- Queue events after complete.
while i <= n do
local event = events[i]
if not (event.time < animationStart) then --// Discard events outside animation start/end.
queue:event(entry, event)
end
i = i + 1
end
end
function AnimationState:clearTracks ()
local queue = self.queue
local tracks = self.tracks
local oldDrainDisabled = queue.drainDisabled
queue.drainDisabled = true;
for i,track in pairs(tracks) do
self:clearTrack(i)
end
tracks = {}
queue.drainDisabled = oldDrainDisabled
queue:drain();
end
function AnimationState:clearTrack (trackIndex)
local tracks = self.tracks
local queue = self.queue
local current = tracks[trackIndex]
if current == nil then return end
queue:_end(current)
self:disposeNext(current)
local entry = current;
while (true) do
local from = entry.mixingFrom
if from == nil then break end
queue:_end(from)
entry.mixingFrom = nil
entry.mixingTo = nil
entry = from
end
tracks[current.trackIndex] = nil
queue:drain()
end
function AnimationState:setCurrent (index, current, interrupt)
local from = self:expandToIndex(index)
local tracks = self.tracks
local queue = self.queue
tracks[index] = current
if from then
if interrupt then queue:interrupt(from) end
current.mixingFrom = from
from.mixingTo = current
current.mixTime = 0
if from.mixingFrom and from.mixDuration > 0 then
current.interruptAlpha = current.interruptAlpha * math_min(1, from.mixTime / from.mixDuration)
end
from.timelinesRotation = {};
end
queue:start(current)
end
function AnimationState:setAnimationByName (trackIndex, animationName, loop)
local animation = self.data.skeletonData:findAnimation(animationName)
if not animation then error("Animation not found: " .. animationName, 2) end
return self:setAnimation(trackIndex, animation, loop)
end
function AnimationState:setAnimation (trackIndex, animation, loop)
if not animation then error("animation cannot be null.") end
local interrupt = true;
local current = self:expandToIndex(trackIndex)
local queue = self.queue
local tracks = self.tracks
if current then
if current.nextTrackLast == -1 then
-- Don't mix from an entry that was never applied.
tracks[trackIndex] = current.mixingFrom
queue:interrupt(current)
queue:_end(current)
self:disposeNext(current)
current = current.mixingFrom
interrupt = false;
else
self:disposeNext(current)
end
end
local entry = self:trackEntry(trackIndex, animation, loop, current)
self:setCurrent(trackIndex, entry, interrupt)
queue:drain()
return entry
end
function AnimationState: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
function AnimationState:addAnimation (trackIndex, animation, loop, delay)
if not animation then error("animation cannot be null.") end
local last = self:expandToIndex(trackIndex)
if last then
while last.next do
last = last.next
end
end
local entry = self:trackEntry(trackIndex, animation, loop, last)
local queue = self.queue
local data = self.data
if not last then
self:setCurrent(trackIndex, entry, true)
queue:drain()
else
last.next = entry
if delay <= 0 then
local duration = last.animationEnd - last.animationStart
if duration ~= 0 then
if last.loop then
delay = delay + duration * (1 + math_floor(last.trackTime / duration))
else
delay = delay + math_max(duration, last.trackTime)
end
delay = delay - data:getMix(last.animation, animation)
else
delay = last.trackTime
end
end
end
entry.delay = delay
return entry
end
function AnimationState:setEmptyAnimation (trackIndex, mixDuration)
local entry = self:setAnimation(trackIndex, EMPTY_ANIMATION, false)
entry.mixDuration = mixDuration
entry.trackEnd = mixDuration
return entry
end
function AnimationState:addEmptyAnimation (trackIndex, mixDuration, delay)
if delay <= 0 then delay = delay - mixDuration end
local entry = self:addAnimation(trackIndex, EMPTY_ANIMATION, false, delay)
entry.mixDuration = mixDuration
entry.trackEnd = mixDuration
return entry
end
function AnimationState:setEmptyAnimations (mixDuration)
local queue = self.queue
local oldDrainDisabled = queue.drainDisabled
queue.drainDisabled = true
for i,current in pairs(self.tracks) do
if current then self:setEmptyAnimation(current.trackIndex, mixDuration) end
end
queue.drainDisabled = oldDrainDisabled
queue:drain()
end
function AnimationState:expandToIndex (index)
return self.tracks[index]
end
function AnimationState:trackEntry (trackIndex, animation, loop, last)
local data = self.data
local entry = TrackEntry.new()
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 = 999999999
entry.timeScale = 1
entry.alpha = 1
entry.interruptAlpha = 1
entry.mixTime = 0
if not last then
entry.mixDuration = 0
else
entry.mixDuration = data:getMix(last.animation, animation)
end
entry.mixBlend = MixBlend.replace
return entry
end
function AnimationState:disposeNext (entry)
local _next = entry.next
local queue = self.queue
while _next do
queue:dispose(_next)
_next = _next.next
end
entry.next = nil
end
function AnimationState:_animationsChanged ()
self.animationsChanged = false
self.propertyIDs = {}
local highestIndex = -1
for i, entry in pairs(self.tracks) do
if i > highestIndex then highestIndex = i end
if entry then
while entry.mixingFrom do
entry = entry.mixingFrom
end
repeat
if (entry.mixingTo == nil or entry.mixBlend ~= MixBlend.add) then
self:computeHold(entry)
end
entry = entry.mixingTo
until (entry == nil)
end
end
self.propertyIDs = {}
for i = highestIndex, 0, -1 do
entry = self.tracks[i]
while entry do
self:computeNotLast(entry)
entry = entry.mixingFrom
end
end
end
function AnimationState:computeNotLast(entry)
local timelines = entry.animation.timelines
local timelinesCount = #entry.animation.timelines
local timelineMode = entry.timelineMode
local propertyIDs = self.propertyIDs
local i = 1
while i <= timelinesCount do
local timeline = timelines[i]
if (timeline.type == Animation.TimelineType.attachment) then
local slotIndex = timeline.slotIndex
if not (propertyIDs[slotIndex] == nil) then
timelineMode[i] = setBit(timelineMode[i], NOT_LAST)
else
propertyIDs[slotIndex] = true
end
end
i = i + 1
end
end
function AnimationState:computeHold(entry)
local to = entry.mixingTo
local timelines = entry.animation.timelines
local timelinesCount = #entry.animation.timelines
local timelineMode = entry.timelineMode
local timelineHoldMix = entry.timelineHoldMix
local propertyIDs = self.propertyIDs
if (to and to.holdPrevious) then
local i = 1
while i <= timelinesCount do
local id = "" .. timelines[i]:getPropertyId()
if propertyIDs[id] == nil then
propertyIDs[id] = id
end
timelineMode[i] = HOLD
end
return
end
local i = 1
local skip
while i <= timelinesCount do
local id = "" .. timelines[i]:getPropertyId()
if propertyIDs[id] then
timelineMode[i] = SUBSEQUENT
else
propertyIDs[id] = id
local timeline = timelines[i]
if to == nil or timeline.type == Animation.TimelineType.attachment
or timeline.type == Animation.TimelineType.drawOrder
or timeline.type == Animation.TimelineType.event
or not self:hasTimeline(to, id) then
timelineMode[i] = FIRST
else
local next = to.mixingTo
skip = false
while next do
if not self:hasTimeline(id) then
if entry.mixDuration > 0 then
timelineMode[i] = HOLD_MIX
timelineHoldMix[i] = next
skip = true
break
end
end
next = next.mixingTo
end
if not skip then timelineMode[i] = HOLD end
end
end
i = i + 1
end
end
function AnimationState:hasTimeline(entry, id)
local timelines = entry.animation.timelines
for i,timeline in ipairs(timelines) do
if timeline:getPropertyId() == id then return true end
end
return false
end
function AnimationState:getCurrent (trackIndex)
return self.tracks[trackIndex]
end
function AnimationState:clearListeners ()
self.onStart = nil
self.onInterrupt = nil
self.onEnd = nil
self.onComplete = nil
self.onDispose = nil
self.onEvent = nil
end
function AnimationState:clearListenerNotificatin ()
self.queue:clear()
end
return AnimationState