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Preview of the spine-unity AnimationTools static class module.
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2018, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Modules.AnimationTools {
public static class AnimationTools {
#region Filler Timelines
/// <summary>
/// Matches the animation timelines across the given set of animations.
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
/// </summary>
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
if (animations == null) return;
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
// Build a reference collection of timelines to match
// and a collection of dummy timelines that can be used to fill-in missing items.
var timelineDictionary = new Dictionary<int, Spine.Timeline>();
foreach (var animation in animations) {
foreach (var timeline in animation.timelines) {
if (timeline is EventTimeline) continue;
int propertyID = timeline.PropertyId;
if (!timelineDictionary.ContainsKey(propertyID)) {
timelineDictionary.Add(propertyID, GetFillerTimeline(timeline, skeletonData));
}
}
}
var idsToMatch = new List<int>(timelineDictionary.Keys);
// For each animation in the list, check for and add missing timelines.
var currentAnimationIDs = new HashSet<int>();
foreach (var animation in animations) {
currentAnimationIDs.Clear();
foreach (var timeline in animation.timelines) {
if (timeline is EventTimeline) continue;
currentAnimationIDs.Add(timeline.PropertyId);
}
var animationTimelines = animation.timelines;
foreach (int propertyID in idsToMatch) {
if (!currentAnimationIDs.Contains(propertyID))
animationTimelines.Add(timelineDictionary[propertyID]);
}
}
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
timelineDictionary.Clear();
timelineDictionary = null;
idsToMatch.Clear();
idsToMatch = null;
currentAnimationIDs.Clear();
currentAnimationIDs = null;
}
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
int propertyID = timeline.PropertyId;
int tt = propertyID >> 24;
var timelineType = (TimelineType)tt;
switch (timelineType) {
// Bone
case TimelineType.Rotate:
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
case TimelineType.Translate:
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
case TimelineType.Scale:
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
case TimelineType.Shear:
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
// Slot
case TimelineType.Attachment:
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
case TimelineType.Color:
return GetFillerTimeline((ColorTimeline)timeline, skeletonData);
case TimelineType.TwoColor:
return GetFillerTimeline((TwoColorTimeline)timeline, skeletonData);
case TimelineType.Deform:
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
// Skeleton
case TimelineType.DrawOrder:
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
// IK Constraint
case TimelineType.IkConstraint:
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
// TransformConstraint
case TimelineType.TransformConstraint:
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
// Path Constraint
case TimelineType.PathConstraintPosition:
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
case TimelineType.PathConstraintSpacing:
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
case TimelineType.PathConstraintMix:
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
}
return null;
}
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
var t = new RotateTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0);
return t;
}
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
var t = new TranslateTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
var t = new ScaleTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
var t = new ShearTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
var t = new AttachmentTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.attachmentName);
return t;
}
static ColorTimeline GetFillerTimeline (ColorTimeline timeline, SkeletonData skeletonData) {
var t = new ColorTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a);
return t;
}
static TwoColorTimeline GetFillerTimeline (TwoColorTimeline timeline, SkeletonData skeletonData) {
var t = new TwoColorTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a, slotData.r2, slotData.g2, slotData.b2);
return t;
}
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
var t = new DeformTimeline(1);
t.slotIndex = timeline.slotIndex;
t.attachment = timeline.attachment;
var slotData = skeletonData.slots.Items[t.slotIndex];
if (t.attachment.IsWeighted()) {
t.SetFrame(0, 0, new float[t.attachment.vertices.Length]);
} else {
t.SetFrame(0, 0, t.attachment.vertices.Clone() as float[]);
}
return t;
}
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
var t = new DrawOrderTimeline(1);
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
return t;
}
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new IkConstraintTimeline(1);
var ikConstraintData = skeletonData.ikConstraints.Items[timeline.ikConstraintIndex];
t.SetFrame(0, 0, ikConstraintData.mix, ikConstraintData.bendDirection);
return t;
}
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new TransformConstraintTimeline(1);
var data = skeletonData.transformConstraints.Items[timeline.transformConstraintIndex];
t.SetFrame(0, 0, data.rotateMix, data.translateMix, data.scaleMix, data.shearMix);
return t;
}
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintPositionTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.position);
return t;
}
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintSpacingTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.spacing);
return t;
}
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintMixTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.rotateMix, data.translateMix);
return t;
}
#endregion
}
}
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