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Alternate Spine 3.5 AnimationState.cs that disables multiple mixing from in favor of eliminating the setup pose dip.
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/****************************************************************************** | |
* Spine Runtimes Software License v2.5 | |
* | |
* Copyright (c) 2013-2016, 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; | |
using System.Collections.Generic; | |
namespace Spine { | |
public class AnimationState { | |
static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0); | |
private AnimationStateData data; | |
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>(); | |
private readonly HashSet<int> propertyIDs = new HashSet<int>(); | |
private readonly ExposedList<Event> events = new ExposedList<Event>(); | |
private readonly EventQueue queue; | |
private bool animationsChanged; | |
private float timeScale = 1; | |
Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>(); | |
public AnimationStateData Data { get { return data; } } | |
/// <summary>A list of tracks that have animations, which may contain nulls.</summary> | |
public ExposedList<TrackEntry> Tracks { get { return tracks; } } | |
public float TimeScale { get { return timeScale; } set { timeScale = value; } } | |
public delegate void TrackEntryDelegate (TrackEntry trackEntry); | |
public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; | |
public delegate void TrackEntryEventDelegate (TrackEntry trackEntry, Event e); | |
public event TrackEntryEventDelegate Event; | |
public AnimationState (AnimationStateData data) { | |
if (data == null) throw new ArgumentNullException("data", "data cannot be null."); | |
this.data = data; | |
this.queue = new EventQueue(this, HandleAnimationsChanged, trackEntryPool); | |
} | |
void HandleAnimationsChanged () { | |
this.animationsChanged = true; | |
} | |
/// <summary> | |
/// Increments the track entry times, setting queued animations as current if needed</summary> | |
/// <param name="delta">delta time</param> | |
public void Update (float delta) { | |
delta *= timeScale; | |
var tracksItems = tracks.Items; | |
for (int i = 0, n = tracks.Count; i < n; i++) { | |
TrackEntry current = tracksItems[i]; | |
if (current == null) continue; | |
current.animationLast = current.nextAnimationLast; | |
current.trackLast = current.nextTrackLast; | |
float currentDelta = delta * current.timeScale; | |
if (current.delay > 0) { | |
current.delay -= currentDelta; | |
if (current.delay > 0) continue; | |
currentDelta = -current.delay; | |
current.delay = 0; | |
} | |
TrackEntry next = current.next; | |
if (next != null) { | |
// When the next entry's delay is passed, change to the next entry, preserving leftover time. | |
float nextTime = current.trackLast - next.delay; | |
if (nextTime >= 0) { | |
next.delay = 0; | |
next.trackTime = nextTime + (delta * next.timeScale); | |
current.trackTime += currentDelta; | |
SetCurrent(i, next, true); | |
while (next.mixingFrom != null) { | |
next.mixTime += currentDelta; | |
next = next.mixingFrom; | |
} | |
continue; | |
} | |
} 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 && current.mixingFrom == null) { | |
tracksItems[i] = null; | |
queue.End(current); | |
DisposeNext(current); | |
continue; | |
} | |
} | |
UpdateMixingFrom(current, delta); | |
current.trackTime += currentDelta; | |
} | |
queue.Drain(); | |
} | |
private void UpdateMixingFrom (TrackEntry entry, float delta) { | |
TrackEntry from = entry.mixingFrom; | |
if (from == null) return; | |
UpdateMixingFrom(from, delta); | |
if (entry.mixTime >= entry.mixDuration && from.mixingFrom == null && entry.mixTime > 0) { | |
entry.mixingFrom = null; | |
queue.End(from); | |
return; | |
} | |
from.animationLast = from.nextAnimationLast; | |
from.trackLast = from.nextTrackLast; | |
from.trackTime += delta * from.timeScale; | |
entry.mixTime += delta * entry.timeScale; | |
} | |
/// <summary> | |
/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the | |
/// animation state can be applied to multiple skeletons to pose them identically.</summary> | |
public void Apply (Skeleton skeleton) { | |
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); | |
if (animationsChanged) AnimationsChanged(); | |
var events = this.events; | |
var tracksItems = tracks.Items; | |
for (int i = 0, m = tracks.Count; i < m; i++) { | |
TrackEntry current = tracksItems[i]; | |
if (current == null || current.delay > 0) continue; | |
// Apply mixing from entries first. | |
float mix = current.alpha; | |
if (current.mixingFrom != null) | |
mix *= ApplyMixingFrom(current, skeleton); | |
else if (current.trackTime >= current.trackEnd) // | |
mix = 0; // Set to setup pose the last time the entry will be applied. | |
// Apply current entry. | |
float animationLast = current.animationLast, animationTime = current.AnimationTime; | |
int timelineCount = current.animation.timelines.Count; | |
var timelines = current.animation.timelines; | |
var timelinesItems = timelines.Items; | |
if (mix == 1) { | |
for (int ii = 0; ii < timelineCount; ii++) | |
timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, 1, true, false); | |
} else { | |
bool firstFrame = current.timelinesRotation.Count == 0; | |
if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1); | |
var timelinesRotation = current.timelinesRotation.Items; | |
var timelinesFirstItems = current.timelinesFirst.Items; | |
for (int ii = 0; ii < timelineCount; ii++) { | |
Timeline timeline = timelinesItems[ii]; | |
var rotateTimeline = timeline as RotateTimeline; | |
if (rotateTimeline != null) { | |
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelinesFirstItems[ii], timelinesRotation, ii << 1, | |
firstFrame); | |
} else { | |
timeline.Apply(skeleton, animationLast, animationTime, events, mix, timelinesFirstItems[ii], false); | |
} | |
} | |
} | |
QueueEvents(current, animationTime); | |
//events.Clear(false); | |
current.nextAnimationLast = animationTime; | |
current.nextTrackLast = current.trackTime; | |
} | |
queue.Drain(); | |
} | |
private float ApplyMixingFrom (TrackEntry entry, Skeleton skeleton) { | |
TrackEntry from = entry.mixingFrom; | |
if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton); | |
float mix; | |
if (entry.mixDuration == 0) // Single frame mix to undo mixingFrom changes. | |
mix = 1; | |
else { | |
mix = entry.mixTime / entry.mixDuration; | |
if (mix > 1) mix = 1; | |
} | |
var eventBuffer = mix < from.eventThreshold ? this.events : null; | |
bool attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; | |
float animationLast = from.animationLast, animationTime = from.AnimationTime; | |
var timelines = from.animation.timelines; | |
var timelinesItems = timelines.Items; | |
int timelineCount = timelines.Count; | |
var timelinesFirstItems = from.timelinesFirst.Items; | |
var timelinesLastItems = from.timelinesLast.Items; | |
float alphaFull = from.alpha * entry.mixAlpha; | |
float alphaMix = alphaFull * (1 - mix); | |
bool firstFrame = entry.timelinesRotation.Count == 0; | |
if (firstFrame) entry.timelinesRotation.EnsureCapacity(timelines.Count << 1); | |
var timelinesRotation = entry.timelinesRotation.Items; | |
for (int i = 0; i < timelineCount; i++) { | |
Timeline timeline = timelinesItems[i]; | |
bool setupPose = timelinesFirstItems[i]; | |
// BOZO! - This doesn't work mixing from A -> B, then interrupting by mixing to A. | |
// If no lower timeline and there is a higher timeline for the property, use full alpha to avoid a dip during the mix. | |
bool isBasisPose = setupPose && !timelinesLastItems[i] && alphaMix > 0; | |
float a = isBasisPose ? alphaFull : alphaMix; | |
var rotateTimeline = timeline as RotateTimeline; | |
if (rotateTimeline != null) { | |
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, a, setupPose, timelinesRotation, i << 1, firstFrame); | |
} else { | |
if (!setupPose) { | |
if (!attachments && timeline is AttachmentTimeline) continue; | |
if (!drawOrder && timeline is DrawOrderTimeline) continue; | |
} | |
timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, a, setupPose, true); | |
} | |
} | |
// if (entry.mixDuration > 0 ) QueueEvents(from, animationTime); | |
// events.Clear(false); | |
QueueEvents(from, animationTime); | |
from.nextAnimationLast = animationTime; | |
from.nextTrackLast = from.trackTime; | |
return mix; | |
} | |
static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, bool setupPose, | |
float[] timelinesRotation, int i, bool firstFrame) { | |
if (firstFrame) timelinesRotation[i] = 0; | |
if (alpha == 1) { | |
rotateTimeline.Apply(skeleton, 0, time, null, 1, setupPose, false); | |
return; | |
} | |
Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex]; | |
float[] frames = rotateTimeline.frames; | |
if (time < frames[0]) { | |
if (setupPose) bone.rotation = bone.data.rotation; | |
return; | |
} | |
float r2; | |
if (time >= frames[frames.Length - RotateTimeline.ENTRIES]) // Time is after last frame. | |
r2 = bone.data.rotation + frames[frames.Length + RotateTimeline.PREV_ROTATION]; | |
else { | |
// Interpolate between the previous frame and the current frame. | |
int frame = Animation.BinarySearch(frames, time, RotateTimeline.ENTRIES); | |
float prevRotation = frames[frame + RotateTimeline.PREV_ROTATION]; | |
float frameTime = frames[frame]; | |
float percent = rotateTimeline.GetCurvePercent((frame >> 1) - 1, | |
1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime)); | |
r2 = frames[frame + RotateTimeline.ROTATION] - prevRotation; | |
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360; | |
r2 = prevRotation + r2 * percent + bone.data.rotation; | |
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360; | |
} | |
// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses. | |
float r1 = setupPose ? bone.data.rotation : bone.rotation; | |
float total, diff = r2 - r1; | |
if (diff == 0) { | |
total = timelinesRotation[i]; | |
} else { | |
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360; | |
float lastTotal, lastDiff; | |
if (firstFrame) { | |
lastTotal = 0; | |
lastDiff = diff; | |
} else { | |
lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops. | |
lastDiff = timelinesRotation[i + 1]; // Difference between bones. | |
} | |
bool current = diff > 0, dir = lastTotal >= 0; | |
// Detect cross at 0 (not 180). | |
if (Math.Sign(lastDiff) != Math.Sign(diff) && Math.Abs(lastDiff) <= 90) { | |
// A cross after a 360 rotation is a loop. | |
if (Math.Abs(lastTotal) > 180) lastTotal += 360 * Math.Sign(lastTotal); | |
dir = current; | |
} | |
total = diff + lastTotal - lastTotal % 360; // Store loops as part of lastTotal. | |
if (dir != current) total += 360 * Math.Sign(lastTotal); | |
timelinesRotation[i] = total; | |
} | |
timelinesRotation[i + 1] = diff; | |
r1 += total * alpha; | |
bone.rotation = r1 - (16384 - (int)(16384.499999999996 - r1 / 360)) * 360; | |
} | |
private void QueueEvents (TrackEntry entry, float animationTime) { | |
float animationStart = entry.animationStart, animationEnd = entry.animationEnd; | |
float duration = animationEnd - animationStart; | |
float trackLastWrapped = entry.trackLast % duration; | |
// Queue events before complete. | |
var events = this.events; | |
var eventsItems = events.Items; | |
int i = 0, n = events.Count; | |
for (; i < n; i++) { | |
var e = eventsItems[i]; | |
if (e.time < trackLastWrapped) break; | |
if (e.time > animationEnd) continue; // Discard events outside animation start/end. | |
queue.Event(entry, e); | |
} | |
// Queue complete if completed a loop iteration or the animation. | |
if (entry.loop ? (trackLastWrapped > entry.trackTime % duration) | |
: (animationTime >= animationEnd && entry.animationLast < animationEnd)) { | |
queue.Complete(entry); | |
} | |
// Queue events after complete. | |
for (; i < n; i++) { | |
Event e = eventsItems[i]; | |
if (e.time < animationStart) continue; // Discard events outside animation start/end. | |
queue.Event(entry, eventsItems[i]); | |
} | |
events.Clear(); | |
} | |
/// <summary> | |
/// Removes all animations from all tracks, leaving skeletons in their previous pose. | |
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose, | |
/// rather than leaving them in their previous pose.</summary> | |
public void ClearTracks () { | |
bool oldDrainDisabled = queue.drainDisabled; | |
queue.drainDisabled = true; | |
for (int i = 0, n = tracks.Count; i < n; i++) { | |
ClearTrack(i); | |
} | |
tracks.Clear(); | |
queue.drainDisabled = oldDrainDisabled; | |
queue.Drain(); | |
} | |
/// <summary> | |
/// Removes all animations from the tracks, leaving skeletons in their previous pose. | |
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose, | |
/// rather than leaving them in their previous pose.</summary> | |
public void ClearTrack (int trackIndex) { | |
if (trackIndex >= tracks.Count) return; | |
TrackEntry current = tracks.Items[trackIndex]; | |
if (current == null) return; | |
queue.End(current); | |
DisposeNext(current); | |
TrackEntry entry = current; | |
while (true) { | |
TrackEntry from = entry.mixingFrom; | |
if (from == null) break; | |
queue.End(from); | |
entry.mixingFrom = null; | |
entry = from; | |
} | |
tracks.Items[current.trackIndex] = null; | |
queue.Drain(); | |
} | |
private void SetCurrent (int index, TrackEntry current, bool interrupt) { | |
TrackEntry newFrom = ExpandToIndex(index); | |
tracks.Items[index] = current; | |
if (newFrom != null) { | |
if (interrupt) queue.Interrupt(newFrom); | |
if (newFrom.mixingFrom != null) { | |
if (newFrom.mixDuration > 0) { | |
current.mixAlpha = 1f; //current.mixAlpha = Math.Min(newFrom.mixTime / newFrom.mixDuration, 1f); // always use 1f to avoid dipping when interrupting. | |
if (newFrom.mixTime / newFrom.mixDuration < 0.5f) { | |
// Swap. | |
TrackEntry oldCurrent = newFrom; | |
TrackEntry oldFrom = newFrom.mixingFrom; | |
oldCurrent.mixingFrom = oldFrom.mixingFrom; | |
oldFrom.mixingFrom = oldCurrent; | |
newFrom = oldFrom; | |
} | |
} | |
newFrom.mixTime = newFrom.mixDuration - 0.0001f; // One frame to mix out the old animation. | |
} | |
current.mixingFrom = newFrom; | |
current.mixTime = 0; | |
newFrom.timelinesRotation.Clear(); // Reset rotation for mixing out, in case entry was mixed in. | |
} | |
queue.Start(current); | |
} | |
/// <summary>Sets an animation by name. <seealso cref="SetAnimation(int, Animation, bool)" /></summary> | |
public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) { | |
Animation animation = data.skeletonData.FindAnimation(animationName); | |
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName"); | |
return SetAnimation(trackIndex, animation, loop); | |
} | |
/// <summary>Sets the current animation for a track, discarding any queued animations.</summary> | |
/// <param name="loop">If true, the animation will repeat. | |
/// If false, it will not, instead its last frame is applied if played beyond its duration. | |
/// In either case <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared. </param> | |
/// <returns> | |
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept | |
/// after <see cref="AnimationState.Dispose"/>.</returns> | |
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) { | |
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null."); | |
bool interrupt = true; | |
TrackEntry current = ExpandToIndex(trackIndex); | |
if (current != null) { | |
if (current.nextTrackLast == -1) { | |
// Don't mix from an entry that was never applied. | |
tracks.Items[trackIndex] = current.mixingFrom; | |
queue.Interrupt(current); | |
queue.End(current); | |
DisposeNext(current); | |
current = current.mixingFrom; | |
interrupt = false; | |
} else { | |
DisposeNext(current); | |
} | |
} | |
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, current); | |
SetCurrent(trackIndex, entry, interrupt); | |
queue.Drain(); | |
return entry; | |
} | |
/// <summary>Queues an animation by name.</summary> | |
/// <seealso cref="AddAnimation(int, Animation, bool, float)" /> | |
public TrackEntry AddAnimation (int trackIndex, String animationName, bool loop, float delay) { | |
Animation animation = data.skeletonData.FindAnimation(animationName); | |
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName"); | |
return AddAnimation(trackIndex, animation, loop, delay); | |
} | |
/// <summary>Adds an animation to be played delay seconds after the current or last queued animation | |
/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary> | |
/// <param name="delay"> | |
/// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation | |
/// duration of the previous track minus any mix duration plus the negative delay. | |
/// </param> | |
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept | |
/// after <see cref="AnimationState.Dispose"/></returns> | |
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) { | |
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null."); | |
TrackEntry last = ExpandToIndex(trackIndex); | |
if (last != null) { | |
while (last.next != null) | |
last = last.next; | |
} | |
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, last); | |
if (last == null) { | |
SetCurrent(trackIndex, entry, true); | |
queue.Drain(); | |
} else { | |
last.next = entry; | |
if (delay <= 0) { | |
float duration = last.animationEnd - last.animationStart; | |
if (duration != 0) | |
delay += duration * (1 + (int)(last.trackTime / duration)) - data.GetMix(last.animation, animation); | |
else | |
delay = 0; | |
} | |
} | |
entry.delay = delay; | |
return entry; | |
} | |
/// <summary> | |
/// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.</summary> | |
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) { | |
TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false); | |
entry.mixDuration = mixDuration; | |
entry.trackEnd = mixDuration; | |
return entry; | |
} | |
/// <summary> | |
/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the | |
/// specified mix duration.</summary> | |
/// <returns> | |
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after <see cref="AnimationState.Dispose"/>. | |
/// </returns> | |
/// <param name="trackIndex">Track number.</param> | |
/// <param name="mixDuration">Mix duration.</param> | |
/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation | |
/// duration of the previous track minus any mix duration plus the negative delay.</param> | |
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) { | |
if (delay <= 0) delay -= mixDuration; | |
TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay); | |
entry.mixDuration = mixDuration; | |
entry.trackEnd = mixDuration; | |
return entry; | |
} | |
/// <summary> | |
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.</summary> | |
public void SetEmptyAnimations (float mixDuration) { | |
bool oldDrainDisabled = queue.drainDisabled; | |
queue.drainDisabled = true; | |
for (int i = 0, n = tracks.Count; i < n; i++) { | |
TrackEntry current = tracks.Items[i]; | |
if (current != null) SetEmptyAnimation(i, mixDuration); | |
} | |
queue.drainDisabled = oldDrainDisabled; | |
queue.Drain(); | |
} | |
private TrackEntry ExpandToIndex (int index) { | |
if (index < tracks.Count) return tracks.Items[index]; | |
while (index >= tracks.Count) | |
tracks.Add(null); | |
return null; | |
} | |
/// <param name="last">May be null.</param> | |
private TrackEntry NewTrackEntry (int trackIndex, Animation animation, bool loop, TrackEntry last) { | |
TrackEntry entry = trackEntryPool.Obtain(); // Pooling | |
entry.trackIndex = trackIndex; | |
entry.animation = animation; | |
entry.loop = loop; | |
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 = float.MaxValue; // loop ? float.MaxValue : animation.Duration; | |
entry.timeScale = 1; | |
entry.alpha = 1; | |
entry.mixAlpha = 1; | |
entry.mixTime = 0; | |
entry.mixDuration = (last == null) ? 0 : data.GetMix(last.animation, animation); | |
return entry; | |
} | |
private void DisposeNext (TrackEntry entry) { | |
TrackEntry next = entry.next; | |
while (next != null) { | |
queue.Dispose(next); | |
next = next.next; | |
} | |
entry.next = null; | |
} | |
private void AnimationsChanged () { | |
animationsChanged = false; | |
var propertyIDs = this.propertyIDs; | |
// Set timelinesFirst for all entries, from lowest track to highest. | |
int i = 0, n = tracks.Count; | |
propertyIDs.Clear(); | |
for (; i < n; i++) { // Find first non-null entry. | |
TrackEntry entry = tracks.Items[i]; | |
if (entry == null) continue; | |
SetTimelinesFirst(entry); | |
i++; | |
break; | |
} | |
for (; i < n; i++) { // Rest of entries. | |
TrackEntry entry = tracks.Items[i]; | |
if (entry != null) CheckTimelinesFirst(entry); | |
} | |
// Set timelinesLast for mixingFrom entries, from highest track to lowest that has mixingFrom. | |
propertyIDs.Clear(); | |
int lowestMixingFrom = n; | |
for (i = 0; i < n; i++) { // Find lowest track with a mixingFrom entry. | |
TrackEntry entry = tracks.Items[i]; | |
if (entry == null || entry.mixingFrom == null) continue; | |
lowestMixingFrom = i; | |
break; | |
} | |
for (i = n - 1; i >= lowestMixingFrom; i--) { // Find first non-null entry. | |
TrackEntry entry = tracks.Items[i]; | |
if (entry == null) continue; | |
// Store non-mixingFrom property IDs but don't bother setting their timelinesLast. // JOHN: Why? | |
var timelines = entry.animation.timelines.Items; | |
for (int ii = 0, nn = entry.animation.timelines.Count; ii < nn; ii++) | |
propertyIDs.Add(timelines[ii].PropertyId); | |
entry = entry.mixingFrom; | |
while (entry != null) { | |
CheckTimelinesUsage(entry, entry.timelinesLast); | |
entry = entry.mixingFrom; | |
} | |
} | |
} | |
/// <summary>From last to first mixingFrom entries, sets timelinesFirst to true on last, calls checkTimelineUsage on rest.</summary> | |
private void SetTimelinesFirst (TrackEntry entry) { | |
if (entry.mixingFrom != null) { | |
SetTimelinesFirst(entry.mixingFrom); | |
CheckTimelinesUsage(entry, entry.timelinesFirst); | |
return; | |
} | |
var propertyIDs = this.propertyIDs; | |
var timelines = entry.animation.timelines; | |
int n = timelines.Count; | |
entry.timelinesFirst.EnsureCapacity(n); // entry.timelinesFirst.setSize(n); | |
var usage = entry.timelinesFirst.Items; | |
var timelinesItems = timelines.Items; | |
for (int i = 0; i < n; i++) { | |
usage[i] = propertyIDs.Add(timelinesItems[i].PropertyId); | |
//usage[i] = true; // JOHN: Why? | |
} | |
} | |
/// <summary>From last to first mixingFrom entries, calls checkTimelineUsage.</summary> | |
private void CheckTimelinesFirst (TrackEntry entry) { | |
if (entry.mixingFrom != null) CheckTimelinesFirst(entry.mixingFrom); | |
CheckTimelinesUsage(entry, entry.timelinesFirst); | |
} | |
private void CheckTimelinesUsage (TrackEntry entry, ExposedList<bool> usageArray) { | |
var propertyIDs = this.propertyIDs; | |
var timelines = entry.animation.timelines; | |
int n = timelines.Count; | |
//var usageArray = entry.timelinesFirst; | |
usageArray.EnsureCapacity(n); | |
var usage = usageArray.Items; | |
var timelinesItems = timelines.Items; | |
for (int i = 0; i < n; i++) | |
usage[i] = propertyIDs.Add(timelinesItems[i].PropertyId); | |
} | |
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns> | |
public TrackEntry GetCurrent (int trackIndex) { | |
return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex]; | |
} | |
override public String ToString () { | |
var buffer = new System.Text.StringBuilder(); | |
for (int i = 0, n = tracks.Count; i < n; i++) { | |
TrackEntry entry = tracks.Items[i]; | |
if (entry == null) continue; | |
if (buffer.Length > 0) buffer.Append(", "); | |
buffer.Append(entry.ToString()); | |
} | |
return buffer.Length == 0 ? "<none>" : buffer.ToString(); | |
} | |
internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); } | |
internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); } | |
internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); } | |
internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); } | |
internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); } | |
internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); } | |
} | |
/// <summary>State for the playback of an animation.</summary> | |
public class TrackEntry : Pool<TrackEntry>.IPoolable { | |
internal Animation animation; | |
internal TrackEntry next, mixingFrom; | |
internal int trackIndex; | |
internal bool loop; | |
internal float eventThreshold, attachmentThreshold, drawOrderThreshold; | |
internal float animationStart, animationEnd, animationLast, nextAnimationLast; | |
internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f; | |
internal float alpha, mixTime, mixDuration, mixAlpha = 1f; | |
internal readonly ExposedList<bool> timelinesFirst = new ExposedList<bool>(), timelinesLast = new ExposedList<bool>(); | |
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>(); | |
// IPoolable.Reset() | |
public void Reset () { | |
next = null; | |
mixingFrom = null; | |
animation = null; | |
timelinesFirst.Clear(); | |
timelinesLast.Clear(); | |
timelinesRotation.Clear(); | |
Start = null; | |
Interrupt = null; | |
End = null; | |
Dispose = null; | |
Complete = null; | |
Event = null; | |
} | |
/// <summary>The index of the track where this entry is either current or queued.</summary> | |
public int TrackIndex { get { return trackIndex; } } | |
/// <summary>The animation to apply for this track entry.</summary> | |
public Animation Animation { get { return animation; } } | |
/// <summary> | |
/// If true, the animation will repeat. If false, it will not, instead its last frame is applied if played beyond its duration.</summary> | |
public bool Loop { get { return loop; } set { loop = value; } } | |
///<summary> | |
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing | |
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the | |
/// track entry will become the current track entry.</summary> | |
public float Delay { get { return delay; } set { delay = value; } } | |
/// <summary> | |
/// Current time in seconds this track entry has been the current track entry. The track time determines | |
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting looping.</summary> | |
public float TrackTime { get { return trackTime; } set { trackTime = value; } } | |
/// <summary> | |
/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for | |
/// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no | |
/// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation, | |
/// are set to the setup pose and the track is cleared. | |
/// | |
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the | |
/// setup pose over time, rather than have it happen instantly. | |
/// </summary> | |
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } } | |
/// <summary> | |
/// Seconds when this animation starts, both initially and after looping. Defaults to 0. | |
/// | |
/// When changing the animation start time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same value to | |
/// prevent timeline keys before the start time from triggering. | |
/// </summary> | |
public float AnimationStart { get { return animationStart; } set { animationStart = value; } } | |
/// <summary> | |
/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will | |
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation duration.</summary> | |
public float AnimationEnd { get { return animationEnd; } } | |
/// <summary> | |
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this | |
/// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time | |
/// (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.</summary> | |
public float AnimationLast { | |
get { return animationLast; } | |
set { | |
animationLast = value; | |
nextAnimationLast = value; | |
} | |
} | |
/// <summary> | |
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the animation time between <see cref="TrackEntry.AnimationStart"/>. and | |
/// <see cref="TrackEntry.AnimationEnd"/>. When the track time is 0, the animation time is equal to the animation start time. | |
/// </summary> | |
public float AnimationTime { | |
get { | |
if (loop) { | |
float duration = animationEnd - animationStart; | |
if (duration == 0) return animationStart; | |
return (trackTime % duration) + animationStart; | |
} | |
return Math.Min(trackTime + animationStart, animationEnd); | |
} | |
} | |
/// <summary> | |
/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or | |
/// faster. Defaults to 1. | |
/// </summary> | |
public float TimeScale { get { return timeScale; } set { timeScale = value; } } | |
/// <summary> | |
/// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with | |
/// this animation. | |
/// | |
/// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense | |
/// to use alpha on track 0 if the skeleton pose is from the last frame render. | |
/// </summary> | |
public float Alpha { get { return alpha; } set { alpha = value; } } | |
/// <summary> | |
/// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation | |
/// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.</summary> | |
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } } | |
/// <summary> | |
/// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the | |
/// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being | |
/// mixed out.</summary> | |
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } } | |
/// <summary> | |
/// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the | |
/// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being | |
/// mixed out. | |
/// </summary> | |
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } } | |
/// <summary> | |
/// The animation queued to start after this animation, or null.</summary> | |
public TrackEntry Next { get { return next; } } | |
/// <summary> | |
/// Returns true if at least one loop has been completed.</summary> | |
public bool IsComplete { | |
get { return trackTime >= animationEnd - animationStart; } | |
} | |
/// <summary> | |
/// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than | |
/// <see cref="TrackEntry.MixDuration"/>.</summary> | |
public float MixTime { get { return mixTime; } set { mixTime = value; } } | |
/// <summary> | |
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by | |
/// <see cref="AnimationStateData"/> based on the animation before this animation (if any). | |
/// | |
/// The mix duration must be set before <see cref="AnimationState.Update(float)"/> is next called. | |
/// </summary> | |
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } } | |
/// <summary> | |
/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no | |
/// mixing is currently occuring.</summary> | |
public TrackEntry MixingFrom { get { return mixingFrom; } } | |
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; | |
public event AnimationState.TrackEntryEventDelegate Event; | |
internal void OnStart () { if (Start != null) Start(this); } | |
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); } | |
internal void OnEnd () { if (End != null) End(this); } | |
internal void OnDispose () { if (Dispose != null) Dispose(this); } | |
internal void OnComplete () { if (Complete != null) Complete(this); } | |
internal void OnEvent (Event e) { if (Event != null) Event(this, e); } | |
/// <summary> | |
/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the | |
/// long way around when using <see cref="alpha"/> and starting animations on other tracks. | |
/// | |
/// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around. | |
/// The two rotations likely change over time, so which direction is the short or long way also changes. | |
/// If the short way was always chosen, bones would flip to the other side when that direction became the long way. | |
/// TrackEntry chooses the short way the first time it is applied and remembers that direction.</summary> | |
public void ResetRotationDirections () { | |
timelinesRotation.Clear(); | |
} | |
override public String ToString () { | |
return animation == null ? "<none>" : animation.name; | |
} | |
} | |
class EventQueue { | |
private readonly ExposedList<EventQueueEntry> eventQueueEntries = new ExposedList<EventQueueEntry>(); | |
public bool drainDisabled; | |
private readonly AnimationState state; | |
private readonly Pool<TrackEntry> trackEntryPool; | |
public event Action AnimationsChanged; | |
public EventQueue (AnimationState state, Action HandleAnimationsChanged, Pool<TrackEntry> trackEntryPool) { | |
this.state = state; | |
this.AnimationsChanged += HandleAnimationsChanged; | |
this.trackEntryPool = trackEntryPool; | |
} | |
struct EventQueueEntry { | |
public EventType type; | |
public TrackEntry entry; | |
public Event e; | |
public EventQueueEntry (EventType eventType, TrackEntry trackEntry, Event e = null) { | |
this.type = eventType; | |
this.entry = trackEntry; | |
this.e = e; | |
} | |
} | |
enum EventType { | |
Start, Interrupt, End, Dispose, Complete, Event | |
} | |
public void Start (TrackEntry entry) { | |
eventQueueEntries.Add(new EventQueueEntry(EventType.Start, entry)); | |
if (AnimationsChanged != null) AnimationsChanged(); | |
} | |
public void Interrupt (TrackEntry entry) { | |
eventQueueEntries.Add(new EventQueueEntry(EventType.Interrupt, entry)); | |
} | |
public void End (TrackEntry entry) { | |
eventQueueEntries.Add(new EventQueueEntry(EventType.End, entry)); | |
if (AnimationsChanged != null) AnimationsChanged(); | |
} | |
public void Dispose (TrackEntry entry) { | |
eventQueueEntries.Add(new EventQueueEntry(EventType.Dispose, entry)); | |
} | |
public void Complete (TrackEntry entry) { | |
eventQueueEntries.Add(new EventQueueEntry(EventType.Complete, entry)); | |
} | |
public void Event (TrackEntry entry, Event e) { | |
eventQueueEntries.Add(new EventQueueEntry(EventType.Event, entry, e)); | |
} | |
public void Drain () { | |
if (drainDisabled) return; | |
drainDisabled = true; | |
var entries = this.eventQueueEntries; | |
var entriesItems = entries.Items; | |
AnimationState state = this.state; | |
for (int i = 0, n = entries.Count; i < n; i++) { | |
var queueEntry = entriesItems[i]; | |
TrackEntry trackEntry = queueEntry.entry; | |
switch (queueEntry.type) { | |
case EventType.Start: | |
trackEntry.OnStart(); | |
state.OnStart(trackEntry); | |
break; | |
case EventType.Interrupt: | |
trackEntry.OnInterrupt(); | |
state.OnInterrupt(trackEntry); | |
break; | |
case EventType.End: | |
trackEntry.OnEnd(); | |
state.OnEnd(trackEntry); | |
goto case EventType.Dispose; // Fall through. (C#) | |
case EventType.Dispose: | |
trackEntry.OnDispose(); | |
state.OnDispose(trackEntry); | |
trackEntryPool.Free(trackEntry); // Pooling | |
break; | |
case EventType.Complete: | |
trackEntry.OnComplete(); | |
state.OnComplete(trackEntry); | |
break; | |
case EventType.Event: | |
trackEntry.OnEvent(queueEntry.e); | |
state.OnEvent(trackEntry, queueEntry.e); | |
break; | |
} | |
} | |
eventQueueEntries.Clear(); | |
drainDisabled = false; | |
} | |
public void Clear () { | |
eventQueueEntries.Clear(); | |
} | |
} | |
public class Pool<T> where T : class, new() { | |
public readonly int max; | |
readonly Stack<T> freeObjects; | |
public int Count { get { return freeObjects.Count; } } | |
public int Peak { get; private set; } | |
public Pool (int initialCapacity = 16, int max = int.MaxValue) { | |
freeObjects = new Stack<T>(initialCapacity); | |
this.max = max; | |
} | |
public T Obtain () { | |
return freeObjects.Count == 0 ? new T() : freeObjects.Pop(); | |
} | |
public void Free (T obj) { | |
if (obj == null) throw new ArgumentNullException("obj", "obj cannot be null"); | |
if (freeObjects.Count < max) { | |
freeObjects.Push(obj); | |
Peak = Math.Max(Peak, freeObjects.Count); | |
} | |
Reset(obj); | |
} | |
// protected void FreeAll (List<T> objects) { | |
// if (objects == null) throw new ArgumentNullException("objects", "objects cannot be null."); | |
// var freeObjects = this.freeObjects; | |
// int max = this.max; | |
// for (int i = 0; i < objects.Count; i++) { | |
// T obj = objects[i]; | |
// if (obj == null) continue; | |
// if (freeObjects.Count < max) freeObjects.Push(obj); | |
// Reset(obj); | |
// } | |
// Peak = Math.Max(Peak, freeObjects.Count); | |
// } | |
public void Clear () { | |
freeObjects.Clear(); | |
} | |
protected void Reset (T obj) { | |
var poolable = obj as IPoolable; | |
if (poolable != null) poolable.Reset(); | |
} | |
public interface IPoolable { | |
void Reset (); | |
} | |
} | |
} |
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