FiE-Game/Assets/Spine/SpineCSharp/AnimationState.cs
2023-07-25 00:52:50 +05:00

1066 lines
42 KiB
C#

/******************************************************************************
* 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);
internal const int Subsequent = 0, First = 1, Dip = 2, DipMix = 3;
private AnimationStateData data;
Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
private readonly ExposedList<Event> events = new ExposedList<Event>();
private readonly EventQueue queue; // Initialized by constructor.
private readonly HashSet<int> propertyIDs = new HashSet<int>();
private readonly ExposedList<TrackEntry> mixingTo = new ExposedList<TrackEntry>();
private bool animationsChanged;
private float timeScale = 1;
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,
delegate { this.animationsChanged = true; },
trackEntryPool
);
}
/// <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 if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
tracksItems[i] = null;
queue.End(current);
DisposeNext(current);
continue;
}
if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) {
// End mixing from entries once all have completed.
var from = current.mixingFrom;
current.mixingFrom = null;
while (from != null) {
queue.End(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
queue.Drain();
}
/// <summary>Returns true when all mixing from entries are complete.</summary>
private bool UpdateMixingFrom (TrackEntry to, float delta) {
TrackEntry from = to.mixingFrom;
if (from == null) return true;
bool finished = 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 && (to.mixTime >= to.mixDuration || to.timeScale == 0)) {
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
to.interruptAlpha = from.interruptAlpha;
queue.End(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta * to.timeScale;
return false;
}
/// <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 bool Apply (Skeleton skeleton) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
if (animationsChanged) AnimationsChanged();
var events = this.events;
bool applied = false;
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;
applied = true;
MixPose currentPose = i == 0 ? MixPose.Current : MixPose.CurrentLayered;
// Apply mixing from entries first.
float mix = current.alpha;
if (current.mixingFrom != null)
mix *= ApplyMixingFrom(current, skeleton, currentPose);
else if (current.trackTime >= current.trackEnd && current.next == null) //
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, MixPose.Setup, MixDirection.In);
} else {
var timelineData = current.timelineData.Items;
bool firstFrame = current.timelinesRotation.Count == 0;
if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
var timelinesRotation = current.timelinesRotation.Items;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelinesItems[ii];
MixPose pose = timelineData[ii] >= AnimationState.First ? MixPose.Setup : currentPose;
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null)
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
else
timeline.Apply(skeleton, animationLast, animationTime, events, mix, pose, MixDirection.In);
}
}
QueueEvents(current, animationTime);
events.Clear(false);
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
queue.Drain();
return applied;
}
private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixPose currentPose) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, currentPose);
float mix;
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
mix = 1;
currentPose = MixPose.Setup;
} else {
mix = to.mixTime / to.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;
int timelineCount = timelines.Count;
var timelinesItems = timelines.Items;
var timelineData = from.timelineData.Items;
var timelineDipMix = from.timelineDipMix.Items;
bool firstFrame = from.timelinesRotation.Count == 0;
if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
var timelinesRotation = from.timelinesRotation.Items;
MixPose pose;
float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix), alpha;
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelinesItems[i];
switch (timelineData[i]) {
case Subsequent:
if (!attachments && timeline is AttachmentTimeline) continue;
if (!drawOrder && timeline is DrawOrderTimeline) continue;
pose = currentPose;
alpha = alphaMix;
break;
case First:
pose = MixPose.Setup;
alpha = alphaMix;
break;
case Dip:
pose = MixPose.Setup;
alpha = alphaDip;
break;
default:
pose = MixPose.Setup;
TrackEntry dipMix = timelineDipMix[i];
alpha = alphaDip * Math.Max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
break;
}
from.totalAlpha += alpha;
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null) {
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
} else {
timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, alpha, pose, MixDirection.Out);
}
}
if (to.mixDuration > 0) QueueEvents(from, animationTime);
this.events.Clear(false);
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixPose pose,
float[] timelinesRotation, int i, bool firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
rotateTimeline.Apply(skeleton, 0, time, null, 1, pose, MixDirection.In);
return;
}
Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex];
float[] frames = rotateTimeline.frames;
if (time < frames[0]) {
if (pose == MixPose.Setup) 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 = pose == MixPose.Setup ? 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.
bool complete = false;
if (entry.loop)
complete = duration == 0 || (trackLastWrapped > entry.trackTime % duration);
else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete) 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]);
}
}
/// <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();
}
/// <summary>Sets the active TrackEntry for a given track number.</summary>
private void SetCurrent (int index, TrackEntry current, bool interrupt) {
TrackEntry from = ExpandToIndex(index);
tracks.Items[index] = current;
if (from != null) {
if (interrupt) queue.Interrupt(from);
current.mixingFrom = from;
current.mixTime = 0;
// Store interrupted mix percentage.
if (from.mixingFrom != null && from.mixDuration > 0)
current.interruptAlpha *= Math.Min(1, from.mixTime / from.mixDuration);
from.timelinesRotation.Clear(); // Reset rotation for mixing out, in case entry was mixed in.
}
queue.Start(current); // triggers AnimationsChanged
}
/// <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 &lt;= 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) {
if (last.loop) {
delay += duration * (1 + (int)(last.trackTime / duration));
} else {
delay += duration;
}
delay -= 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 &lt;= 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;
}
/// <summary>Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.</summary>
/// <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; // nextTrackLast == -1 signifies a TrackEntry that wasn't applied yet.
entry.trackEnd = float.MaxValue; // loop ? float.MaxValue : animation.Duration;
entry.timeScale = 1;
entry.alpha = 1;
entry.interruptAlpha = 1;
entry.mixTime = 0;
entry.mixDuration = (last == null) ? 0 : data.GetMix(last.animation, animation);
return entry;
}
/// <summary>Dispose all track entries queued after the given TrackEntry.</summary>
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;
propertyIDs.Clear();
var mixingTo = this.mixingTo;
var tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
var entry = tracksItems[i];
if (entry != null) entry.SetTimelineData(null, mixingTo, propertyIDs);
}
}
/// <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, interruptAlpha, totalAlpha;
internal readonly ExposedList<int> timelineData = new ExposedList<int>();
internal readonly ExposedList<TrackEntry> timelineDipMix = new ExposedList<TrackEntry>();
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
// IPoolable.Reset()
public void Reset () {
next = null;
mixingFrom = null;
animation = null;
timelineData.Clear();
timelineDipMix.Clear();
timelinesRotation.Clear();
Start = null;
Interrupt = null;
End = null;
Dispose = null;
Complete = null;
Event = null;
}
/// <summary>Sets the timeline data.</summary>
/// <param name="to">May be null.</param>
internal TrackEntry SetTimelineData (TrackEntry to, ExposedList<TrackEntry> mixingToArray, HashSet<int> propertyIDs) {
if (to != null) mixingToArray.Add(to);
var lastEntry = mixingFrom != null ? mixingFrom.SetTimelineData(this, mixingToArray, propertyIDs) : this;
if (to != null) mixingToArray.Pop();
var mixingTo = mixingToArray.Items;
int mixingToLast = mixingToArray.Count - 1;
var timelines = animation.timelines.Items;
int timelinesCount = animation.timelines.Count;
var timelineDataItems = timelineData.Resize(timelinesCount).Items; // timelineData.setSize(timelinesCount);
timelineDipMix.Clear();
var timelineDipMixItems = timelineDipMix.Resize(timelinesCount).Items; //timelineDipMix.setSize(timelinesCount);
// outer:
for (int i = 0; i < timelinesCount; i++) {
int id = timelines[i].PropertyId;
if (!propertyIDs.Add(id)) {
timelineDataItems[i] = AnimationState.Subsequent;
} else if (to == null || !to.HasTimeline(id)) {
timelineDataItems[i] = AnimationState.First;
} else {
for (int ii = mixingToLast; ii >= 0; ii--) {
var entry = mixingTo[ii];
if (!entry.HasTimeline(id)) {
if (entry.mixDuration > 0) {
timelineDataItems[i] = AnimationState.DipMix;
timelineDipMixItems[i] = entry;
goto continue_outer; // continue outer;
}
break;
}
}
timelineDataItems[i] = AnimationState.Dip;
}
continue_outer: {}
}
return lastEntry;
}
bool HasTimeline (int id) {
var timelines = animation.timelines.Items;
for (int i = 0, n = animation.timelines.Count; i < n; i++)
if (timelines[i].PropertyId == id) return true;
return false;
}
/// <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; } set { animationEnd = value; } }
/// <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"/> when the mix is complete.</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 can be set manually rather than use the value from AnimationStateData.GetMix.
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
/// </para>
///
/// </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. When mixing from multiple animations, MixingFrom makes up a linked list.</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 List<EventQueueEntry> eventQueueEntries = new List<EventQueueEntry>();
internal bool drainDisabled;
private readonly AnimationState state;
private readonly Pool<TrackEntry> trackEntryPool;
internal event Action AnimationsChanged;
internal 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
}
internal void Start (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Start, entry));
if (AnimationsChanged != null) AnimationsChanged();
}
internal void Interrupt (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Interrupt, entry));
}
internal void End (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.End, entry));
if (AnimationsChanged != null) AnimationsChanged();
}
internal void Dispose (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Dispose, entry));
}
internal void Complete (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Complete, entry));
}
internal void Event (TrackEntry entry, Event e) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Event, entry, e));
}
/// <summary>Raises all events in the queue and drains the queue.</summary>
internal void Drain () {
if (drainDisabled) return;
drainDisabled = true;
var entries = this.eventQueueEntries;
AnimationState state = this.state;
// Don't cache entries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete).
for (int i = 0; i < entries.Count; i++) {
var queueEntry = entries[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;
}
internal 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 ();
}
}
}