imp v34 & v35

This commit is contained in:
ww-rm
2025-08-18 01:23:31 +08:00
parent 50b1c66e27
commit b08b6752cd
41 changed files with 2434 additions and 127 deletions

View File

@@ -34,26 +34,25 @@ using System.Text;
namespace SpineRuntime34 {
public class AnimationState {
private AnimationStateData data;
static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
private AnimationStateData data;
private ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
private ExposedList<Event> events = new ExposedList<Event>();
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; } }
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
/// <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 StartEndDelegate (AnimationState state, int trackIndex);
public event StartEndDelegate Start;
public event StartEndDelegate End;
public delegate void TrackEntryDelegate(TrackEntry trackEntry);
public event TrackEntryDelegate Start, End, Complete;
public delegate void EventDelegate (AnimationState state, int trackIndex, Event e);
public delegate void EventDelegate (AnimationState state, int trackIndex, Event e);
public event EventDelegate Event;
public delegate void CompleteDelegate (AnimationState state, int trackIndex, int loopCount);
public event CompleteDelegate Complete;
public AnimationState (AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
@@ -78,8 +77,8 @@ namespace SpineRuntime34 {
// Check if completed the animation or a loop iteration.
if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
int count = (int)(time / endTime);
current.OnComplete(this, i, count);
if (Complete != null) Complete(this, i, count);
current.OnComplete();
if (Complete != null) Complete(current);
}
TrackEntry next = current.next;
@@ -149,11 +148,18 @@ namespace SpineRuntime34 {
TrackEntry current = tracks.Items[trackIndex];
if (current == null) return;
current.OnEnd(this, trackIndex);
if (End != null) End(this, trackIndex);
current.OnEnd();
if (End != null) End(current);
tracks.Items[trackIndex] = null;
}
while (current is not null)
{
var tmp = current.next;
trackEntryPool.Free(current);
current = tmp;
}
}
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks.Items[index];
@@ -168,8 +174,8 @@ namespace SpineRuntime34 {
TrackEntry previous = current.previous;
current.previous = null;
current.OnEnd(this, index);
if (End != null) End(this, index);
current.OnEnd();
if (End != null) End(current);
entry.mixDuration = data.GetMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
@@ -184,8 +190,15 @@ namespace SpineRuntime34 {
tracks.Items[index] = entry;
entry.OnStart(this, index);
if (Start != null) Start(this, index);
while (current is not null)
{
var tmp = current.next;
trackEntryPool.Free(current);
current = tmp;
}
entry.OnStart();
if (Start != null) Start(entry);
}
/// <seealso cref="SetAnimation(int, Animation, bool)" />
@@ -198,8 +211,9 @@ namespace SpineRuntime34 {
/// <summary>Set the current animation. Any queued animations are cleared.</summary>
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
TrackEntry entry = new TrackEntry();
entry.animation = animation;
TrackEntry entry = trackEntryPool.Obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
@@ -218,8 +232,10 @@ namespace SpineRuntime34 {
/// <param name="delay">May be &lt;= 0 to use duration of previous animation minus any mix duration plus the negative delay.</param>
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
TrackEntry entry = new TrackEntry();
entry.animation = animation;
TrackEntry entry = trackEntryPool.Obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
@@ -243,8 +259,48 @@ namespace SpineRuntime34 {
return entry;
}
/// <returns>May be null.</returns>
public TrackEntry GetCurrent (int trackIndex) {
/// <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.endTime = 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.endTime = 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)
{
for (int i = 0, n = tracks.Count; i < n; i++)
{
TrackEntry current = tracks.Items[i];
if (current != null) SetEmptyAnimation(i, mixDuration);
}
}
/// <returns>May be null.</returns>
public TrackEntry GetCurrent (int trackIndex) {
if (trackIndex >= tracks.Count) return null;
return tracks.Items[trackIndex];
}
@@ -262,15 +318,17 @@ namespace SpineRuntime34 {
}
}
public class TrackEntry {
public class TrackEntry : Pool<TrackEntry>.IPoolable {
internal TrackEntry next, previous;
internal Animation animation;
internal int trackIndex;
internal Animation animation;
internal bool loop;
internal float delay, time, lastTime = -1, endTime, timeScale = 1;
internal float mixTime, mixDuration, mix = 1;
public Animation Animation { get { return animation; } }
public float Delay { get { return delay; } set { delay = value; } }
public int TrackIndex { get { return trackIndex; } }
public Animation Animation { get { return animation; } }
public float Delay { get { return delay; } set { delay = value; } }
public float Time { get { return time; } set { time = value; } }
public float LastTime { get { return lastTime; } set { lastTime = value; } }
public float EndTime { get { return endTime; } set { endTime = value; } }
@@ -278,29 +336,111 @@ namespace SpineRuntime34 {
public float Mix { get { return mix; } set { mix = value; } }
public bool Loop { get { return loop; } set { loop = value; } }
public event AnimationState.StartEndDelegate Start;
public event AnimationState.StartEndDelegate End;
public event AnimationState.EventDelegate Event;
public event AnimationState.CompleteDelegate Complete;
/// <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; } }
internal void OnStart (AnimationState state, int index) {
if (Start != null) Start(state, index);
}
/// <summary>
/// The animation queued to start after this animation, or null.</summary>
public TrackEntry Next { get { return next; } }
internal void OnEnd (AnimationState state, int index) {
if (End != null) End(state, index);
}
public event AnimationState.TrackEntryDelegate Start, End, Complete;
public event AnimationState.EventDelegate Event;
internal void OnEvent (AnimationState state, int index, Event e) {
if (Event != null) Event(state, index, e);
}
// IPoolable.Reset()
public void Reset()
{
next = null;
previous = null;
animation = null;
internal void OnComplete (AnimationState state, int index, int loopCount) {
if (Complete != null) Complete(state, index, loopCount);
}
Start = null;
End = null;
Complete = null;
Event = null;
}
override public String ToString () {
internal void OnStart() { if (Start != null) Start(this); }
internal void OnEnd() { if (End != null) End(this); }
internal void OnComplete() { if (Complete != null) Complete(this); }
internal void OnEvent(AnimationState state, int index, Event e)
{
if (Event != null) Event(state, index, e);
}
override public String ToString () {
return animation == null ? "<none>" : animation.name;
}
}
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();
}
}
}

View File

@@ -105,22 +105,13 @@ namespace SpineRuntime34 {
Bone parent = this.parent;
if (parent == null) { // Root bone.
Skeleton skeleton = this.skeleton;
if (skeleton.flipX) {
x = -x;
la = -la;
lb = -lb;
}
if (skeleton.flipY != yDown) {
y = -y;
lc = -lc;
ld = -ld;
}
a = la;
b = lb;
c = lc;
d = ld;
worldX = x;
worldY = y;
float sx = skeleton.scaleX, sy = skeleton.scaleY;
a = la * sx;
b = lb * sx;
c = lc * sy;
d = ld * sy;
worldX = x * sx;
worldY = y * sy;
worldSignX = Math.Sign(scaleX);
worldSignY = Math.Sign(scaleY);
return;
@@ -196,15 +187,11 @@ namespace SpineRuntime34 {
c = lc;
d = ld;
}
if (skeleton.flipX) {
a = -a;
b = -b;
}
if (skeleton.flipY != yDown) {
c = -c;
d = -d;
}
}
a *= skeleton.scaleX;
b *= skeleton.scaleX;
c *= skeleton.scaleY;
d *= skeleton.scaleY;
}
}
public void SetToSetupPose () {

View File

@@ -44,8 +44,8 @@ namespace SpineRuntime34 {
internal Skin skin;
internal float r = 1, g = 1, b = 1, a = 1;
internal float time;
internal bool flipX, flipY;
internal float x, y;
internal float scaleX = 1, scaleY = 1;
internal float x, y;
public SkeletonData Data { get { return data; } }
public ExposedList<Bone> Bones { get { return bones; } }
@@ -63,10 +63,16 @@ namespace SpineRuntime34 {
public float Time { get { return time; } set { time = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public bool FlipX { get { return flipX; } set { flipX = value; } }
public bool FlipY { get { return flipY; } set { flipY = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public Bone RootBone {
[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
[Obsolete("Use ScaleY instead. FlipY is when ScaleY is negative.")]
public bool FlipY { get { return scaleY < 0; } set { scaleY = value ? -1f : 1f; } }
public Bone RootBone {
get { return bones.Count == 0 ? null : bones.Items[0]; }
}
@@ -453,5 +459,50 @@ namespace SpineRuntime34 {
public void Update (float delta) {
time += delta;
}
}
public void GetBounds(out float x, out float y, out float width, out float height)
{
float[] temp = new float[8];
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
for (int i = 0, n = drawOrder.Count; i < n; i++)
{
Slot slot = drawOrder.Items[i];
int verticesLength = 0;
float[] vertices = null;
Attachment attachment = slot.Attachment;
if (attachment is RegionAttachment regionAttachment)
{
verticesLength = 8;
vertices = temp;
if (vertices.Length < 8) vertices = temp = new float[8];
regionAttachment.ComputeWorldVertices(slot.Bone, temp);
}
else if (attachment is MeshAttachment meshAttachment)
{
MeshAttachment mesh = meshAttachment;
verticesLength = mesh.Vertices.Length;
vertices = temp;
if (vertices.Length < verticesLength) vertices = temp = new float[verticesLength];
mesh.ComputeWorldVertices(slot, temp);
}
if (vertices != null)
{
for (int ii = 0; ii < verticesLength; ii += 2)
{
float vx = vertices[ii], vy = vertices[ii + 1];
minX = Math.Min(minX, vx);
minY = Math.Min(minY, vy);
maxX = Math.Max(maxX, vx);
maxY = Math.Max(maxY, vy);
}
}
}
x = minX;
y = minY;
width = maxX - minX;
height = maxY - minY;
}
}
}