Files
SpineViewer/SpineRuntimes/SpineRuntime34/AnimationState.cs
2025-08-18 01:23:31 +08:00

447 lines
17 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;
using System.Text;
namespace SpineRuntime34 {
public class AnimationState {
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; } }
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 TrackEntryDelegate(TrackEntry trackEntry);
public event TrackEntryDelegate Start, End, Complete;
public delegate void EventDelegate (AnimationState state, int trackIndex, Event e);
public event EventDelegate Event;
public AnimationState (AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
}
public void Update (float delta) {
delta *= timeScale;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks.Items[i];
if (current == null) continue;
float trackDelta = delta * current.timeScale;
float time = current.time + trackDelta;
float endTime = current.endTime;
current.time = time;
if (current.previous != null) {
current.previous.time += trackDelta;
current.mixTime += trackDelta;
}
// 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();
if (Complete != null) Complete(current);
}
TrackEntry next = current.next;
if (next != null) {
next.time = current.lastTime - next.delay;
if (next.time >= 0) SetCurrent(i, next);
} else {
// End non-looping animation when it reaches its end time and there is no next entry.
if (!current.loop && current.lastTime >= current.endTime) ClearTrack(i);
}
}
}
public void Apply (Skeleton skeleton) {
ExposedList<Event> events = this.events;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks.Items[i];
if (current == null) continue;
events.Clear();
float time = current.time;
bool loop = current.loop;
if (!loop && time > current.endTime) time = current.endTime;
TrackEntry previous = current.previous;
if (previous == null) {
if (current.mix == 1)
current.animation.Apply(skeleton, current.lastTime, time, loop, events);
else
current.animation.Mix(skeleton, current.lastTime, time, loop, events, current.mix);
} else {
float previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, null);
// Remove the line above, and uncomment the line below, to allow previous animations to fire events during mixing.
//previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
previous.lastTime = previousTime;
float alpha = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {
alpha = 1;
current.previous = null;
}
current.animation.Mix(skeleton, current.lastTime, time, loop, events, alpha);
}
for (int ii = 0, nn = events.Count; ii < nn; ii++) {
Event e = events.Items[ii];
current.OnEvent(this, i, e);
if (Event != null) Event(this, i, e);
}
current.lastTime = current.time;
}
}
public void ClearTracks () {
for (int i = 0, n = tracks.Count; i < n; i++)
ClearTrack(i);
tracks.Clear();
}
public void ClearTrack (int trackIndex) {
if (trackIndex >= tracks.Count) return;
TrackEntry current = tracks.Items[trackIndex];
if (current == null) return;
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];
while (index >= tracks.Count)
tracks.Add(null);
return null;
}
private void SetCurrent (int index, TrackEntry entry) {
TrackEntry current = ExpandToIndex(index);
if (current != null) {
TrackEntry previous = current.previous;
current.previous = null;
current.OnEnd();
if (End != null) End(current);
entry.mixDuration = data.GetMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
// If a mix is in progress, mix from the closest animation.
if (previous != null && current.mixTime / current.mixDuration < 0.5f)
entry.previous = previous;
else
entry.previous = current;
}
}
tracks.Items[index] = entry;
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)" />
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>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 = trackEntryPool.Obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
SetCurrent(trackIndex, entry);
return entry;
}
/// <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.</summary>
/// <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 = trackEntryPool.Obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
TrackEntry last = ExpandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
last.next = entry;
} else
tracks.Items[trackIndex] = entry;
if (delay <= 0) {
if (last != null)
delay += last.endTime - 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.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];
}
override public String ToString () {
StringBuilder buffer = new 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());
}
if (buffer.Length == 0) return "<none>";
return buffer.ToString();
}
}
public class TrackEntry : Pool<TrackEntry>.IPoolable {
internal TrackEntry next, previous;
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 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; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
public float Mix { get { return mix; } set { mix = value; } }
public bool Loop { get { return loop; } set { loop = 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 animation queued to start after this animation, or null.</summary>
public TrackEntry Next { get { return next; } }
public event AnimationState.TrackEntryDelegate Start, End, Complete;
public event AnimationState.EventDelegate Event;
// IPoolable.Reset()
public void Reset()
{
next = null;
previous = null;
animation = null;
Start = null;
End = null;
Complete = null;
Event = null;
}
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();
}
}
}