/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2018, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Modules.AnimationTools { public static class AnimationTools { #region Filler Timelines /// /// Matches the animation timelines across the given set of animations. /// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply. /// /// An enumerable collection animations whose timelines will be matched. /// The SkeletonData where the animations belong. public static void MatchAnimationTimelines (IEnumerable animations, SkeletonData skeletonData) { if (animations == null) return; if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source."); // Build a reference collection of timelines to match // and a collection of dummy timelines that can be used to fill-in missing items. var timelineDictionary = new Dictionary(); foreach (var animation in animations) { foreach (var timeline in animation.timelines) { if (timeline is EventTimeline) continue; int propertyID = timeline.PropertyId; if (!timelineDictionary.ContainsKey(propertyID)) { timelineDictionary.Add(propertyID, GetFillerTimeline(timeline, skeletonData)); } } } var idsToMatch = new List(timelineDictionary.Keys); // For each animation in the list, check for and add missing timelines. var currentAnimationIDs = new HashSet(); foreach (var animation in animations) { currentAnimationIDs.Clear(); foreach (var timeline in animation.timelines) { if (timeline is EventTimeline) continue; currentAnimationIDs.Add(timeline.PropertyId); } var animationTimelines = animation.timelines; foreach (int propertyID in idsToMatch) { if (!currentAnimationIDs.Contains(propertyID)) animationTimelines.Add(timelineDictionary[propertyID]); } } // These are locals, but sometimes Unity's GC does weird stuff. So let's clean up. timelineDictionary.Clear(); timelineDictionary = null; idsToMatch.Clear(); idsToMatch = null; currentAnimationIDs.Clear(); currentAnimationIDs = null; } static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) { int propertyID = timeline.PropertyId; int tt = propertyID >> 24; var timelineType = (TimelineType)tt; switch (timelineType) { // Bone case TimelineType.Rotate: return GetFillerTimeline((RotateTimeline)timeline, skeletonData); case TimelineType.Translate: return GetFillerTimeline((TranslateTimeline)timeline, skeletonData); case TimelineType.Scale: return GetFillerTimeline((ScaleTimeline)timeline, skeletonData); case TimelineType.Shear: return GetFillerTimeline((ShearTimeline)timeline, skeletonData); // Slot case TimelineType.Attachment: return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData); case TimelineType.Color: return GetFillerTimeline((ColorTimeline)timeline, skeletonData); case TimelineType.TwoColor: return GetFillerTimeline((TwoColorTimeline)timeline, skeletonData); case TimelineType.Deform: return GetFillerTimeline((DeformTimeline)timeline, skeletonData); // Skeleton case TimelineType.DrawOrder: return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData); // IK Constraint case TimelineType.IkConstraint: return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData); // TransformConstraint case TimelineType.TransformConstraint: return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData); // Path Constraint case TimelineType.PathConstraintPosition: return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData); case TimelineType.PathConstraintSpacing: return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData); case TimelineType.PathConstraintMix: return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData); } return null; } static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) { var t = new RotateTimeline(1); t.boneIndex = timeline.boneIndex; t.SetFrame(0, 0, 0); return t; } static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) { var t = new TranslateTimeline(1); t.boneIndex = timeline.boneIndex; t.SetFrame(0, 0, 0, 0); return t; } static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) { var t = new ScaleTimeline(1); t.boneIndex = timeline.boneIndex; t.SetFrame(0, 0, 0, 0); return t; } static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) { var t = new ShearTimeline(1); t.boneIndex = timeline.boneIndex; t.SetFrame(0, 0, 0, 0); return t; } static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) { var t = new AttachmentTimeline(1); t.slotIndex = timeline.slotIndex; var slotData = skeletonData.slots.Items[t.slotIndex]; t.SetFrame(0, 0, slotData.attachmentName); return t; } static ColorTimeline GetFillerTimeline (ColorTimeline timeline, SkeletonData skeletonData) { var t = new ColorTimeline(1); t.slotIndex = timeline.slotIndex; var slotData = skeletonData.slots.Items[t.slotIndex]; t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a); return t; } static TwoColorTimeline GetFillerTimeline (TwoColorTimeline timeline, SkeletonData skeletonData) { var t = new TwoColorTimeline(1); t.slotIndex = timeline.slotIndex; var slotData = skeletonData.slots.Items[t.slotIndex]; t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a, slotData.r2, slotData.g2, slotData.b2); return t; } static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) { var t = new DeformTimeline(1); t.slotIndex = timeline.slotIndex; t.attachment = timeline.attachment; var slotData = skeletonData.slots.Items[t.slotIndex]; if (t.attachment.IsWeighted()) { t.SetFrame(0, 0, new float[t.attachment.vertices.Length]); } else { t.SetFrame(0, 0, t.attachment.vertices.Clone() as float[]); } return t; } static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) { var t = new DrawOrderTimeline(1); t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply. return t; } static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) { var t = new IkConstraintTimeline(1); var ikConstraintData = skeletonData.ikConstraints.Items[timeline.ikConstraintIndex]; t.SetFrame(0, 0, ikConstraintData.mix, ikConstraintData.bendDirection); return t; } static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) { var t = new TransformConstraintTimeline(1); var data = skeletonData.transformConstraints.Items[timeline.transformConstraintIndex]; t.SetFrame(0, 0, data.rotateMix, data.translateMix, data.scaleMix, data.shearMix); return t; } static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) { var t = new PathConstraintPositionTimeline(1); var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex]; t.SetFrame(0, 0, data.position); return t; } static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) { var t = new PathConstraintSpacingTimeline(1); var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex]; t.SetFrame(0, 0, data.spacing); return t; } static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) { var t = new PathConstraintMixTimeline(1); var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex]; t.SetFrame(0, 0, data.rotateMix, data.translateMix); return t; } #endregion } }