sk-client/Assets/Spine/Runtime/spine-csharp/AnimationState.cs

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>
/// <para>
/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
/// multiple animations on top of each other (layering).</para>
/// <para>
/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
/// </summary>
public class AnimationState {
static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
/// 1) A previously applied timeline has set this property.<para />
/// Result: Mix from the current pose to the timeline pose.
internal const int Subsequent = 0;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry applied after this one does not have a timeline to set this property.<para />
/// Result: Mix from the setup pose to the timeline pose.
internal const int First = 1;
/// 1) A previously applied timeline has set this property.<br>
/// 2) The next track entry to be applied does have a timeline to set this property.<br>
/// 3) The next track entry after that one does not have a timeline to set this property.<br>
/// Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
/// animations that key the same property. A subsequent timeline will set this property using a mix.
internal const int HoldSubsequent = 2;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does not have a timeline to set this property.<para />
/// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
/// that key the same property. A subsequent timeline will set this property using a mix.
internal const int HoldFirst = 3;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does have a timeline to set this property.<para />
/// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para />
/// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
/// 2 track entries in a row have a timeline that sets the same property.<para />
/// Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
/// "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
/// out position.
internal const int HoldMix = 4;
internal const int Setup = 1, Current = 2;
protected AnimationStateData data;
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
private readonly ExposedList<Event> events = new ExposedList<Event>();
// difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray<AnimationStateListener> listeners'.
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); }
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;
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public void ClearEvent_Start()
{
Start = null;
}
public void ClearEvent_Interrupt()
{
Interrupt = null;
}
public void ClearEvent_End()
{
End = null;
}
public void ClearEvent_Dispose()
{
Dispose = null;
}
public void ClearEvent_Complete()
{
Complete = null;
}
#endregion
public void AssignEventSubscribersFrom (AnimationState src) {
Event = src.Event;
Start = src.Start;
Interrupt = src.Interrupt;
End = src.End;
Dispose = src.Dispose;
Complete = src.Complete;
}
public void AddEventSubscribersFrom (AnimationState src) {
Event += src.Event;
Start += src.Start;
Interrupt += src.Interrupt;
End += src.End;
Dispose += src.Dispose;
Complete += src.Complete;
}
// end of difference
private readonly EventQueue queue; // Initialized by constructor.
private readonly HashSet<int> propertyIDs = new HashSet<int>();
private bool animationsChanged;
private float timeScale = 1;
private int unkeyedState;
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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 <see cref="TrackEntry.TrackTime"/>, 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 += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
SetCurrent(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += delta;
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.
TrackEntry from = current.mixingFrom;
current.mixingFrom = null;
if (from != null) from.mixingTo = 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) {
// 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;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
queue.End(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/// <summary>
/// Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
/// skeletons to pose them identically.</summary>
/// <returns>True if any animations were applied.</returns>
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, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null || current.delay > 0) continue;
applied = true;
// Track 0 animations aren't for layering, so do not show the previously applied animations before the first key.
MixBlend blend = i == 0 ? MixBlend.First : current.mixBlend;
// Apply mixing from entries first.
float mix = current.alpha;
if (current.mixingFrom != null)
mix *= ApplyMixingFrom(current, skeleton, blend);
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 ((i == 0 && mix == 1) || blend == MixBlend.Add) {
for (int ii = 0; ii < timelineCount; ii++) {
var timeline = timelinesItems[ii];
if (timeline is AttachmentTimeline)
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, blend, true);
else
timeline.Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In);
}
} else {
var timelineMode = current.timelineMode.Items;
bool firstFrame = current.timelinesRotation.Count != timelineCount << 1;
if (firstFrame) current.timelinesRotation.Resize(timelines.Count << 1);
var timelinesRotation = current.timelinesRotation.Items;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelinesItems[ii];
MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup;
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null)
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation,
ii << 1, firstFrame);
else if (timeline is AttachmentTimeline)
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, blend, true);
else
timeline.Apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.In);
}
}
QueueEvents(current, animationTime);
events.Clear(false);
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so
// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or
// the time is before the first key).
int setupState = unkeyedState + Setup;
var slots = skeleton.slots.Items;
for (int i = 0, n = skeleton.slots.Count; i < n; i++) {
Slot slot = (Slot)slots[i];
if (slot.attachmentState == setupState) {
string attachmentName = slot.data.attachmentName;
slot.Attachment = (attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName));
}
}
unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot.
queue.Drain();
return applied;
}
/// <summary>Version of <see cref="Apply"/> only applying EventTimelines for lightweight off-screen updates.</summary>
// Note: This method is not part of the libgdx reference implementation.
public bool ApplyEventTimelinesOnly (Skeleton skeleton) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
var events = this.events;
bool applied = false;
var tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null || current.delay > 0) continue;
applied = true;
// Apply mixing from entries first.
if (current.mixingFrom != null)
ApplyMixingFromEventTimelinesOnly(current, skeleton);
// 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;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelinesItems[ii];
if (timeline is EventTimeline)
timeline.Apply(skeleton, animationLast, animationTime, events, 1.0f, MixBlend.Setup, 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, MixBlend blend) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, blend);
float mix;
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
mix = 1;
if (blend == MixBlend.First) blend = MixBlend.Setup; // Tracks > 0 are transparent and can't reset to setup pose.
} else {
mix = to.mixTime / to.mixDuration;
if (mix > 1) mix = 1;
if (blend != MixBlend.First) blend = from.mixBlend; // Track 0 ignores track mix blend.
}
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;
float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
if (blend == MixBlend.Add) {
for (int i = 0; i < timelineCount; i++)
timelinesItems[i].Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
} else {
var timelineMode = from.timelineMode.Items;
var timelineHoldMix = from.timelineHoldMix.Items;
bool firstFrame = from.timelinesRotation.Count != timelineCount << 1;
if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
var timelinesRotation = from.timelinesRotation.Items;
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelinesItems[i];
MixDirection direction = MixDirection.Out;
MixBlend timelineBlend;
float alpha;
switch (timelineMode[i]) {
case AnimationState.Subsequent:
if (!drawOrder && timeline is DrawOrderTimeline) continue;
timelineBlend = blend;
alpha = alphaMix;
break;
case AnimationState.First:
timelineBlend = MixBlend.Setup;
alpha = alphaMix;
break;
case AnimationState.HoldSubsequent:
timelineBlend = blend;
alpha = alphaHold;
break;
case AnimationState.HoldFirst:
timelineBlend = MixBlend.Setup;
alpha = alphaHold;
break;
default: // HoldMix
timelineBlend = MixBlend.Setup;
TrackEntry holdMix = timelineHoldMix[i];
alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
break;
}
from.totalAlpha += alpha;
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null) {
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation,
i << 1, firstFrame);
} else if (timeline is AttachmentTimeline) {
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, timelineBlend, attachments);
} else {
if (drawOrder && timeline is DrawOrderTimeline && timelineBlend == MixBlend.Setup)
direction = MixDirection.In;
timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, alpha, timelineBlend, direction);
}
}
}
if (to.mixDuration > 0) QueueEvents(from, animationTime);
this.events.Clear(false);
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying EventTimelines for lightweight off-screen updates.</summary>
// Note: This method is not part of the libgdx reference implementation.
private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton);
float mix;
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
mix = 1;
}
else {
mix = to.mixTime / to.mixDuration;
if (mix > 1) mix = 1;
}
var eventBuffer = mix < from.eventThreshold ? this.events : null;
if (eventBuffer == null)
return mix;
float animationLast = from.animationLast, animationTime = from.AnimationTime;
var timelines = from.animation.timelines;
int timelineCount = timelines.Count;
var timelinesItems = timelines.Items;
for (int i = 0; i < timelineCount; i++) {
var timeline = timelinesItems[i];
if (timeline is EventTimeline)
timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, 0, MixBlend.Setup, MixDirection.Out);
}
if (to.mixDuration > 0) QueueEvents(from, animationTime);
this.events.Clear(false);
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
/// <param name="attachments">False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
/// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent
/// timelines see any deform.</param>
private void ApplyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, MixBlend blend,
bool attachments) {
Slot slot = skeleton.slots.Items[timeline.slotIndex];
if (!slot.bone.active) return;
float[] frames = timeline.frames;
if (time < frames[0]) { // Time is before first frame.
if (blend == MixBlend.Setup || blend == MixBlend.First)
SetAttachment(skeleton, slot, slot.data.attachmentName, attachments);
}
else {
int frameIndex;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.BinarySearch(frames, time) - 1;
SetAttachment(skeleton, slot, timeline.attachmentNames[frameIndex], attachments);
}
// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later.
if (slot.attachmentState <= unkeyedState) slot.attachmentState = unkeyedState + Setup;
}
private void SetAttachment (Skeleton skeleton, Slot slot, String attachmentName, bool attachments) {
slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName);
if (attachments) slot.attachmentState = unkeyedState + Current;
}
/// <summary>
/// Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
/// the first time the mixing was applied.</summary>
static private void ApplyRotateTimeline (RotateTimeline timeline, Skeleton skeleton, float time, float alpha, MixBlend blend,
float[] timelinesRotation, int i, bool firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.Apply(skeleton, 0, time, null, 1, blend, MixDirection.In);
return;
}
Bone bone = skeleton.bones.Items[timeline.boneIndex];
if (!bone.active) return;
float[] frames = timeline.frames;
float r1, r2;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case MixBlend.Setup:
bone.rotation = bone.data.rotation;
return;
default:
return;
case MixBlend.First:
r1 = bone.rotation;
r2 = bone.data.rotation;
break;
}
} else {
r1 = blend == MixBlend.Setup ? bone.data.rotation : bone.rotation;
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 = timeline.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.
float total, diff = r2 - r1;
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
if (diff == 0) {
total = timelinesRotation[i];
} else {
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++) {
Event 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>
/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para>
/// <para>
/// 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 current pose.</para>
/// </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>
/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their current pose.</para>
/// </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.mixingTo = 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;
from.mixingTo = current;
current.mixTime = 0;
// Store the 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. If the formerly current track entry was never
/// applied to a skeleton, it is replaced (not mixed from).</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 the <see cref="AnimationState.Dispose"/> event occurs.</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; // mixingFrom is current again, but don't interrupt it twice.
} 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 after the current or last queued animation for a track. If the track is empty, it is
/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary>
/// <param name="delay">
/// If &gt; 0, sets <see cref="TrackEntry.Delay"/>. If &lt;= 0, the delay set is the duration of the previous track entry
/// minus any mix duration (from the {@link AnimationStateData}) plus the specified <code>Delay</code> (ie the mix
/// ends at (<code>Delay</code> = 0) or before (<code>Delay</code> &lt; 0) the previous track entry duration). If the
/// previous entry is looping, its next loop completion is used instead of its duration.
/// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.</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)); // Completion of next loop.
} else {
delay += Math.Max(duration, last.trackTime); // After duration, else next update.
}
delay -= data.GetMix(last.animation, animation);
} else
delay = last.trackTime; // Next update.
}
}
entry.delay = delay;
return entry;
}
/// <summary>
/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
/// <see cref="TrackEntry.getMixDuration()"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para>
/// <para>
/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes
/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
/// 0 still mixes out over one frame.</para>
/// <para>
/// Mixing in is done by first setting an empty animation, then adding an animation using
/// <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"/> and on the returned track entry, set the
/// <see cref="TrackEntry.SetMixDuration(float)"/>. Mixing from an empty animation causes the new animation to be applied more and
/// more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
/// setup pose value if no lower tracks key the property to the value keyed in the new animation.</para>
/// </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 sets the track entry's
/// <see cref="TrackEntry.MixDuration"/>. If the track is empty, it is equivalent to calling
/// <see cref="AnimationState.SetEmptyAnimation(int, float)"/>.</summary>
/// <seealso cref="AnimationState.SetEmptyAnimation(int, float)"/>
/// <param name="trackIndex">Track number.</param>
/// <param name="mixDuration">Mix duration.</param>
/// <param name="delay">If &gt; 0, sets <see cref="TrackEntry.Delay"/>. If &lt;= 0, the delay set is the duration of the previous track entry
/// minus any mix duration plus the specified <code>Delay</code> (ie the mix ends at (<code>Delay</code> = 0) or
/// before (<code>Delay</code> &lt; 0) the previous track entry duration). If the previous entry is looping, its next
/// loop completion is used instead of its duration.</param>
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.
/// </returns>
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(current.trackIndex, mixDuration);
}
queue.drainDisabled = oldDrainDisabled;
queue.Drain();
}
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks.Items[index];
tracks.Resize(index + 1);
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.holdPrevious = false;
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;
// Process in the order that animations are applied.
propertyIDs.Clear();
var tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry entry = tracksItems[i];
if (entry == null) continue;
while (entry.mixingFrom != null) // Move to last entry, then iterate in reverse.
entry = entry.mixingFrom;
do {
if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) ComputeHold(entry);
entry = entry.mixingTo;
} while (entry != null);
}
}
private void ComputeHold (TrackEntry entry) {
TrackEntry to = entry.mixingTo;
var timelines = entry.animation.timelines.Items;
int timelinesCount = entry.animation.timelines.Count;
var timelineMode = entry.timelineMode.Resize(timelinesCount).Items; //timelineMode.setSize(timelinesCount);
entry.timelineHoldMix.Clear();
var timelineHoldMix = entry.timelineHoldMix.Resize(timelinesCount).Items; //timelineHoldMix.setSize(timelinesCount);
var propertyIDs = this.propertyIDs;
if (to != null && to.holdPrevious) {
for (int i = 0; i < timelinesCount; i++)
timelineMode[i] = propertyIDs.Add(timelines[i].PropertyId) ? AnimationState.HoldFirst : AnimationState.HoldSubsequent;
return;
}
// outer:
for (int i = 0; i < timelinesCount; i++) {
Timeline timeline = timelines[i];
int id = timeline.PropertyId;
if (!propertyIDs.Add(id))
timelineMode[i] = AnimationState.Subsequent;
else if (to == null || timeline is AttachmentTimeline || timeline is DrawOrderTimeline
|| timeline is EventTimeline || !to.animation.HasTimeline(id)) {
timelineMode[i] = AnimationState.First;
} else {
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
if (next.animation.HasTimeline(id)) continue;
if (next.mixDuration > 0) {
timelineMode[i] = AnimationState.HoldMix;
timelineHoldMix[i] = next;
goto continue_outer; // continue outer;
}
break;
}
timelineMode[i] = AnimationState.HoldFirst;
}
continue_outer: {}
}
}
/// <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) {
if (trackIndex >= tracks.Count) return null;
return tracks.Items[trackIndex];
}
/// <summary> Discards all listener notifications that have not yet been delivered. This can be useful to call from an
/// AnimationState event subscriber when it is known that further notifications that may have been already queued for delivery
/// are not wanted because new animations are being set.
public void ClearListenerNotifications () {
queue.Clear();
}
/// <summary>
/// <para>Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
/// or faster. Defaults to 1.</para>
/// <para>
/// See TrackEntry <see cref="TrackEntry.TimeScale"/> for affecting a single animation.</para>
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
/// <summary>The AnimationStateData to look up mix durations.</summary>
public AnimationStateData Data {
get {
return data;
}
set {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = value;
}
}
/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
public ExposedList<TrackEntry> Tracks { get { return tracks; } }
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());
}
if (buffer.Length == 0) return "<none>";
return buffer.ToString();
}
}
/// <summary>
/// <para>
/// Stores settings and other state for the playback of an animation on an <see cref="AnimationState"/> track.</para>
/// <para>
/// References to a track entry must not be kept after the <see cref="AnimationStateListener.Dispose(TrackEntry)"/> event occurs.</para>
/// </summary>
public class TrackEntry : Pool<TrackEntry>.IPoolable {
internal Animation animation;
internal TrackEntry next, mixingFrom, mixingTo;
// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'.
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); }
internal int trackIndex;
internal bool loop, holdPrevious;
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 MixBlend mixBlend = MixBlend.Replace;
internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
// IPoolable.Reset()
public void Reset () {
next = null;
mixingFrom = null;
mixingTo = null;
animation = null;
// replaces 'listener = null;' since delegates are used for event callbacks
Start = null;
Interrupt = null;
End = null;
Dispose = null;
Complete = null;
Event = null;
timelineMode.Clear();
timelineHoldMix.Clear();
timelinesRotation.Clear();
}
/// <summary>The index of the track where this entry is either current or queued.</summary>
/// <seealso cref="AnimationState.GetCurrent(int)"/>
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>
/// <para>
/// Seconds to postpone playing the animation. When this track entry is the current track entry, <code>Delay</code>
/// postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued, <code>Delay</code> is the time from
/// the start of the previous animation to when this track entry will become the current track entry (ie when the previous
/// track entry <see cref="TrackEntry.TrackTime"/> &gt;= this track entry's <code>Delay</code>).</para>
/// <para>
/// <see cref="TrackEntry.TimeScale"/> affects the delay.</para>
/// </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>
/// <para>
/// The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
/// value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
/// is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
/// properties keyed by the animation are set to the setup pose and the track is cleared.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> rather than have the animation
/// abruptly cease being applied.</para>
/// </summary>
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
/// <summary>
/// <para>
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.</para>
/// <para>
/// When changing the <code>AnimationStart</code> 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.</para>
/// </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 <see cref="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 <code>AnimationLast</code> time (exclusive) and
/// <code>AnimationTime</code> (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 <code>AnimationTime</code>, which is between <see cref="TrackEntry.AnimationStart"/>
/// and <see cref="TrackEntry.AnimationEnd"/>. When the <code>TrackTime</code> is 0, the <code>AnimationTime</code> is equal to the
/// <code>AnimationStart</code> 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>
/// <para>
/// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
/// faster. Defaults to 1.</para>
/// <para>
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to be adjusted to
/// match the animation speed.</para>
/// <para>
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>Delay</code> <= 0, note the
/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
/// the time scale is not 1, the delay may need to be adjusted.</para>
/// <para>
/// See AnimationState <see cref="AnimationState.TimeScale"/> for affecting all animations.</para>
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
/// <summary>
/// <para>
/// Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
/// to 1, which overwrites the skeleton's current pose with this animation.</para>
/// <para>
/// Typically track 0 is used to completely pose the skeleton, then alpha is 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.</para>
/// </summary>
public float Alpha { get { return alpha; } set { alpha = value; } }
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
/// <code>EventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
/// timelines are not applied while this animation is being mixed out.
/// </summary>
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
/// <code>AttachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
/// 0, so attachment timelines are not applied while this animation is being mixed out.
///</summary>
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
/// <summary>
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
/// <code>DrawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
/// so draw order timelines are not applied while this animation is being mixed out.
/// </summary>
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
/// <summary>
/// The animation queued to start after this animation, or null. <code>Next</code> makes up a linked list. </summary>
public TrackEntry Next { get { return next; } }
/// <summary>
/// Returns true if at least one loop has been completed.</summary>
/// <seealso cref="TrackEntry.Complete"/>
public bool IsComplete {
get { return trackTime >= animationEnd - animationStart; }
}
/// <summary>
/// Seconds from 0 to the <see cref="TrackEntry.MixDuration"/> when mixing from the previous animation to this animation. May be
/// slightly more than <code>MixDuration</code> when the mix is complete.</summary>
public float MixTime { get { return mixTime; } set { mixTime = value; } }
/// <summary>
/// <para>
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/> based on the animation before this animation (if any).</para>
/// <para>
/// The <code>MixDuration</code> can be set manually rather than use the value from
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/>. In that case, the <code>MixDuration</code> can be set for a new
/// track entry only before <see cref="AnimationState.Update(float)"/> is first called.</para>
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <code>Delay</code> &lt;= 0, note the
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>, not a mix duration set
/// afterward.</para>
/// </summary>
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
/// <summary>
/// <para>
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to <see cref="MixBlend.Replace"/>, which
/// replaces the values from the lower tracks with the animation values. <see cref="MixBlend.Add"/> adds the animation values to
/// the values from the lower tracks.</para>
/// <para>
/// The <code>MixBlend</code> can be set for a new track entry only before <see cref="AnimationState.Apply(Skeleton)"/> is first
/// called.</para>
/// </summary>
public MixBlend MixBlend { get { return mixBlend; } set { mixBlend = 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, <code>MixingFrom</code> makes up a linked list.</summary>
public TrackEntry MixingFrom { get { return mixingFrom; } }
/// <summary>
/// The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
/// currently occuring. When mixing to multiple animations, <code>MixingTo</code> makes up a linked list.</summary>
public TrackEntry MixingTo { get { return mixingTo; } }
/// <summary>
/// <para>
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
/// of being mixed out.</para>
/// <para>
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will
/// briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
/// while the second animation mixes from 0% to 100%. Setting <code>HoldPrevious</code> to true applies the first animation
/// at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
/// keys the property, only when a higher track also keys the property.</para>
/// <para>
/// Snapping will occur if <code>HoldPrevious</code> is true and this animation does not key all the same properties as the
/// previous animation.</para>
/// </summary>
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
/// <summary>
/// <para>
/// 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.</para>
/// <para>
/// Mixing with <see cref="MixBlend.Replace"/> 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.</para>
/// </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 ();
}
}
}