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- -------------------------------------------------------------------------------
- -- Spine Runtimes Software License
- -- Version 2.1
- --
- -- Copyright (c) 2013, Esoteric Software
- -- All rights reserved.
- --
- -- You are granted a perpetual, non-exclusive, non-sublicensable and
- -- non-transferable license to install, execute and perform the Spine Runtimes
- -- Software (the "Software") solely for internal use. Without the written
- -- permission of Esoteric Software (typically granted by licensing Spine), you
- -- may not (a) modify, translate, adapt or otherwise create derivative works,
- -- improvements of the Software or develop new applications using the Software
- -- 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- -- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- -- OR BUSINESS INTERRUPTION) 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.
- -------------------------------------------------------------------------------
- local AnimationState = {}
- function AnimationState.new (data)
- if not data then error("data cannot be nil", 2) end
- local self = {
- data = data,
- tracks = {},
- trackCount = 0,
- events = {},
- onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
- timeScale = 1
- }
- local function setCurrent (index, entry)
- local current = self.tracks[index]
- if current then
- local previous = current.previous
- current.previous = nil
- if current.onEnd then current.onEnd(index) end
- if self.onEnd then self.onEnd(index) end
- entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
- if entry.mixDuration > 0 then
- entry.mixTime = 0
- -- If a mix is in progress, mix from the closest animation.
- if previous and current.mixTime / current.mixDuration < 0.5 then
- entry.previous = previous
- else
- entry.previous = current
- end
- end
- end
- self.tracks[index] = entry
- self.trackCount = math.max(self.trackCount, index + 1)
- if entry.onStart then entry.onStart(index) end
- if self.onStart then self.onStart(index) end
- end
- function self:update (delta)
- delta = delta * self.timeScale
- for i = 0, self.trackCount - 1 do
- local current = self.tracks[i]
- if current then
- current.time = current.time + delta * current.timeScale
- if current.previous then
- local previousDelta = delta * current.previous.timeScale
- current.previous.time = current.previous.time + previousDelta
- current.mixTime = current.mixTime + previousDelta
- end
- local next = current.next
- if next then
- next.time = current.lastTime - next.delay
- if next.time >= 0 then setCurrent(i, next) end
- else
- -- End non-looping animation when it reaches its end time and there is no next entry.
- if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
- end
- end
- end
- end
- function self:apply(skeleton)
- for i = 0, self.trackCount - 1 do
- local current = self.tracks[i]
- if current then
- local time = current.time
- local lastTime = current.lastTime
- local endTime = current.endTime
- local loop = current.loop
- if not loop and time > endTime then time = endTime end
- local previous = current.previous
- if not previous then
- if current.mix == 1 then
- current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
- else
- current.animation:mix(skeleton, current.lastTime, time, loop, self.events, current.mix)
- end
- else
- local previousTime = previous.time
- if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
- previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
- local alpha = current.mixTime / current.mixDuration * current.mix
- if alpha >= 1 then
- alpha = 1
- current.previous = nil
- end
- current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
- end
- local eventCount = #self.events
- for ii = 1, eventCount, 1 do
- local event = self.events[ii]
- if current.onEvent then current.onEvent(i, event) end
- if self.onEvent then self.onEvent(i, event) end
- end
- for ii = 1, eventCount, 1 do
- table.remove(self.events)
- end
- -- Check if completed the animation or a loop iteration.
- local complete
- if current.loop then
- complete = lastTime % endTime > time % endTime
- else
- complete = lastTime < endTime and time >= endTime
- end
- if complete then
- local count = math.floor(time / endTime)
- if current.onComplete then current.onComplete(i, count) end
- if self.onComplete then self.onComplete(i, count) end
- end
- current.lastTime = current.time
- end
- end
- end
- function self:clearTracks ()
- for i,current in pairs(self.tracks) do
- self:clearTrack(i)
- end
- self.tracks = {}
- self.trackCount = 0
- end
- function self:clearTrack (trackIndex)
- local current = self.tracks[trackIndex]
- if not current then return end
- if current.onEnd then current.onEnd(trackIndex) end
- if self.onEnd then self.onEnd(trackIndex) end
- self.tracks[trackIndex] = nil
- if trackIndex == self.trackCount - 1 then
- self.trackCount = self.trackCount - 1
- end
- end
- function self:setAnimationByName (trackIndex, animationName, loop)
- local animation = self.data.skeletonData:findAnimation(animationName)
- if not animation then error("Animation not found: " .. animationName) end
- return self:setAnimation(trackIndex, animation, loop)
- end
- -- Set the current animation. Any queued animations are cleared.
- function self:setAnimation (trackIndex, animation, loop)
- local entry = AnimationState.TrackEntry.new()
- entry.animation = animation
- entry.loop = loop
- entry.endTime = animation.duration
- setCurrent(trackIndex, entry)
- return entry
- end
- function self:addAnimationByName (trackIndex, animationName, loop, delay)
- local animation = self.data.skeletonData:findAnimation(animationName)
- if not animation then error("Animation not found: " .. animationName) end
- return self:addAnimation(trackIndex, animation, loop, delay)
- end
- -- Adds an animation to be played delay seconds after the current or last queued animation.
- -- @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
- function self:addAnimation (trackIndex, animation, loop, delay)
- local entry = AnimationState.TrackEntry.new()
- entry.animation = animation
- entry.loop = loop
- entry.endTime = animation.duration
- local last = self.tracks[trackIndex]
- if last then
- while (last.next) do
- last = last.next
- end
- last.next = entry
- else
- setCurrent(trackIndex, entry)
- end
- delay = delay or 0
- if delay <= 0 then
- if last then
- delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
- else
- delay = 0
- end
- end
- entry.delay = delay
- return entry
- end
- -- May return nil.
- function self:getCurrent (trackIndex)
- return self.tracks[trackIndex]
- end
- return self
- end
- AnimationState.TrackEntry = {}
- function AnimationState.TrackEntry.new (data)
- local self = {
- next = nil, previous = nil,
- animation = nil,
- loop = false,
- delay = 0, time = 0, lastTime = -1, endTime = 0,
- timeScale = 1,
- mixTime = 0, mixDuration = 0, mix = 1,
- onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
- }
- return self
- end
- return AnimationState
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