axmol/cocos/editor-support/spine/AnimationState.c

861 lines
31 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.
*****************************************************************************/
#include <spine/AnimationState.h>
#include <spine/extension.h>
#include <limits.h>
static spAnimation* SP_EMPTY_ANIMATION = 0;
void spAnimationState_disposeStatics () {
if (SP_EMPTY_ANIMATION) spAnimation_dispose(SP_EMPTY_ANIMATION);
SP_EMPTY_ANIMATION = 0;
}
/* Forward declaration of some "private" functions so we can keep
the same function order in C as we have method order in Java */
void _spAnimationState_disposeTrackEntry (spTrackEntry* entry);
void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntry* entry);
void _spAnimationState_updateMixingFrom (spAnimationState* self, spTrackEntry* entry, float delta);
float _spAnimationState_applyMixingFrom (spAnimationState* self, spTrackEntry* entry, spSkeleton* skeleton);
void _spAnimationState_applyRotateTimeline (spAnimationState* self, spTimeline* timeline, spSkeleton* skeleton, float time, float alpha, int /*boolean*/ setupPose, float* timelinesRotation, int i, int /*boolean*/ firstFrame);
void _spAnimationState_queueEvents (spAnimationState* self, spTrackEntry* entry, float animationTime);
void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* current, int /*boolean*/ interrupt);
spTrackEntry* _spAnimationState_expandToIndex (spAnimationState* self, int index);
spTrackEntry* _spAnimationState_trackEntry (spAnimationState* self, int trackIndex, spAnimation* animation, int /*boolean*/ loop, spTrackEntry* last);
void _spAnimationState_disposeNext (spAnimationState* self, spTrackEntry* entry);
void _spAnimationState_animationsChanged (spAnimationState* self);
float* _spAnimationState_resizeTimelinesRotation(spTrackEntry* entry, int newSize);
int* _spAnimationState_resizeTimelinesFirst(spTrackEntry* entry, int newSize);
void _spAnimationState_ensureCapacityPropertyIDs(spAnimationState* self, int capacity);
int _spAnimationState_addPropertyID(spAnimationState* self, int id);
void _spAnimationState_setTimelinesFirst (spAnimationState* self, spTrackEntry* entry);
void _spAnimationState_checkTimelinesFirst (spAnimationState* self, spTrackEntry* entry);
void _spAnimationState_checkTimelinesUsage (spAnimationState* self, spTrackEntry* entry);
_spEventQueue* _spEventQueue_create (_spAnimationState* state) {
_spEventQueue *self = CALLOC(_spEventQueue, 1);
self->state = state;
self->objectsCount = 0;
self->objectsCapacity = 16;
self->objects = CALLOC(_spEventQueueItem, self->objectsCapacity);
self->drainDisabled = 0;
return self;
}
void _spEventQueue_free (_spEventQueue* self) {
FREE(self->objects);
FREE(self);
}
void _spEventQueue_ensureCapacity (_spEventQueue* self, int newElements) {
if (self->objectsCount + newElements > self->objectsCapacity) {
_spEventQueueItem* newObjects;
self->objectsCapacity <<= 1;
newObjects = CALLOC(_spEventQueueItem, self->objectsCapacity);
memcpy(newObjects, self->objects, sizeof(_spEventQueueItem) * self->objectsCount);
FREE(self->objects);
self->objects = newObjects;
}
}
void _spEventQueue_addType (_spEventQueue* self, spEventType type) {
_spEventQueue_ensureCapacity(self, 1);
self->objects[self->objectsCount++].type = type;
}
void _spEventQueue_addEntry (_spEventQueue* self, spTrackEntry* entry) {
_spEventQueue_ensureCapacity(self, 1);
self->objects[self->objectsCount++].entry = entry;
}
void _spEventQueue_addEvent (_spEventQueue* self, spEvent* event) {
_spEventQueue_ensureCapacity(self, 1);
self->objects[self->objectsCount++].event = event;
}
void _spEventQueue_start (_spEventQueue* self, spTrackEntry* entry) {
_spEventQueue_addType(self, SP_ANIMATION_START);
_spEventQueue_addEntry(self, entry);
self->state->animationsChanged = 1;
}
void _spEventQueue_interrupt (_spEventQueue* self, spTrackEntry* entry) {
_spEventQueue_addType(self, SP_ANIMATION_INTERRUPT);
_spEventQueue_addEntry(self, entry);
}
void _spEventQueue_end (_spEventQueue* self, spTrackEntry* entry) {
_spEventQueue_addType(self, SP_ANIMATION_END);
_spEventQueue_addEntry(self, entry);
self->state->animationsChanged = 1;
}
void _spEventQueue_dispose (_spEventQueue* self, spTrackEntry* entry) {
_spEventQueue_addType(self, SP_ANIMATION_DISPOSE);
_spEventQueue_addEntry(self, entry);
}
void _spEventQueue_complete (_spEventQueue* self, spTrackEntry* entry) {
_spEventQueue_addType(self, SP_ANIMATION_COMPLETE);
_spEventQueue_addEntry(self, entry);
}
void _spEventQueue_event (_spEventQueue* self, spTrackEntry* entry, spEvent* event) {
_spEventQueue_addType(self, SP_ANIMATION_EVENT);
_spEventQueue_addEntry(self, entry);
_spEventQueue_addEvent(self, event);
}
void _spEventQueue_clear (_spEventQueue* self) {
self->objectsCount = 0;
}
void _spEventQueue_drain (_spEventQueue* self) {
int i;
if (self->drainDisabled) return;
self->drainDisabled = 1;
for (i = 0; i < self->objectsCount; i += 2) {
spEventType type = self->objects[i].type;
spTrackEntry* entry = self->objects[i+1].entry;
spEvent* event;
switch (type) {
case SP_ANIMATION_START:
case SP_ANIMATION_INTERRUPT:
case SP_ANIMATION_COMPLETE:
if (entry->listener) entry->listener(SUPER(self->state), type, entry, 0);
if (self->state->super.listener) self->state->super.listener(SUPER(self->state), type, entry, 0);
break;
case SP_ANIMATION_END:
if (entry->listener) entry->listener(SUPER(self->state), type, entry, 0);
if (self->state->super.listener) self->state->super.listener(SUPER(self->state), type, entry, 0);
/* Fall through. */
case SP_ANIMATION_DISPOSE:
if (entry->listener) entry->listener(SUPER(self->state), SP_ANIMATION_DISPOSE, entry, 0);
if (self->state->super.listener) self->state->super.listener(SUPER(self->state), SP_ANIMATION_DISPOSE, entry, 0);
_spAnimationState_disposeTrackEntry(entry);
break;
case SP_ANIMATION_EVENT:
event = self->objects[i+2].event;
if (entry->listener) entry->listener(SUPER(self->state), type, entry, event);
if (self->state->super.listener) self->state->super.listener(SUPER(self->state), type, entry, event);
i++;
break;
}
}
_spEventQueue_clear(self);
self->drainDisabled = 0;
}
void _spAnimationState_disposeTrackEntry (spTrackEntry* entry) {
FREE(entry->timelinesFirst);
FREE(entry->timelinesRotation);
FREE(entry);
}
void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntry* entry) {
while (entry) {
spTrackEntry* next = entry->next;
spTrackEntry* from = entry->mixingFrom;
while (from) {
spTrackEntry* nextFrom = from->mixingFrom;
_spAnimationState_disposeTrackEntry(from);
from = nextFrom;
}
_spAnimationState_disposeTrackEntry(entry);
entry = next;
}
}
spAnimationState* spAnimationState_create (spAnimationStateData* data) {
_spAnimationState* internal;
spAnimationState* self;
if (!SP_EMPTY_ANIMATION) {
SP_EMPTY_ANIMATION = (spAnimation*)1; /* dirty trick so we can recursively call spAnimation_create */
SP_EMPTY_ANIMATION = spAnimation_create("<empty>", 0);
}
internal = NEW(_spAnimationState);
self = SUPER(internal);
CONST_CAST(spAnimationStateData*, self->data) = data;
self->timeScale = 1;
internal->queue = _spEventQueue_create(internal);
internal->events = CALLOC(spEvent*, 128);
internal->propertyIDs = CALLOC(int, 128);
internal->propertyIDsCapacity = 128;
return self;
}
void spAnimationState_dispose (spAnimationState* self) {
int i;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
for (i = 0; i < self->tracksCount; i++)
_spAnimationState_disposeTrackEntries(self, self->tracks[i]);
FREE(self->tracks);
_spEventQueue_free(internal->queue);
FREE(internal->events);
FREE(internal->propertyIDs);
FREE(internal);
}
void spAnimationState_update (spAnimationState* self, float delta) {
int i, n;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
delta *= self->timeScale;
for (i = 0, n = self->tracksCount; i < n; i++) {
float currentDelta;
spTrackEntry* current = self->tracks[i];
spTrackEntry* next;
if (!current) continue;
current->animationLast = current->nextAnimationLast;
current->trackLast = current->nextTrackLast;
currentDelta = delta * current->timeScale;
if (current->delay > 0) {
current->delay -= currentDelta;
if (current->delay > 0) continue;
currentDelta = -current->delay;
current->delay = 0;
}
next = current->next;
if (next) {
/* 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 = nextTime + delta * next->timeScale;
current->trackTime += currentDelta;
_spAnimationState_setCurrent(self, i, next, 1);
while (next->mixingFrom) {
next->mixTime += currentDelta;
next = next->mixingFrom;
}
continue;
}
} else {
/* Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom. */
if (current->trackLast >= current->trackEnd && current->mixingFrom == 0) {
self->tracks[i] = 0;
_spEventQueue_end(internal->queue, current);
_spAnimationState_disposeNext(self, current);
continue;
}
}
_spAnimationState_updateMixingFrom(self, current, delta);
current->trackTime += currentDelta;
}
_spEventQueue_drain(internal->queue);
}
void _spAnimationState_updateMixingFrom (spAnimationState* self, spTrackEntry* entry, float delta) {
spTrackEntry* from = entry->mixingFrom;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
if (!from) return;
_spAnimationState_updateMixingFrom(self, from, delta);
if (entry->mixTime >= entry->mixDuration && from->mixingFrom == 0 && entry->mixTime > 0) {
entry->mixingFrom = 0;
_spEventQueue_end(internal->queue, from);
return;
}
from->animationLast = from->nextAnimationLast;
from->trackLast = from->nextTrackLast;
from->trackTime += delta * from->timeScale;
entry->mixTime += delta * entry->timeScale;
}
void spAnimationState_apply (spAnimationState* self, spSkeleton* skeleton) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* current;
int i, ii, n;
float animationLast, animationTime;
int timelineCount;
spTimeline** timelines;
int /*boolean*/ firstFrame;
float* timelinesRotation;
int* timelinesFirst;
spTimeline* timeline;
if (internal->animationsChanged) _spAnimationState_animationsChanged(self);
for (i = 0, n = self->tracksCount; i < n; i++) {
float mix;
current = self->tracks[i];
if (!current || current->delay > 0) continue;
/* Apply mixing from entries first. */
mix = current->alpha;
if (current->mixingFrom)
mix *= _spAnimationState_applyMixingFrom(self, current, skeleton);
else if (current->trackTime >= current->trackEnd)
mix = 0;
/* Apply current entry. */
animationLast = current->animationLast; animationTime = spTrackEntry_getAnimationTime(current);
timelineCount = current->animation->timelinesCount;
timelines = current->animation->timelines;
if (mix == 1) {
for (ii = 0; ii < timelineCount; ii++)
spTimeline_apply(timelines[ii], skeleton, animationLast, animationTime, internal->events, &internal->eventsCount, 1, 1, 0);
} else {
firstFrame = current->timelinesRotationCount == 0;
if (firstFrame) _spAnimationState_resizeTimelinesRotation(current, timelineCount << 1);
timelinesRotation = current->timelinesRotation;
timelinesFirst = current->timelinesFirst;
for (ii = 0; ii < timelineCount; ii++) {
timeline = timelines[ii];
if (timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, animationTime, mix, timelinesFirst[ii], timelinesRotation, ii << 1, firstFrame);
else
spTimeline_apply(timeline, skeleton, animationLast, animationTime, internal->events, &internal->eventsCount, mix, timelinesFirst[ii], 0);
}
}
_spAnimationState_queueEvents(self, current, animationTime);
internal->eventsCount = 0;
current->nextAnimationLast = animationTime;
current->nextTrackLast = current->trackTime;
}
_spEventQueue_drain(internal->queue);
}
float _spAnimationState_applyMixingFrom (spAnimationState* self, spTrackEntry* entry, spSkeleton* skeleton) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
float mix;
spEvent** events;
int /*boolean*/ attachments;
int /*boolean*/ drawOrder;
float animationLast;
float animationTime;
int timelineCount;
spTimeline** timelines;
int* timelinesFirst;
float alpha;
int /*boolean*/ firstFrame;
float* timelinesRotation;
spTimeline* timeline;
int /*boolean*/ setupPose;
int i;
spTrackEntry* from = entry->mixingFrom;
if (from->mixingFrom) _spAnimationState_applyMixingFrom(self, from, skeleton);
if (entry->mixDuration == 0) /* Single frame mix to undo mixingFrom changes. */
mix = 1;
else {
mix = entry->mixTime / entry->mixDuration;
if (mix > 1) mix = 1;
}
events = mix < from->eventThreshold ? internal->events : 0;
attachments = mix < from->attachmentThreshold;
drawOrder = mix < from->drawOrderThreshold;
animationLast = from->animationLast;
animationTime = spTrackEntry_getAnimationTime(from);
timelineCount = from->animation->timelinesCount;
timelines = from->animation->timelines;
timelinesFirst = from->timelinesFirst;
alpha = from->alpha * entry->mixAlpha * (1 - mix);
firstFrame = from->timelinesRotationCount == 0;
if (firstFrame) _spAnimationState_resizeTimelinesRotation(from, timelineCount << 1);
timelinesRotation = from->timelinesRotation;
for (i = 0; i < timelineCount; i++) {
timeline = timelines[i];
setupPose = timelinesFirst[i];
if (timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i << 1, firstFrame);
else {
if (!setupPose) {
if (!attachments && timeline->type == SP_TIMELINE_ATTACHMENT) continue;
if (!drawOrder && timeline->type == SP_TIMELINE_DRAWORDER) continue;
}
spTimeline_apply(timeline, skeleton, animationLast, animationTime, events, &internal->eventsCount, alpha, setupPose, 1);
}
}
if (entry->mixDuration > 0) _spAnimationState_queueEvents(self, from, animationTime);
internal->eventsCount = 0;
from->nextAnimationLast = animationTime;
from->nextTrackLast = from->trackTime;
return mix;
}
void _spAnimationState_applyRotateTimeline (spAnimationState* self, spTimeline* timeline, spSkeleton* skeleton, float time, float alpha, int /*boolean*/ setupPose, float* timelinesRotation, int i, int /*boolean*/ firstFrame) {
spRotateTimeline *rotateTimeline;
float *frames;
spBone* bone;
float r1, r2;
int frame;
float prevRotation;
float frameTime;
float percent;
float total, diff;
int /*boolean*/ current, dir;
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
spTimeline_apply(timeline, skeleton, 0, time, 0, 0, 1, setupPose, 0);
return;
}
rotateTimeline = SUB_CAST(spRotateTimeline, timeline);
frames = rotateTimeline->frames;
bone = skeleton->bones[rotateTimeline->boneIndex];
if (time < frames[0]) {
if (setupPose) {
bone->rotation = bone->data->rotation;
}
return; /* Time is before first frame. */
}
if (time >= frames[rotateTimeline->framesCount - ROTATE_ENTRIES]) /* Time is after last frame. */
r2 = bone->data->rotation + frames[rotateTimeline->framesCount + ROTATE_PREV_ROTATION];
else {
/* Interpolate between the previous frame and the current frame. */
frame = _spCurveTimeline_binarySearch(frames, rotateTimeline->framesCount, time, ROTATE_ENTRIES);
prevRotation = frames[frame + ROTATE_PREV_ROTATION];
frameTime = frames[frame];
percent = spCurveTimeline_getCurvePercent(SUPER(rotateTimeline), (frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + ROTATE_PREV_TIME] - frameTime));
r2 = frames[frame + ROTATE_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 while detecting crosses. */
r1 = setupPose ? bone->data->rotation : bone->rotation;
diff = r2 - r1;
if (diff == 0) {
total = timelinesRotation[i];
} else {
float lastTotal, lastDiff;
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i]; /* Angle and direction of mix, including loops. */
lastDiff = timelinesRotation[i + 1]; /* Difference between bones. */
}
current = diff > 0;
dir = lastTotal >= 0;
/* Detect cross at 0 (not 180). */
if (SIGNUM(lastDiff) != SIGNUM(diff) && ABS(lastDiff) <= 90) {
/* A cross after a 360 rotation is a loop. */
if (ABS(lastTotal) > 180) lastTotal += 360 * SIGNUM(lastTotal);
dir = current;
}
total = diff + lastTotal - FMOD(lastTotal, 360); /* Store loops as part of lastTotal. */
if (dir != current) total += 360 * SIGNUM(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
r1 += total * alpha;
bone->rotation = r1 - (16384 - (int)(16384.499999999996 - r1 / 360)) * 360;
}
void _spAnimationState_queueEvents (spAnimationState* self, spTrackEntry* entry, float animationTime) {
spEvent** events;
spEvent* event;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
int i, n;
float animationStart = entry->animationStart, animationEnd = entry->animationEnd;
float duration = animationEnd - animationStart;
float trackLastWrapped = FMOD(entry->trackLast, duration);
/* Queue events before complete. */
events = internal->events;
for (i = 0, n = internal->eventsCount; i < n; i++) {
event = events[i];
if (event->time < trackLastWrapped) break;
if (event->time > animationEnd) continue; /* Discard events outside animation start/end. */
_spEventQueue_event(internal->queue, entry, event);
}
/* Queue complete if completed a loop iteration or the animation. */
if (entry->loop ? (trackLastWrapped > FMOD(entry->trackTime, duration))
: (animationTime >= animationEnd && entry->animationLast < animationEnd)) {
_spEventQueue_complete(internal->queue, entry);
}
/* Queue events after complete. */
for (; i < n; i++) {
event = events[i];
if (event->time < animationStart) continue; /* Discard events outside animation start/end. */
_spEventQueue_event(internal->queue, entry, event);
}
}
void spAnimationState_clearTracks (spAnimationState* self) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
int i, n;
internal->queue->drainDisabled = 1;
for (i = 0, n = self->tracksCount; i < n; i++)
spAnimationState_clearTrack(self, i);
self->tracksCount = 0;
internal->queue->drainDisabled = 0;
_spEventQueue_drain(internal->queue);
}
void spAnimationState_clearTrack (spAnimationState* self, int trackIndex) {
spTrackEntry* current;
spTrackEntry* entry;
spTrackEntry* from;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
if (trackIndex >= self->tracksCount) return;
current = self->tracks[trackIndex];
if (!current) return;
_spEventQueue_end(internal->queue, current);
_spAnimationState_disposeNext(self, current);
entry = current;
while (1) {
from = entry->mixingFrom;
if (!from) break;
_spEventQueue_end(internal->queue, from);
entry->mixingFrom = 0;
entry = from;
}
self->tracks[current->trackIndex] = 0;
_spEventQueue_drain(internal->queue);
}
void _spAnimationState_setCurrent (spAnimationState* self, int index, spTrackEntry* current, int /*boolean*/ interrupt) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* from = _spAnimationState_expandToIndex(self, index);
self->tracks[index] = current;
if (from) {
if (interrupt) _spEventQueue_interrupt(internal->queue, from);
current->mixingFrom = from;
current->mixTime = 0;
from->timelinesRotationCount = 0;
/* If not completely mixed in, set mixAlpha so mixing out happens from current mix to zero. */
if (from->mixingFrom && from->mixDuration > 0) current->mixAlpha *= MIN(from->mixTime / from->mixDuration, 1);
}
_spEventQueue_start(internal->queue, current);
}
/** Set the current animation. Any queued animations are cleared. */
spTrackEntry* spAnimationState_setAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop) {
spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
return spAnimationState_setAnimation(self, trackIndex, animation, loop);
}
spTrackEntry* spAnimationState_setAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop) {
spTrackEntry* entry;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
int interrupt = 1;
spTrackEntry* current = _spAnimationState_expandToIndex(self, trackIndex);
if (current) {
if (current->nextTrackLast == -1) {
/* Don't mix from an entry that was never applied. */
self->tracks[trackIndex] = current->mixingFrom;
_spEventQueue_interrupt(internal->queue, current);
_spEventQueue_end(internal->queue, current);
_spAnimationState_disposeNext(self, current);
current = current->mixingFrom;
interrupt = 0;
} else
_spAnimationState_disposeNext(self, current);
}
entry = _spAnimationState_trackEntry(self, trackIndex, animation, loop, current);
_spAnimationState_setCurrent(self, trackIndex, entry, interrupt);
_spEventQueue_drain(internal->queue);
return entry;
}
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
* duration. */
spTrackEntry* spAnimationState_addAnimationByName (spAnimationState* self, int trackIndex, const char* animationName,
int/*bool*/loop, float delay) {
spAnimation* animation = spSkeletonData_findAnimation(self->data->skeletonData, animationName);
return spAnimationState_addAnimation(self, trackIndex, animation, loop, delay);
}
spTrackEntry* spAnimationState_addAnimation (spAnimationState* self, int trackIndex, spAnimation* animation, int/*bool*/loop,
float delay) {
spTrackEntry* entry;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* last = _spAnimationState_expandToIndex(self, trackIndex);
if (last) {
while (last->next)
last = last->next;
}
entry = _spAnimationState_trackEntry(self, trackIndex, animation, loop, last);
if (!last) {
_spAnimationState_setCurrent(self, trackIndex, entry, 1);
_spEventQueue_drain(internal->queue);
} else {
last->next = entry;
if (delay <= 0) {
float duration = last->animationEnd - last->animationStart;
if (duration != 0)
delay += duration * (1 + (int)(last->trackTime / duration)) - spAnimationStateData_getMix(self->data, last->animation, animation);
else
delay = 0;
}
}
entry->delay = delay;
return entry;
}
spTrackEntry* spAnimationState_setEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration) {
spTrackEntry* entry = spAnimationState_setAnimation(self, trackIndex, SP_EMPTY_ANIMATION, 0);
entry->mixDuration = mixDuration;
entry->trackEnd = mixDuration;
return entry;
}
spTrackEntry* spAnimationState_addEmptyAnimation(spAnimationState* self, int trackIndex, float mixDuration, float delay) {
spTrackEntry* entry;
if (delay <= 0) delay -= mixDuration;
entry = spAnimationState_addAnimation(self, trackIndex, SP_EMPTY_ANIMATION, 0, delay);
entry->mixDuration = mixDuration;
entry->trackEnd = mixDuration;
return entry;
}
void spAnimationState_setEmptyAnimations(spAnimationState* self, float mixDuration) {
int i, n;
spTrackEntry* current;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
internal->queue->drainDisabled = 1;
for (i = 0, n = self->tracksCount; i < n; i++) {
current = self->tracks[i];
if (current) spAnimationState_setEmptyAnimation(self, current->trackIndex, mixDuration);
}
internal->queue->drainDisabled = 0;
_spEventQueue_drain(internal->queue);
}
spTrackEntry* _spAnimationState_expandToIndex (spAnimationState* self, int index) {
spTrackEntry** newTracks;
if (index < self->tracksCount) return self->tracks[index];
newTracks = CALLOC(spTrackEntry*, index + 1);
memcpy(newTracks, self->tracks, self->tracksCount * sizeof(spTrackEntry*));
FREE(self->tracks);
self->tracks = newTracks;
self->tracksCount = index + 1;
return 0;
}
spTrackEntry* _spAnimationState_trackEntry (spAnimationState* self, int trackIndex, spAnimation* animation, int /*boolean*/ loop, spTrackEntry* last) {
spTrackEntry* entry = NEW(spTrackEntry);
entry->trackIndex = trackIndex;
entry->animation = animation;
entry->loop = loop;
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;
entry->trackEnd = (float)INT_MAX;
entry->timeScale = 1;
entry->alpha = 1;
entry->mixAlpha = 1;
entry->mixTime = 0;
entry->mixDuration = !last ? 0 : spAnimationStateData_getMix(self->data, last->animation, animation);
return entry;
}
void _spAnimationState_disposeNext (spAnimationState* self, spTrackEntry* entry) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
spTrackEntry* next = entry->next;
while (next) {
_spEventQueue_dispose(internal->queue, next);
next = next->next;
}
entry->next = 0;
}
void _spAnimationState_animationsChanged (spAnimationState* self) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
int i, n;
spTrackEntry* entry;
internal->animationsChanged = 0;
i = 0; n = self->tracksCount;
internal->propertyIDsCount = 0;
for (; i < n; i++) {
entry = self->tracks[i];
if (!entry) continue;
_spAnimationState_setTimelinesFirst(self, entry);
i++;
break;
}
for (; i < n; i++) {
entry = self->tracks[i];
if (entry) _spAnimationState_checkTimelinesFirst(self, entry);
}
}
float* _spAnimationState_resizeTimelinesRotation(spTrackEntry* entry, int newSize) {
if (entry->timelinesRotationCount != newSize) {
float* newTimelinesRotation = CALLOC(float, newSize);
FREE(entry->timelinesRotation);
entry->timelinesRotation = newTimelinesRotation;
entry->timelinesRotationCount = newSize;
}
return entry->timelinesRotation;
}
int* _spAnimationState_resizeTimelinesFirst(spTrackEntry* entry, int newSize) {
if (entry->timelinesFirstCount != newSize) {
int* newTimelinesFirst = CALLOC(int, newSize);
FREE(entry->timelinesFirst);
entry->timelinesFirst = newTimelinesFirst;
entry->timelinesFirstCount = newSize;
}
return entry->timelinesFirst;
}
void _spAnimationState_ensureCapacityPropertyIDs(spAnimationState* self, int capacity) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
if (internal->propertyIDsCapacity < capacity) {
int *newPropertyIDs = CALLOC(int, capacity << 1);
memcpy(newPropertyIDs, internal->propertyIDs, sizeof(int) * internal->propertyIDsCount);
FREE(internal->propertyIDs);
internal->propertyIDs = newPropertyIDs;
internal->propertyIDsCapacity = capacity << 1;
}
}
int _spAnimationState_addPropertyID(spAnimationState* self, int id) {
int i, n;
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
for (i = 0, n = internal->propertyIDsCount; i < n; i++) {
if (internal->propertyIDs[i] == id) return 0;
}
_spAnimationState_ensureCapacityPropertyIDs(self, internal->propertyIDsCount + 1);
internal->propertyIDs[internal->propertyIDsCount] = id;
internal->propertyIDsCount++;
return 1;
}
void _spAnimationState_setTimelinesFirst (spAnimationState* self, spTrackEntry* entry) {
int i, n;
int* usage;
spTimeline** timelines;
if (entry->mixingFrom) {
_spAnimationState_setTimelinesFirst(self, entry->mixingFrom);
_spAnimationState_checkTimelinesUsage(self, entry);
return;
}
n = entry->animation->timelinesCount;
timelines = entry->animation->timelines;
usage = _spAnimationState_resizeTimelinesFirst(entry, n);
for (i = 0; i < n; i++) {
_spAnimationState_addPropertyID(self, spTimeline_getPropertyId(timelines[i]));
usage[i] = 1;
}
}
void _spAnimationState_checkTimelinesFirst (spAnimationState* self, spTrackEntry* entry) {
if (entry->mixingFrom) _spAnimationState_checkTimelinesFirst(self, entry->mixingFrom);
_spAnimationState_checkTimelinesUsage(self, entry);
}
void _spAnimationState_checkTimelinesUsage (spAnimationState* self, spTrackEntry* entry) {
int i, n;
int* usage;
spTimeline** timelines;
n = entry->animation->timelinesCount;
timelines = entry->animation->timelines;
usage = _spAnimationState_resizeTimelinesFirst(entry, n);
for (i = 0; i < n; i++)
usage[i] = _spAnimationState_addPropertyID(self, spTimeline_getPropertyId(timelines[i]));
}
spTrackEntry* spAnimationState_getCurrent (spAnimationState* self, int trackIndex) {
if (trackIndex >= self->tracksCount) return 0;
return self->tracks[trackIndex];
}
void spAnimationState_clearListenerNotifications(spAnimationState* self) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
_spEventQueue_clear(internal->queue);
}
float spTrackEntry_getAnimationTime (spTrackEntry* entry) {
if (entry->loop) {
float duration = entry->animationEnd - entry->animationStart;
if (duration == 0) return entry->animationStart;
return FMOD(entry->trackTime, duration) + entry->animationStart;
}
return MIN(entry->trackTime + entry->animationStart, entry->animationEnd);
}