/
SkeletonAnimator.cs
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/
SkeletonAnimator.cs
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/******************************************************************************
* 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity {
[RequireComponent(typeof(Animator))]
public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
[SerializeField] protected MecanimTranslator translator;
public MecanimTranslator Translator { get { return translator; } }
#region Bone Callbacks (ISkeletonAnimation)
protected event UpdateBonesDelegate _UpdateLocal;
protected event UpdateBonesDelegate _UpdateWorld;
protected event UpdateBonesDelegate _UpdateComplete;
/// <summary>
/// Occurs after the animations are applied and before world space values are resolved.
/// Use this callback when you want to set bone local values.</summary>
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
/// <summary>
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
/// Using this callback will cause the world space values to be solved an extra time.
/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
/// <summary>
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
/// This callback can also be used when setting world position and the bone matrix.</summary>
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
#endregion
public override void Initialize (bool overwrite) {
if (valid && !overwrite) return;
base.Initialize(overwrite);
if (!valid) return;
if (translator == null) translator = new MecanimTranslator();
translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
}
public void Update () {
if (!valid) return;
#if UNITY_EDITOR
if (Application.isPlaying)
translator.Apply(skeleton);
#else
translator.Apply(skeleton);
#endif
// UpdateWorldTransform and Bone Callbacks
{
if (_UpdateLocal != null)
_UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (_UpdateWorld != null) {
_UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (_UpdateComplete != null)
_UpdateComplete(this);
}
}
[System.Serializable]
public class MecanimTranslator {
#region Inspector
public bool autoReset = true;
public MixMode[] layerMixModes = new MixMode[0];
#endregion
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
readonly List<Animation> previousAnimations = new List<Animation>();
#if UNITY_2017_1_OR_NEWER
readonly List<AnimatorClipInfo> clipInfoCache = new List<AnimatorClipInfo>();
readonly List<AnimatorClipInfo> nextClipInfoCache = new List<AnimatorClipInfo>();
#endif
Animator animator;
public Animator Animator { get { return this.animator; } }
public void Initialize (Animator animator, SkeletonDataAsset skeletonDataAsset) {
this.animator = animator;
animationTable.Clear();
clipNameHashCodeTable.Clear();
var data = skeletonDataAsset.GetSkeletonData(true);
foreach (var a in data.Animations)
animationTable.Add(a.Name.GetHashCode(), a);
}
public void Apply (Skeleton skeleton) {
if (layerMixModes.Length < animator.layerCount)
System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.6).
// Clear Previous
if (autoReset) {
var previousAnimations = this.previousAnimations;
for (int i = 0, n = previousAnimations.Count; i < n; i++)
previousAnimations[i].SetKeyedItemsToSetupPose(skeleton);
previousAnimations.Clear();
for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
if (layerWeight <= 0) continue;
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
bool hasNext = nextStateInfo.fullPathHash != 0;
int clipInfoCount, nextClipInfoCount;
IList<AnimatorClipInfo> clipInfo, nextClipInfo;
GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
}
}
}
}
// Apply
for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
bool hasNext = nextStateInfo.fullPathHash != 0;
int clipInfoCount, nextClipInfoCount;
IList<AnimatorClipInfo> clipInfo, nextClipInfo;
GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
MixMode mode = layerMixModes[layer];
if (mode == MixMode.AlwaysMix) {
// Always use Mix instead of Applying the first non-zero weighted clip.
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
}
} else { // case MixNext || SpineStyle
// Apply first non-zero weighted clip
int c = 0;
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
break;
}
// Mix the rest
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
c = 0;
if (hasNext) {
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
break;
}
}
// Mix the rest
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
}
}
}
}
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
if (reversed)
normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
float time = normalizedTime * clipLength;
if (loop) return time;
const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
}
static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
if (reversed)
normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
return normalizedTime * clipLength;
}
void GetAnimatorClipInfos (
int layer,
out int clipInfoCount,
out int nextClipInfoCount,
out IList<AnimatorClipInfo> clipInfo,
out IList<AnimatorClipInfo> nextClipInfo) {
#if UNITY_2017_1_OR_NEWER
clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
if (clipInfoCache.Capacity < clipInfoCount) clipInfoCache.Capacity = clipInfoCount;
if (nextClipInfoCache.Capacity < nextClipInfoCount) nextClipInfoCache.Capacity = nextClipInfoCount;
animator.GetCurrentAnimatorClipInfo(layer, clipInfoCache);
animator.GetNextAnimatorClipInfo(layer, nextClipInfoCache);
clipInfo = clipInfoCache;
nextClipInfo = nextClipInfoCache;
#else
clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
clipInfoCount = clipInfo.Count;
nextClipInfoCount = nextClipInfo.Count;
#endif
}
int NameHashCode (AnimationClip clip) {
int clipNameHashCode;
if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
clipNameHashCode = clip.name.GetHashCode();
clipNameHashCodeTable.Add(clip, clipNameHashCode);
}
return clipNameHashCode;
}
class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
public bool Equals (AnimationClip x, AnimationClip y) {
return x.GetInstanceID() == y.GetInstanceID();
}
public int GetHashCode (AnimationClip o) {
return o.GetInstanceID();
}
}
class IntEqualityComparer : IEqualityComparer<int> {
internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
public bool Equals (int x, int y) { return x == y; }
public int GetHashCode(int o) { return o; }
}
}
}
}