axmol/extensions/DragonBones/animation/AnimationState.h

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/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef DRAGONBONES_ANIMATION_STATE_H
#define DRAGONBONES_ANIMATION_STATE_H
#include "../core/BaseObject.h"
#include "../geom/Transform.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - The animation state is generated when the animation data is played.
* @see dragonBones.Animation
* @see dragonBones.AnimationData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD>ɲ<EFBFBD><EFBFBD>Ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @see dragonBones.Animation
* @see dragonBones.AnimationData
* @version DragonBones 3.0
* @language zh_CN
*/
class AnimationState : public BaseObject
{
BIND_CLASS_TYPE_B(AnimationState);
private:
enum class BaseTimelineType {
Bone,
Slot,
Constraint
};
public:
/**
* @private
*/
bool actionEnabled;
/**
* @private
*/
bool additiveBlending;
/**
* - Whether the animation state has control over the display object properties of the slots.
* Sometimes blend a animation state does not want it to control the display object properties of the slots,
* especially if other animation state are controlling the display object properties of the slots.
* @default true
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD>Ƿ<EFBFBD><EFBFBD>Բ<EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>п<EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD><EFBFBD>
* <EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʋ<EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
* @default true
* @version DragonBones 5.0
* @language zh_CN
*/
bool displayControl;
/**
* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
* This property should usually be set to false when blend multiple animation states.
* @default true
* @version DragonBones 5.1
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><EFBFBD><EFBFBD>״̬ʱ<EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>Ǽܳ<EFBFBD>ʼֵ<EFBFBD><EFBFBD>
* ͨ<EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD><EFBFBD>϶<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ʱӦ<EFBFBD>ý<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ false<EFBFBD><EFBFBD>
* @default true
* @version DragonBones 5.1
* @language zh_CN
*/
bool resetToPose;
/**
* - The play times. [0: Loop play, [1~N]: Play N times]
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD>Ŵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, [1~N]: ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> N <EFBFBD><EFBFBD>]
* @version DragonBones 3.0
* @language zh_CN
*/
unsigned playTimes;
/**
* - The blend layer.
* High layer animation state will get the blend weight first.
* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>
* ͼ<EFBFBD><EFBFBD><EFBFBD>ߵĶ<EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ء<EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ط<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1 ʱ<EFBFBD><EFBFBD>ʣ<EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٻ<EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ط<EFBFBD><EFBFBD>
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
unsigned layer;
/**
* - The play speed.
* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
* @default 1.0
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶȡ<EFBFBD>
* <EFBFBD><EFBFBD>ֵ<EFBFBD><EFBFBD> {@link dragonBones.Animation#timeScale} <EFBFBD>ǵ<EFBFBD><EFBFBD>ӹ<EFBFBD>ϵ<EFBFBD><EFBFBD>
* [(-N~0): <EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD>, 0: ֹͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>, (0~1): <EFBFBD><EFBFBD><EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD>, 1: <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, (1~N): <EFBFBD><EFBFBD><EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD>]
* @default 1.0
* @version DragonBones 3.0
* @language zh_CN
*/
float timeScale;
/**
* - The blend weight.
* @default 1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȩ<EFBFBD>ء<EFBFBD>
* @default 1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float weight;
/**
* - The auto fade out time when the animation state play completed.
* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>
* [-1: <EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, [0~N]: <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>] <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float autoFadeOutTime;
/**
* @private
*/
float fadeTotalTime;
/**
* - The name of the animation state. (Can be different from the name of the animation data)
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>ͬ<EFBFBD>ڶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD>
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
std::string name;
/**
* - The blend group name of the animation state.
* This property is typically used to specify the substitution of multiple animation states blend.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
std::string group;
public:
/**
* - xx: Play Enabled, Fade Play Enabled
* @internal
*/
int _playheadState;
/**
* -1: Fade in, 0: Fade complete, 1: Fade out;
* @internal
*/
int _fadeState;
/**
* -1: Fade start, 0: Fading, 1: Fade complete;
* @internal
*/
int _subFadeState;
/**
* @internal
*/
float _position;
/**
* @internal
*/
float _duration;
/**
* @internal
*/
float _fadeProgress;
/**
* @internal
*/
float _weightResult;
/**
* @internal
*/
AnimationData* _animationData;
/**
* @internal
*/
ActionTimelineState* _actionTimeline;
private:
unsigned _timelineDirty;
float _fadeTime;
float _time;
std::vector<std::string> _boneMask;
std::vector<BoneTimelineState*> _boneTimelines;
std::vector<SlotTimelineState*> _slotTimelines;
std::vector<ConstraintTimelineState*> _constraintTimelines;
std::vector<std::pair<TimelineState*, BaseTimelineType>> _poseTimelines;
std::map<std::string, BonePose*> _bonePoses;
Armature* _armature;
ZOrderTimelineState* _zOrderTimeline;
public:
AnimationState() :
_actionTimeline(nullptr),
_zOrderTimeline(nullptr)
{
_onClear();
}
virtual ~AnimationState()
{
_onClear();
}
protected:
virtual void _onClear() override;
private:
void _updateTimelines();
void _updateBoneAndSlotTimelines();
void _advanceFadeTime(float passedTime);
public:
/**
* @internal
*/
void init(Armature* armature, AnimationData* animationData, AnimationConfig* animationConfig);
/**
* @internal
*/
void advanceTime(float passedTime, float cacheFrameRate);
/**
* - Continue play.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>š<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
void play();
/**
* - Stop play.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD>š<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
void stop();
/**
* - Fade out the animation state.
* @param fadeOutTime - The fade out time. (In seconds)
* @param pausePlayhead - Whether to pause the animation playing when fade out.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD>
* @param fadeOutTime - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
* @param pausePlayhead - <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD>š<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
void fadeOut(float fadeOutTime, bool pausePlayhead = true);
/**
* - Check if a specific bone mask is included.
* @param boneName - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD>
* @param boneName - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
bool containsBoneMask(const std::string& boneName) const;
/**
* - Add a specific bone mask.
* @param boneName - The bone name.
* @param recursive - Whether or not to add a mask to the bone's sub-bone.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD>Ĺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD>
* @param boneName - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* @param recursive - <EFBFBD>Ƿ<EFBFBD>Ϊ<EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
void addBoneMask(const std::string& boneName, bool recursive = true);
/**
* - Remove the mask of a specific bone.
* @param boneName - The bone name.
* @param recursive - Whether to remove the bone's sub-bone mask.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - ɾ<EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD>
* @param boneName - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* @param recursive - <EFBFBD>Ƿ<EFBFBD>ɾ<EFBFBD><EFBFBD><EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
void removeBoneMask(const std::string& boneName, bool recursive = true);
/**
* - Remove all bone masks.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - ɾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
void removeAllBoneMask();
/**
* - Whether the animation state is fading in.
* @version DragonBones 5.1
* @language en_US
*/
/**
* - <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>
* @version DragonBones 5.1
* @language zh_CN
*/
inline bool isFadeIn() const
{
return _fadeState < 0;
}
/**
* - Whether the animation state is fading out.
* @version DragonBones 5.1
* @language en_US
*/
/**
* - <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 5.1
* @language zh_CN
*/
inline bool isFadeOut() const
{
return _fadeState > 0;
}
/**
* - Whether the animation state is fade completed.
* @version DragonBones 5.1
* @language en_US
*/
/**
* - <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򵭳<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϡ<EFBFBD>
* @version DragonBones 5.1
* @language zh_CN
*/
inline bool isFadeComplete() const
{
return _fadeState == 0;
}
/**
* - Whether the animation state is playing.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڲ<EFBFBD><EFBFBD>š<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
bool isPlaying() const;
/**
* - Whether the animation state is play completed.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD>Ƿ񲥷<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϡ<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
bool isCompleted() const;
/**
* - The times has been played.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD>Ѿ<EFBFBD>ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŵĴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
unsigned getCurrentPlayTimes() const;
/**
* - The total time. (In seconds)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD>ܲ<EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
inline float getTotalTime() const
{
return _duration;
}
/**
* - The time is currently playing. (In seconds)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD>ŵ<EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
float getCurrentTime() const;
void setCurrentTime(float value);
inline const std::string& getName() const
{
return name;
}
/**
* - The animation data.
* @see dragonBones.AnimationData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD>
* @see dragonBones.AnimationData
* @version DragonBones 3.0
* @language zh_CN
*/
inline const AnimationData* getAnimationData() const
{
return _animationData;
}
};
/**
* @internal
*/
class BonePose : public BaseObject
{
BIND_CLASS_TYPE_A(BonePose);
public:
Transform current;
Transform delta;
Transform result;
protected:
virtual void _onClear() override;
};
/**
* @internal
*/
class BlendState
{
public:
bool dirty;
int layer;
float leftWeight;
float layerWeight;
float blendWeight;
/**
* -1: First blending, 0: No blending, 1: Blending.
*/
int update(float weight, int p_layer);
void clear();
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_ANIMATION_STATE_H