2014-06-04 18:17:09 +08:00
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2014-06-17 15:28:14 +08:00
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#include "3d/CCAnimate3D.h"
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#include "3d/CCSprite3D.h"
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2014-07-30 18:32:34 +08:00
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#include "3d/CCSkeleton3D.h"
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2014-06-04 18:17:09 +08:00
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#include "platform/CCFileUtils.h"
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NS_CC_BEGIN
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2014-08-28 18:53:15 +08:00
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std::unordered_map<Sprite3D*, Animate3D*> Animate3D::s_fadeInAnimates;
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std::unordered_map<Sprite3D*, Animate3D*> Animate3D::s_fadeOutAnimates;
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std::unordered_map<Sprite3D*, Animate3D*> Animate3D::s_runningAnimates;
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2014-08-29 18:25:42 +08:00
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float Animate3D::_transTime = 0.1f;
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2014-08-28 18:53:15 +08:00
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2014-06-04 18:17:09 +08:00
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//create Animate3D using Animation.
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Animate3D* Animate3D::create(Animation3D* animation)
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{
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auto animate = new (std::nothrow) Animate3D();
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animate->_animation = animation;
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animation->retain();
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animate->autorelease();
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2014-06-09 18:37:58 +08:00
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animate->setDuration(animation->getDuration());
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2014-06-04 18:17:09 +08:00
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return animate;
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}
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2014-06-20 18:54:09 +08:00
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Animate3D* Animate3D::create(Animation3D* animation, float fromTime, float duration)
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2014-06-20 12:01:54 +08:00
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{
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auto animate = Animate3D::create(animation);
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float fullDuration = animation->getDuration();
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2014-06-20 12:01:54 +08:00
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if (duration > fullDuration - fromTime)
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duration = fullDuration - fromTime;
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animate->_start = fromTime / fullDuration;
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animate->_last = duration / fullDuration;
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animate->setDuration(duration);
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return animate;
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}
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2014-10-17 11:16:07 +08:00
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Animate3D* Animate3D::createWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate)
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{
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float perFrameTime = 1.f / frameRate;
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float fromTime = startFrame * perFrameTime;
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float duration = (endFrame - startFrame) * perFrameTime;
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2014-10-11 17:02:42 +08:00
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auto animate = create(animation, fromTime, duration);
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2014-06-20 18:54:09 +08:00
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return animate;
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}
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2014-06-04 18:17:09 +08:00
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/** returns a clone of action */
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Animate3D* Animate3D::clone() const
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{
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auto animate = const_cast<Animate3D*>(this);
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2014-06-17 19:18:56 +08:00
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auto copy = Animate3D::create(animate->_animation);
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copy->_absSpeed = _absSpeed;
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2014-06-20 17:55:25 +08:00
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copy->_weight = _weight;
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copy->_elapsed = _elapsed;
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2014-06-20 12:01:54 +08:00
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copy->_start = _start;
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copy->_last = _last;
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2014-07-09 09:53:15 +08:00
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copy->_playReverse = _playReverse;
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2014-06-26 18:35:12 +08:00
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copy->setDuration(animate->getDuration());
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2014-06-04 18:17:09 +08:00
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return copy;
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}
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/** returns a new action that performs the exactly the reverse action */
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Animate3D* Animate3D::reverse() const
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{
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auto animate = clone();
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animate->_playReverse = !animate->_playReverse;
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2014-06-04 18:17:09 +08:00
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return animate;
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}
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//! called before the action start. It will also set the target.
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void Animate3D::startWithTarget(Node *target)
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{
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Sprite3D* sprite = dynamic_cast<Sprite3D*>(target);
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CCASSERT(sprite && sprite->getSkeleton() && _animation, "Animate3D apply to Sprite3D only");
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ActionInterval::startWithTarget(target);
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_boneCurves.clear();
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auto skin = sprite->getSkeleton();
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bool hasCurve = false;
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2014-06-26 21:58:26 +08:00
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for (unsigned int i = 0; i < skin->getBoneCount(); i++) {
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auto bone = skin->getBoneByIndex(i);
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auto curve = _animation->getBoneCurveByName(bone->getName());
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if (curve)
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{
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_boneCurves[bone] = curve;
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2014-08-26 14:19:08 +08:00
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hasCurve = true;
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}
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2014-08-26 14:19:08 +08:00
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}
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if (!hasCurve)
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{
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CCLOG("warning: no animation finde for the skeleton");
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}
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auto runningAction = s_runningAnimates.find(sprite);
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if (runningAction != s_runningAnimates.end())
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{
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//make the running action fade out
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auto action = (*runningAction).second;
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2014-08-29 18:25:42 +08:00
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if (action != this)
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{
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s_fadeOutAnimates[sprite] = action;
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action->_state = Animate3D::Animate3DState::FadeOut;
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action->_accTransTime = 0.0f;
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action->_weight = 1.0f;
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action->_lastTime = 0.f;
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s_fadeInAnimates[sprite] = this;
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_accTransTime = 0.0f;
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_state = Animate3D::Animate3DState::FadeIn;
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_weight = 0.f;
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_lastTime = 0.f;
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}
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2014-08-28 18:53:15 +08:00
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}
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else
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{
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s_runningAnimates[sprite] = this;
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_state = Animate3D::Animate3DState::Running;
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_weight = 1.0f;
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}
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}
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void Animate3D::stop()
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{
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removeFromMap();
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ActionInterval::stop();
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2014-06-04 18:17:09 +08:00
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}
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//! called every frame with it's delta time. DON'T override unless you know what you are doing.
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void Animate3D::step(float dt)
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{
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ActionInterval::step(dt * _absSpeed);
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}
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void Animate3D::update(float t)
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{
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if (_target)
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{
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if (_state == Animate3D::Animate3DState::FadeIn && _lastTime > 0.f)
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2014-08-28 18:53:15 +08:00
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{
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_accTransTime += (t - _lastTime) * getDuration();
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_weight = _accTransTime / _transTime;
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if (_weight >= 1.0f)
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{
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_accTransTime = _transTime;
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_weight = 1.0f;
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2014-08-29 18:25:42 +08:00
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_state = Animate3D::Animate3DState::Running;
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Sprite3D* sprite = static_cast<Sprite3D*>(_target);
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s_fadeInAnimates.erase(sprite);
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s_runningAnimates[sprite] = this;
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2014-06-04 18:17:09 +08:00
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}
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}
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2014-08-29 18:25:42 +08:00
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else if (_state == Animate3D::Animate3DState::FadeOut && _lastTime > 0.f)
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2014-08-28 18:53:15 +08:00
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{
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_accTransTime += (t - _lastTime) * getDuration();
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_weight = 1 - _accTransTime / _transTime;
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if (_weight <= 0.0f)
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{
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_accTransTime = _transTime;
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_weight = 0.0f;
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Sprite3D* sprite = static_cast<Sprite3D*>(_target);
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s_fadeOutAnimates.erase(sprite);
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2014-06-04 18:17:09 +08:00
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}
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2014-08-28 18:53:15 +08:00
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}
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_lastTime = t;
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if (_weight > 0.0f)
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{
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float transDst[3], rotDst[4], scaleDst[3];
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float* trans = nullptr, *rot = nullptr, *scale = nullptr;
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if (_playReverse)
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t = 1 - t;
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t = _start + t * _last;
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for (const auto& it : _boneCurves) {
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auto bone = it.first;
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auto curve = it.second;
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if (curve->translateCurve)
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{
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curve->translateCurve->evaluate(t, transDst, EvaluateType::INT_LINEAR);
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trans = &transDst[0];
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}
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if (curve->rotCurve)
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{
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curve->rotCurve->evaluate(t, rotDst, EvaluateType::INT_QUAT_SLERP);
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rot = &rotDst[0];
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}
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if (curve->scaleCurve)
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{
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curve->scaleCurve->evaluate(t, scaleDst, EvaluateType::INT_LINEAR);
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scale = &scaleDst[0];
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}
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bone->setAnimationValue(trans, rot, scale, this, _weight);
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2014-06-04 18:17:09 +08:00
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}
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}
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}
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}
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2014-07-09 09:53:15 +08:00
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float Animate3D::getSpeed() const
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{
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return _playReverse ? -_absSpeed : _absSpeed;
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}
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void Animate3D::setSpeed(float speed)
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{
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_absSpeed = fabsf(speed);
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_playReverse = speed < 0;
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}
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void Animate3D::setWeight(float weight)
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{
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CCASSERT(weight >= 0.0f, "invalid weight");
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_weight = fabsf(weight);
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}
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2014-06-04 18:17:09 +08:00
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Animate3D::Animate3D()
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2014-07-09 09:59:18 +08:00
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: _absSpeed(1.f)
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2014-06-13 19:20:19 +08:00
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, _weight(1.f)
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, _start(0.f)
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, _last(1.f)
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2014-06-04 18:17:09 +08:00
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, _animation(nullptr)
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2014-07-09 09:59:18 +08:00
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, _playReverse(false)
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2014-08-28 18:53:15 +08:00
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, _state(Animate3D::Animate3DState::Running)
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, _accTransTime(0.0f)
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, _lastTime(0.0f)
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2014-06-04 18:17:09 +08:00
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{
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}
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Animate3D::~Animate3D()
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{
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2014-09-02 10:40:29 +08:00
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removeFromMap();
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2014-06-04 18:17:09 +08:00
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CC_SAFE_RELEASE(_animation);
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}
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2014-09-02 10:40:29 +08:00
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void Animate3D::removeFromMap()
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{
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//remove this action from map
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if (_target)
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{
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Sprite3D* sprite = static_cast<Sprite3D*>(_target);
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if (_state == Animate3D::Animate3DState::FadeIn)
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s_fadeInAnimates.erase(sprite);
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else if (_state == Animate3D::Animate3DState::FadeOut)
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s_fadeOutAnimates.erase(sprite);
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else
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s_runningAnimates.erase(sprite);
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}
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}
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2014-06-04 18:17:09 +08:00
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NS_CC_END
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