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/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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#ifndef __CCANIMATE3D_H__
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#define __CCANIMATE3D_H__
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#include <map>
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#include <unordered_map>
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#include "3d/CCAnimation3D.h"
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#include "base/ccMacros.h"
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#include "base/CCRef.h"
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#include "2d/CCActionInterval.h"
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NS_CC_BEGIN
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class Bone3D;
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class Sprite3D;
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class EventCustom;
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enum class Animate3DQuality
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{
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QUALITY_NONE =
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0, // it'll be ignore the curve-evaluating(the animation looks like stop), just accumulate transition time.
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QUALITY_LOW, // low animation quality, it'll be more efficient.
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QUALITY_HIGH, // high animation quality.
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};
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief Animate3D, Animates a Sprite3D given with an Animation3D
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*/
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class CC_DLL Animate3D : public ActionInterval
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{
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public:
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/**create Animate3D using Animation.*/
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static Animate3D* create(Animation3D* animation);
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/**
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* create Animate3D
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* @param animation used to generate animate3D
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* @param fromTime
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* @param duration Time the Animate3D lasts
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* @return Animate3D created using animate
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*/
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static Animate3D* create(Animation3D* animation, float fromTime, float duration);
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/**
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* create Animate3D by frame section, [startFrame, endFrame)
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* @param animation used to generate animate3D
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* @param startFrame
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* @param endFrame
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* @param frameRate default is 30 per second
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* @return Animate3D created using animate
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*/
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static Animate3D* createWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate = 30.f);
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//
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// Overrides
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//
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virtual void stop() override;
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virtual void step(float dt) override;
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virtual void startWithTarget(Node* target) override;
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virtual Animate3D* reverse() const override;
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virtual Animate3D* clone() const override;
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virtual void update(float t) override;
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/**get & set speed, negative speed means playing reverse */
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float getSpeed() const;
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void setSpeed(float speed);
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/**get & set blend weight, weight must positive*/
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float getWeight() const { return _weight; }
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void setWeight(float weight);
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/**get & set origin interval*/
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void setOriginInterval(float interval);
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float getOriginInterval() const { return _originInterval; }
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/** get animate transition time between 3d animations */
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static float getTransitionTime() { return _transTime; }
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/** set animate transition time between 3d animations */
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static void setTransitionTime(float transTime)
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{
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if (transTime >= 0.f)
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_transTime = transTime;
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}
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/**set animate quality*/
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void setQuality(Animate3DQuality quality);
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/**get animate quality*/
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Animate3DQuality getQuality() const;
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struct Animate3DDisplayedEventInfo
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{
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int frame;
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Node* target;
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const ValueMap* userInfo;
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};
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void setKeyFrameUserInfo(int keyFrame, const ValueMap& userInfo);
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const ValueMap* getKeyFrameUserInfo(int keyFrame) const;
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ValueMap* getKeyFrameUserInfo(int keyFrame);
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CC_CONSTRUCTOR_ACCESS :
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Animate3D();
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virtual ~Animate3D();
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void removeFromMap();
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/** init method */
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bool init(Animation3D* animation);
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bool init(Animation3D* animation, float fromTime, float duration);
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bool initWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate);
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protected:
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enum class Animate3DState
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{
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FadeIn,
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FadeOut,
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Running,
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};
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Animate3DState _state; // animation state
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Animation3D* _animation; // animation data
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float _absSpeed; // playing speed
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float _weight; // blend weight
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float _start; // start time 0 - 1, used to generate sub Animate3D
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float _last; // last time 0 - 1, used to generate sub Animate3D
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bool _playReverse; // is playing reverse
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static float _transTime; // transition time from one animate3d to another
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float _accTransTime; // accumulate transition time
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float _lastTime; // last t (0 - 1)
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float _originInterval; // save origin interval time
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float _frameRate;
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// animation quality
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EvaluateType _translateEvaluate;
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EvaluateType _roteEvaluate;
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EvaluateType _scaleEvaluate;
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Animate3DQuality _quality;
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std::unordered_map<Bone3D*, Animation3D::Curve*> _boneCurves; // weak ref
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std::unordered_map<Node*, Animation3D::Curve*> _nodeCurves;
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std::unordered_map<int, ValueMap> _keyFrameUserInfos;
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std::unordered_map<int, EventCustom*> _keyFrameEvent;
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std::unordered_map<int, Animate3DDisplayedEventInfo> _displayedEventInfo;
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// sprite animates
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static std::unordered_map<Node*, Animate3D*> s_fadeInAnimates;
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static std::unordered_map<Node*, Animate3D*> s_fadeOutAnimates;
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static std::unordered_map<Node*, Animate3D*> s_runningAnimates;
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};
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// end of 3d group
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/// @}
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NS_CC_END
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#endif // __CCANIMATE3D_H__
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