2021-12-24 21:11:44 +08:00
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#include "BaseTimelineState.h"
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2020-10-18 00:27:23 +08:00
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#include "../model/DragonBonesData.h"
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#include "../model/ArmatureData.h"
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#include "../model/AnimationData.h"
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#include "../armature/Armature.h"
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#include "../armature/Bone.h"
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#include "../armature/Slot.h"
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#include "AnimationState.h"
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#include "TimelineState.h"
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#include <math.h>
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DRAGONBONES_NAMESPACE_BEGIN
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void TimelineState::_onClear()
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{
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playState = -1;
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currentPlayTimes = -1;
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currentTime = -1.0f;
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_tweenState = TweenState::None;
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_frameRate = 0;
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_frameValueOffset = 0;
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_frameCount = 0;
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_frameOffset = 0;
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_frameIndex = -1;
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_frameRateR = 0.0f;
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_position = 0.0f;
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_duration = 0.0f;
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_timeScale = 1.0f;
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_timeOffset = 0.0f;
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_dragonBonesData = nullptr;
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_animationData = nullptr;
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_timelineData = nullptr;
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_armature = nullptr;
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_animationState = nullptr;
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_actionTimeline = nullptr;
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_frameArray = nullptr;
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_frameIntArray = nullptr;
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_frameFloatArray = nullptr;
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_timelineArray = nullptr;
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_frameIndices = nullptr;
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}
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bool TimelineState::_setCurrentTime(float passedTime)
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{
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const auto prevState = playState;
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const auto prevPlayTimes = currentPlayTimes;
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const auto prevTime = currentTime;
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if (_actionTimeline != nullptr && _frameCount <= 1) // No frame or only one frame.
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{
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playState = _actionTimeline->playState >= 0 ? 1 : -1;
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currentPlayTimes = 1;
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currentTime = _actionTimeline->currentTime;
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}
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else if (_actionTimeline == nullptr || _timeScale != 1.0f || _timeOffset != 0.0f) // Action timeline or has scale and offset.
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{
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const auto playTimes = _animationState->playTimes;
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const auto totalTime = playTimes * _duration;
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passedTime *= _timeScale;
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if (_timeOffset != 0.0f)
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{
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passedTime += _timeOffset * _animationData->duration;
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}
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if (playTimes > 0 && (passedTime >= totalTime || passedTime <= -totalTime))
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{
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if (playState <= 0 && _animationState->_playheadState == 3)
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{
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playState = 1;
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}
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currentPlayTimes = playTimes;
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if (passedTime < 0.0f)
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{
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currentTime = 0.0f;
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}
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else
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{
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currentTime = _duration + 0.000001f; // Precision problem
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}
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}
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else
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{
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if (playState != 0 && _animationState->_playheadState == 3)
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{
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playState = 0;
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}
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if (passedTime < 0.0f)
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{
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passedTime = -passedTime;
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currentPlayTimes = (int)(passedTime / _duration);
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currentTime = _duration - fmod(passedTime, _duration);
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}
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else
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{
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currentPlayTimes = (int)(passedTime / _duration);
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currentTime = fmod(passedTime, _duration);
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}
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}
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currentTime += _position;
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}
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else // Multi frames.
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{
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playState = _actionTimeline->playState;
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currentPlayTimes = _actionTimeline->currentPlayTimes;
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currentTime = _actionTimeline->currentTime;
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}
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if (currentPlayTimes == prevPlayTimes && currentTime == prevTime)
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{
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return false;
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}
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// Clear frame flag when timeline start or loopComplete.
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if (
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(prevState < 0 && playState != prevState) ||
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(playState <= 0 && currentPlayTimes != prevPlayTimes)
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)
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{
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_frameIndex = -1;
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}
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return true;
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}
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void TimelineState::init(Armature* armature, AnimationState* animationState, TimelineData* timelineData)
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{
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_armature = armature;
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_animationState = animationState;
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_timelineData = timelineData;
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_actionTimeline = _animationState->_actionTimeline;
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if (this == _actionTimeline)
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{
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_actionTimeline = nullptr; //
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}
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_animationData = _animationState->_animationData;
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_frameRate = _animationData->parent->frameRate;
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_frameRateR = 1.0f / _frameRate;
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_position = _animationState->_position;
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_duration = _animationState->_duration;
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_dragonBonesData = _animationData->parent->parent;
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if (_timelineData != nullptr)
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{
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_frameIntArray = _dragonBonesData->frameIntArray;
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_frameFloatArray = _dragonBonesData->frameFloatArray;
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_frameArray = _dragonBonesData->frameArray;
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_timelineArray = _dragonBonesData->timelineArray;
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_frameIndices = &(_dragonBonesData->frameIndices);
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_frameCount = _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineKeyFrameCount];
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_frameValueOffset = _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameValueOffset];
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_timeScale = 100.0f / _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineScale];
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_timeOffset = _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineOffset] * 0.01f;
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}
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}
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void TimelineState::update(float passedTime)
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{
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if (_setCurrentTime(passedTime))
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{
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if (_frameCount > 1)
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{
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const auto timelineFrameIndex = (unsigned)(currentTime * _frameRate);
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const auto frameIndex = (*_frameIndices)[_timelineData->frameIndicesOffset + timelineFrameIndex];
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if ((unsigned)_frameIndex != frameIndex)
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{
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_frameIndex = frameIndex;
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_frameOffset = _animationData->frameOffset + _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + _frameIndex];
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_onArriveAtFrame();
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}
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}
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else if (_frameIndex < 0)
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{
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_frameIndex = 0;
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if (_timelineData != nullptr) // May be pose timeline.
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{
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_frameOffset = _animationData->frameOffset + _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset];
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}
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_onArriveAtFrame();
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}
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if (_tweenState != TweenState::None)
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{
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_onUpdateFrame();
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}
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}
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}
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void TweenTimelineState::_onClear()
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{
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TimelineState::_onClear();
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_tweenType = TweenType::None;
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_curveCount = 0;
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_framePosition = 0.0f;
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_frameDurationR = 0.0f;
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_tweenProgress = 0.0f;
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_tweenEasing = 0.0f;
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}
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void TweenTimelineState::_onArriveAtFrame()
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{
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if (
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_frameCount > 1 &&
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(
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(unsigned)_frameIndex != _frameCount - 1 ||
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_animationState->playTimes == 0 ||
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_animationState->getCurrentPlayTimes() < _animationState->playTimes - 1
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)
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)
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{
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_tweenType = (TweenType)_frameArray[_frameOffset + (unsigned)BinaryOffset::FrameTweenType]; // TODO recode ture tween type.
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_tweenState = _tweenType == TweenType::None ? TweenState::Once : TweenState::Always;
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if (_tweenType == TweenType::Curve)
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{
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_curveCount = _frameArray[_frameOffset + (unsigned)BinaryOffset::FrameTweenEasingOrCurveSampleCount];
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}
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else if (_tweenType != TweenType::None && _tweenType != TweenType::Line)
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{
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_tweenEasing = _frameArray[_frameOffset + (unsigned)BinaryOffset::FrameTweenEasingOrCurveSampleCount] * 0.01;
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}
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_framePosition = _frameArray[_frameOffset] * _frameRateR;
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if ((unsigned)_frameIndex == _frameCount - 1)
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{
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_frameDurationR = 1.0f / (_animationData->duration - _framePosition);
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}
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else
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{
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const auto nextFrameOffset = _animationData->frameOffset + _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + _frameIndex + 1];
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const auto frameDuration = _frameArray[nextFrameOffset] * _frameRateR - _framePosition;
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if (frameDuration > 0.0f) // Fixed animation data bug.
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{
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_frameDurationR = 1.0f / frameDuration;
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}
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else
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{
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_frameDurationR = 0.0f;
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}
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}
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}
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else
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{
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_tweenState = TweenState::Once;
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}
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}
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void TweenTimelineState::_onUpdateFrame()
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{
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if (_tweenState == TweenState::Always)
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{
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_tweenProgress = (currentTime - _framePosition) * _frameDurationR;
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if (_tweenType == TweenType::Curve)
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{
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_tweenProgress = TweenTimelineState::_getEasingCurveValue(_tweenProgress, _frameArray, _curveCount, _frameOffset + (unsigned)BinaryOffset::FrameCurveSamples);
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}
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else if (_tweenType != TweenType::Line)
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{
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_tweenProgress = TweenTimelineState::_getEasingValue(_tweenType, _tweenProgress, _tweenEasing);
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}
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}
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else
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{
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_tweenProgress = 0.0f;
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}
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}
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void BoneTimelineState::_onClear()
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{
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TweenTimelineState::_onClear();
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bone = nullptr;
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bonePose = nullptr;
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}
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void BoneTimelineState::blend(int state)
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{
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const auto blendWeight = bone->_blendState.blendWeight;
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auto& animationPose = bone->animationPose;
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const auto& result = bonePose->result;
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if (state == 2)
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{
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animationPose.x += result.x * blendWeight;
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animationPose.y += result.y * blendWeight;
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animationPose.rotation += result.rotation * blendWeight;
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animationPose.skew += result.skew * blendWeight;
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animationPose.scaleX += (result.scaleX - 1.0f) * blendWeight;
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animationPose.scaleY += (result.scaleY - 1.0f) * blendWeight;
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}
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else if (blendWeight != 1.0f)
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{
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animationPose.x = result.x * blendWeight;
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animationPose.y = result.y * blendWeight;
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animationPose.rotation = result.rotation * blendWeight;
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animationPose.skew = result.skew * blendWeight;
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animationPose.scaleX = (result.scaleX - 1.0f) * blendWeight + 1.0f;
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animationPose.scaleY = (result.scaleY - 1.0f) * blendWeight + 1.0f;
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}
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else
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{
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animationPose.x = result.x;
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animationPose.y = result.y;
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animationPose.rotation = result.rotation;
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animationPose.skew = result.skew;
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animationPose.scaleX = result.scaleX;
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animationPose.scaleY = result.scaleY;
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}
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if (_animationState->_fadeState != 0 || _animationState->_subFadeState != 0)
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{
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bone->_transformDirty = true;
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}
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}
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void SlotTimelineState::_onClear()
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{
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TweenTimelineState::_onClear();
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slot = nullptr;
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}
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void ConstraintTimelineState::_onClear()
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{
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TweenTimelineState::_onClear();
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constraint = nullptr;
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}
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DRAGONBONES_NAMESPACE_END
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