/** * 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 */ /** * - 动画状态由播放动画数据时产生。 * @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 */ /** * - 动画状态是否对插槽的显示对象属性有控制权。 * 有时混合一个动画状态并不希望其控制插槽的显示对象属性, * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。 * @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 */ /** * - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。 * 通常在混合多个动画状态时应该将该属性设置为 false。 * @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 */ /** * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] * @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 */ /** * - 混合图层。 * 图层高的动画状态会优先获取混合权重。 * 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。 * @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 */ /** * - 播放速度。 * 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。 * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] * @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 */ /** * - 混合权重。 * @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 */ /** * - 动画状态播放完成后的自动淡出时间。 * [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位) * @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 */ /** * - 动画状态名称。 (可以不同于动画数据) * @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 */ /** * - 混合组名称。 * 该属性通常用来指定多个动画状态混合时的相互替换关系。 * @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 _boneMask; std::vector _boneTimelines; std::vector _slotTimelines; std::vector _constraintTimelines; std::vector> _poseTimelines; hlookup::string_map _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 */ /** * - 继续播放。 * @version DragonBones 3.0 * @language zh_CN */ void play(); /** * - Stop play. * @version DragonBones 3.0 * @language en_US */ /** * - 暂停播放。 * @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 */ /** * - 淡出动画状态。 * @param fadeOutTime - 淡出时间。 (以秒为单位) * @param pausePlayhead - 淡出时是否暂停播放。 * @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 */ /** * - 检查是否包含特定骨骼遮罩。 * @param boneName - 骨骼名称。 * @version DragonBones 3.0 * @language zh_CN */ bool containsBoneMask(std::string_view 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 */ /** * - 添加特定的骨骼遮罩。 * @param boneName - 骨骼名称。 * @param recursive - 是否为该骨骼的子骨骼添加遮罩。 * @version DragonBones 3.0 * @language zh_CN */ void addBoneMask(std::string_view 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 */ /** * - 删除特定骨骼的遮罩。 * @param boneName - 骨骼名称。 * @param recursive - 是否删除该骨骼的子骨骼遮罩。 * @version DragonBones 3.0 * @language zh_CN */ void removeBoneMask(std::string_view boneName, bool recursive = true); /** * - Remove all bone masks. * @version DragonBones 3.0 * @language en_US */ /** * - 删除所有骨骼遮罩。 * @version DragonBones 3.0 * @language zh_CN */ void removeAllBoneMask(); /** * - Whether the animation state is fading in. * @version DragonBones 5.1 * @language en_US */ /** * - 是否正在淡入。 * @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 */ /** * - 是否正在淡出。 * @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 */ /** * - 是否淡入或淡出完毕。 * @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 */ /** * - 是否正在播放。 * @version DragonBones 3.0 * @language zh_CN */ bool isPlaying() const; /** * - Whether the animation state is play completed. * @version DragonBones 3.0 * @language en_US */ /** * - 是否播放完毕。 * @version DragonBones 3.0 * @language zh_CN */ bool isCompleted() const; /** * - The times has been played. * @version DragonBones 3.0 * @language en_US */ /** * - 已经循环播放的次数。 * @version DragonBones 3.0 * @language zh_CN */ unsigned getCurrentPlayTimes() const; /** * - The total time. (In seconds) * @version DragonBones 3.0 * @language en_US */ /** * - 总播放时间。 (以秒为单位) * @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 */ /** * - 当前播放的时间。 (以秒为单位) * @version DragonBones 3.0 * @language zh_CN */ float getCurrentTime() const; void setCurrentTime(float value); inline std::string_view getName() const { return name; } /** * - The animation data. * @see dragonBones.AnimationData * @version DragonBones 3.0 * @language en_US */ /** * - 动画数据。 * @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