#include "TimelineState.h" #include "WorldClock.h" #include "Animation.h" #include "../model/DragonBonesData.h" #include "../model/UserData.h" #include "../model/ArmatureData.h" #include "../model/ConstraintData.h" #include "../model/DisplayData.h" #include "../model/AnimationData.h" #include "../event/EventObject.h" #include "../event/IEventDispatcher.h" #include "../armature/Armature.h" #include "../armature/Bone.h" #include "../armature/Slot.h" #include "../armature/Constraint.h" #include "../armature/DeformVertices.h" #include "AnimationState.h" DRAGONBONES_NAMESPACE_BEGIN void ActionTimelineState::_onCrossFrame(unsigned frameIndex) const { const auto eventDispatcher = _armature->getProxy(); if (_animationState->actionEnabled) { const auto frameOffset = _animationData->frameOffset + _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + frameIndex]; const unsigned actionCount = _frameArray[frameOffset + 1]; const auto& actions = _animationData->parent->actions; // May be the animaton data not belong to this armature data. for (std::size_t i = 0; i < actionCount; ++i) { const auto actionIndex = _frameArray[frameOffset + 2 + i]; const auto action = actions[actionIndex]; if (action->type == ActionType::Play) { const auto eventObject = BaseObject::borrowObject(); // eventObject->time = _frameArray[frameOffset] * _frameRateR; // Precision problem eventObject->time = _frameArray[frameOffset] / _frameRate; eventObject->animationState = _animationState; EventObject::actionDataToInstance(action, eventObject, _armature); _armature->_bufferAction(eventObject, true); } else { const auto eventType = action->type == ActionType::Frame ? EventObject::FRAME_EVENT : EventObject::SOUND_EVENT; if (action->type == ActionType::Sound || eventDispatcher->hasDBEventListener(eventType)) { const auto eventObject = BaseObject::borrowObject(); // eventObject->time = _frameArray[frameOffset] * _frameRateR; // Precision problem eventObject->time = _frameArray[frameOffset] / _frameRate; eventObject->animationState = _animationState; EventObject::actionDataToInstance(action, eventObject, _armature); _armature->_dragonBones->bufferEvent(eventObject); } } } } } void ActionTimelineState::update(float passedTime) { const auto prevState = playState; auto prevPlayTimes = currentPlayTimes; auto prevTime = currentTime; if (_setCurrentTime(passedTime)) { const auto eventDispatcher = _armature->getProxy(); if (prevState < 0) { if (playState != prevState) { if (_animationState->displayControl && _animationState->resetToPose) // Reset zorder to pose. { _armature->_sortZOrder(nullptr, 0); } prevPlayTimes = currentPlayTimes; if (eventDispatcher->hasDBEventListener(EventObject::START)) { const auto eventObject = BaseObject::borrowObject(); eventObject->type = EventObject::START; eventObject->armature = _armature; eventObject->animationState = _animationState; _armature->_dragonBones->bufferEvent(eventObject); } } else { return; } } const auto isReverse = _animationState->timeScale < 0.0f; EventObject* loopCompleteEvent = nullptr; EventObject* completeEvent = nullptr; if (currentPlayTimes != prevPlayTimes) { if (eventDispatcher->hasDBEventListener(EventObject::LOOP_COMPLETE)) { loopCompleteEvent = BaseObject::borrowObject(); loopCompleteEvent->type = EventObject::LOOP_COMPLETE; loopCompleteEvent->armature = _armature; loopCompleteEvent->animationState = _animationState; } if (playState > 0) { if (eventDispatcher->hasDBEventListener(EventObject::COMPLETE)) { completeEvent = BaseObject::borrowObject(); completeEvent->type = EventObject::COMPLETE; completeEvent->armature = _armature; completeEvent->animationState = _animationState; } } } if (_frameCount > 1) { const auto timelineData = _timelineData; const auto timelineFrameIndex = (unsigned)(currentTime * _frameRate); // uint const auto frameIndex = (*_frameIndices)[timelineData->frameIndicesOffset + timelineFrameIndex]; if ((unsigned)_frameIndex != frameIndex) // Arrive at frame. { auto crossedFrameIndex = _frameIndex; _frameIndex = frameIndex; if (_timelineArray != nullptr) { _frameOffset = _animationData->frameOffset + _timelineArray[timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + _frameIndex]; if (isReverse) { if (crossedFrameIndex < 0) { const auto prevFrameIndex = (unsigned)(prevTime * _frameRate); crossedFrameIndex = (*_frameIndices)[timelineData->frameIndicesOffset + prevFrameIndex]; if (currentPlayTimes == prevPlayTimes) // Start. { if ((unsigned)crossedFrameIndex == frameIndex) // Uncrossed. { crossedFrameIndex = -1; } } } while (crossedFrameIndex >= 0) { const auto frameOffset = _animationData->frameOffset + _timelineArray[timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + crossedFrameIndex]; const auto framePosition = (float)_frameArray[frameOffset] / _frameRate; if (_position <= framePosition && framePosition <= _position + _duration) // Support interval play. { _onCrossFrame(crossedFrameIndex); } if (loopCompleteEvent != nullptr && crossedFrameIndex == 0) // Add loop complete event after first frame. { _armature->_dragonBones->bufferEvent(loopCompleteEvent); loopCompleteEvent = nullptr; } if (crossedFrameIndex > 0) { crossedFrameIndex--; } else { crossedFrameIndex = _frameCount - 1; } if ((unsigned)crossedFrameIndex == frameIndex) { break; } } } else { if (crossedFrameIndex < 0) { const auto prevFrameIndex = (unsigned)(prevTime * _frameRate); crossedFrameIndex = (*_frameIndices)[timelineData->frameIndicesOffset + prevFrameIndex]; const auto frameOffset = _animationData->frameOffset + _timelineArray[timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + crossedFrameIndex]; const auto framePosition = (float)_frameArray[frameOffset] / _frameRate; if (currentPlayTimes == prevPlayTimes) // Start. { if (prevTime <= framePosition) // Crossed. { if (crossedFrameIndex > 0) { crossedFrameIndex--; } else { crossedFrameIndex = _frameCount - 1; } } else if ((unsigned)crossedFrameIndex == frameIndex) // Uncrossed. { crossedFrameIndex = -1; } } } while (crossedFrameIndex >= 0) { if ((unsigned)crossedFrameIndex < _frameCount - 1) { crossedFrameIndex++; } else { crossedFrameIndex = 0; } const auto frameOffset = _animationData->frameOffset + _timelineArray[timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset + crossedFrameIndex]; const auto framePosition = (float)_frameArray[frameOffset] / _frameRate; if (_position <= framePosition && framePosition <= _position + _duration) // Support interval play. { _onCrossFrame(crossedFrameIndex); } if (loopCompleteEvent != nullptr && crossedFrameIndex == 0) // Add loop complete event before first frame. { _armature->_dragonBones->bufferEvent(loopCompleteEvent); loopCompleteEvent = nullptr; } if ((unsigned)crossedFrameIndex == frameIndex) { break; } } } } } } else if (_frameIndex < 0) { _frameIndex = 0; if (_timelineData != nullptr) { _frameOffset = _animationData->frameOffset + _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameOffset]; // Arrive at frame. const auto framePosition = (float)_frameArray[_frameOffset] / _frameRate; if (currentPlayTimes == prevPlayTimes) // Start. { if (prevTime <= framePosition) { _onCrossFrame(_frameIndex); } } else if (_position <= framePosition) // Loop complete. { if (!isReverse && loopCompleteEvent != nullptr) // Add loop complete event before first frame. { _armature->_dragonBones->bufferEvent(loopCompleteEvent); loopCompleteEvent = nullptr; } _onCrossFrame(_frameIndex); } } } if (loopCompleteEvent != nullptr) { _armature->_dragonBones->bufferEvent(loopCompleteEvent); } if (completeEvent != nullptr) { _armature->_dragonBones->bufferEvent(completeEvent); } } } void ActionTimelineState::setCurrentTime(float value) { _setCurrentTime(value); _frameIndex = -1; } void ZOrderTimelineState::_onArriveAtFrame() { if (playState >= 0) { const auto count = _frameArray[_frameOffset + 1]; if (count > 0) { _armature->_sortZOrder(_frameArray, _frameOffset + 2); } else { _armature->_sortZOrder(nullptr, 0); } } } void BoneAllTimelineState::_onArriveAtFrame() { BoneTimelineState::_onArriveAtFrame(); if (_timelineData != nullptr) { auto valueOffset = _animationData->frameFloatOffset + _frameValueOffset + _frameIndex * 6; // ...(timeline value offset)|xxxxxx|xxxxxx|(Value offset)xxxxx|(Next offset)xxxxx|xxxxxx|xxxxxx|... const auto scale = _armature->_armatureData->scale; const auto frameFloatArray = _frameFloatArray; auto& current = bonePose->current; auto& delta = bonePose->delta; // current.x = frameFloatArray[valueOffset++] * scale; current.y = frameFloatArray[valueOffset++] * scale; current.rotation = frameFloatArray[valueOffset++]; current.skew = frameFloatArray[valueOffset++]; current.scaleX = frameFloatArray[valueOffset++]; current.scaleY = frameFloatArray[valueOffset++]; if (_tweenState == TweenState::Always) { if ((unsigned)_frameIndex == _frameCount - 1) { valueOffset = _animationData->frameFloatOffset + _frameValueOffset; } delta.x = frameFloatArray[valueOffset++] * scale - current.x; delta.y = frameFloatArray[valueOffset++] * scale - current.y; delta.rotation = frameFloatArray[valueOffset++] - current.rotation; delta.skew = frameFloatArray[valueOffset++] - current.skew; delta.scaleX = frameFloatArray[valueOffset++] - current.scaleX; delta.scaleY = frameFloatArray[valueOffset++] - current.scaleY; } else { delta.x = 0.0f; delta.y = 0.0f; delta.rotation = 0.0f; delta.skew = 0.0f; delta.scaleX = 0.0f; delta.scaleY = 0.0f; } } else { auto& current = bonePose->current; auto& delta = bonePose->delta; current.x = 0.0f; current.y = 0.0f; current.rotation = 0.0f; current.skew = 0.0f; current.scaleX = 1.0f; current.scaleY = 1.0f; delta.x = 0.0f; delta.y = 0.0f; delta.rotation = 0.0f; delta.skew = 0.0f; delta.scaleX = 0.0f; delta.scaleY = 0.0f; } } void BoneAllTimelineState::_onUpdateFrame() { BoneTimelineState::_onUpdateFrame(); auto& current = bonePose->current; auto& delta = bonePose->delta; auto& result = bonePose->result; bone->_transformDirty = true; if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } result.x = current.x + delta.x * _tweenProgress; result.y = current.y + delta.y * _tweenProgress; result.rotation = current.rotation + delta.rotation * _tweenProgress; result.skew = current.skew + delta.skew * _tweenProgress; result.scaleX = current.scaleX + delta.scaleX * _tweenProgress; result.scaleY = current.scaleY + delta.scaleY * _tweenProgress; } void BoneAllTimelineState::fadeOut() { auto& result = bonePose->result; result.rotation = Transform::normalizeRadian(result.rotation); result.skew = Transform::normalizeRadian(result.skew); } void BoneTranslateTimelineState::_onArriveAtFrame() { BoneTimelineState::_onArriveAtFrame(); if (_timelineData != nullptr) { auto valueOffset = _animationData->frameFloatOffset + _frameValueOffset + _frameIndex * 2; const auto scale = _armature->_armatureData->scale; const auto frameFloatArray = _frameFloatArray; auto& current = bonePose->current; auto& delta = bonePose->delta; current.x = frameFloatArray[valueOffset++] * scale; current.y = frameFloatArray[valueOffset++] * scale; if (_tweenState == TweenState::Always) { if ((unsigned)_frameIndex == _frameCount - 1) { valueOffset = _animationData->frameFloatOffset + _frameValueOffset; // + 0 * 2 } delta.x = frameFloatArray[valueOffset++] * scale - current.x; delta.y = frameFloatArray[valueOffset++] * scale - current.y; } else { delta.x = 0.0f; delta.y = 0.0f; } } else { auto& current = bonePose->current; auto& delta = bonePose->delta; current.x = 0.0f; current.y = 0.0f; delta.x = 0.0f; delta.y = 0.0f; } } void BoneTranslateTimelineState::_onUpdateFrame() { BoneTimelineState::_onUpdateFrame(); auto& current = bonePose->current; auto& delta = bonePose->delta; auto& result = bonePose->result; bone->_transformDirty = true; if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } result.x = current.x + delta.x * _tweenProgress; result.y = current.y + delta.y * _tweenProgress; } void BoneRotateTimelineState::_onArriveAtFrame() { BoneTimelineState::_onArriveAtFrame(); if (_timelineData != nullptr) { auto valueOffset = _animationData->frameFloatOffset + _frameValueOffset + _frameIndex * 2; const auto frameFloatArray = _frameFloatArray; auto& current = bonePose->current; auto& delta = bonePose->delta; current.rotation = frameFloatArray[valueOffset++]; current.skew = frameFloatArray[valueOffset++]; if (_tweenState == TweenState::Always) { if ((unsigned)_frameIndex == _frameCount - 1) { valueOffset = _animationData->frameFloatOffset + _frameValueOffset; // + 0 * 2 delta.rotation = Transform::normalizeRadian(frameFloatArray[valueOffset++] - current.rotation); } else { delta.rotation = frameFloatArray[valueOffset++] - current.rotation; } delta.skew = frameFloatArray[valueOffset++] - current.skew; } else { delta.rotation = 0.0f; delta.skew = 0.0f; } } else { auto& current = bonePose->current; auto& delta = bonePose->delta; current.rotation = 0.0f; current.skew = 0.0f; delta.rotation = 0.0f; delta.skew = 0.0f; } } void BoneRotateTimelineState::_onUpdateFrame() { BoneTimelineState::_onUpdateFrame(); auto& current = bonePose->current; auto& delta = bonePose->delta; auto& result = bonePose->result; bone->_transformDirty = true; if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } result.rotation = current.rotation + delta.rotation * _tweenProgress; result.skew = current.skew + delta.skew * _tweenProgress; } void BoneRotateTimelineState::fadeOut() { auto& result = bonePose->result; result.rotation = Transform::normalizeRadian(result.rotation); result.skew = Transform::normalizeRadian(result.skew); } void BoneScaleTimelineState::_onArriveAtFrame() { BoneTimelineState::_onArriveAtFrame(); if (_timelineData != nullptr) { auto valueOffset = _animationData->frameFloatOffset + _frameValueOffset + _frameIndex * 2; const auto frameFloatArray = _frameFloatArray; auto& current = bonePose->current; auto& delta = bonePose->delta; current.scaleX = frameFloatArray[valueOffset++]; current.scaleY = frameFloatArray[valueOffset++]; if (_tweenState == TweenState::Always) { if ((unsigned)_frameIndex == _frameCount - 1) { valueOffset = _animationData->frameFloatOffset + _frameValueOffset; // + 0 * 2 } delta.scaleX = frameFloatArray[valueOffset++] - current.scaleX; delta.scaleY = frameFloatArray[valueOffset++] - current.scaleY; } else { delta.scaleX = 0.0f; delta.scaleY = 0.0f; } } else { auto& current = bonePose->current; auto& delta = bonePose->delta; current.scaleX = 1.0f; current.scaleY = 1.0f; delta.scaleX = 0.0f; delta.scaleY = 0.0f; } } void BoneScaleTimelineState::_onUpdateFrame() { BoneTimelineState::_onUpdateFrame(); auto& current = bonePose->current; auto& delta = bonePose->delta; auto& result = bonePose->result; bone->_transformDirty = true; if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } result.scaleX = current.scaleX + delta.scaleX * _tweenProgress; result.scaleY = current.scaleY + delta.scaleY * _tweenProgress; } void SlotDislayTimelineState::_onArriveAtFrame() { if (playState >= 0) { const auto displayIndex = _timelineData != nullptr ? _frameArray[_frameOffset + 1] : slot->_slotData->displayIndex; if (slot->getDisplayIndex() != displayIndex) { slot->_setDisplayIndex(displayIndex, true); } } } void SlotColorTimelineState::_onClear() { SlotTimelineState::_onClear(); _dirty = false; } void SlotColorTimelineState::_onArriveAtFrame() { SlotTimelineState::_onArriveAtFrame(); if (_timelineData != nullptr) { const auto intArray = _dragonBonesData->intArray; const auto frameIntArray = _frameIntArray; const auto valueOffset = _animationData->frameIntOffset + _frameValueOffset + _frameIndex * 1; // ...(timeline value offset)|x|x|(Value offset)|(Next offset)|x|x|... int colorOffset = frameIntArray[valueOffset]; if (colorOffset < 0) { colorOffset += 65536; // Fixed out of bouds bug. } _current[0] = intArray[colorOffset++]; _current[1] = intArray[colorOffset++]; _current[2] = intArray[colorOffset++]; _current[3] = intArray[colorOffset++]; _current[4] = intArray[colorOffset++]; _current[5] = intArray[colorOffset++]; _current[6] = intArray[colorOffset++]; _current[7] = intArray[colorOffset++]; if (_tweenState == TweenState::Always) { if ((unsigned)_frameIndex == _frameCount - 1) { colorOffset = frameIntArray[_animationData->frameIntOffset + _frameValueOffset]; } else { colorOffset = frameIntArray[valueOffset + 1 * 1]; } if (colorOffset < 0) { colorOffset += 65536; // Fixed out of bouds bug. } _delta[0] = intArray[colorOffset++] - _current[0]; _delta[1] = intArray[colorOffset++] - _current[1]; _delta[2] = intArray[colorOffset++] - _current[2]; _delta[3] = intArray[colorOffset++] - _current[3]; _delta[4] = intArray[colorOffset++] - _current[4]; _delta[5] = intArray[colorOffset++] - _current[5]; _delta[6] = intArray[colorOffset++] - _current[6]; _delta[7] = intArray[colorOffset++] - _current[7]; } } else { const auto color = slot->_slotData->color; _current[0] = color->alphaMultiplier * 100.0f; _current[1] = color->redMultiplier * 100.0f; _current[2] = color->greenMultiplier * 100.0f; _current[3] = color->blueMultiplier * 100.0f; _current[4] = color->alphaOffset; _current[5] = color->redOffset; _current[6] = color->greenOffset; _current[7] = color->blueOffset; } } void SlotColorTimelineState::_onUpdateFrame() { SlotTimelineState::_onUpdateFrame(); _dirty = true; if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } _result[0] = (_current[0] + _delta[0] * _tweenProgress) * 0.01f; _result[1] = (_current[1] + _delta[1] * _tweenProgress) * 0.01f; _result[2] = (_current[2] + _delta[2] * _tweenProgress) * 0.01f; _result[3] = (_current[3] + _delta[3] * _tweenProgress) * 0.01f; _result[4] = _current[4] + _delta[4] * _tweenProgress; _result[5] = _current[5] + _delta[5] * _tweenProgress; _result[6] = _current[6] + _delta[6] * _tweenProgress; _result[7] = _current[7] + _delta[7] * _tweenProgress; } void SlotColorTimelineState::fadeOut() { _tweenState = TweenState::None; _dirty = false; } void SlotColorTimelineState::update(float passedTime) { SlotTimelineState::update(passedTime); // Fade animation. if (_tweenState != TweenState::None || _dirty) { auto& result = slot->_colorTransform; if (_animationState->_fadeState != 0 || _animationState->_subFadeState != 0) { if (result.alphaMultiplier != _result[0] || result.redMultiplier != _result[1] || result.greenMultiplier != _result[2] || result.blueMultiplier != _result[3] || result.alphaOffset != _result[4] || result.redOffset != _result[5] || result.greenOffset != _result[6] || result.blueOffset != _result[7]) { const auto fadeProgress = pow(_animationState->_fadeProgress, 2); result.alphaMultiplier += (_result[0] - result.alphaMultiplier) * fadeProgress; result.redMultiplier += (_result[1] - result.redMultiplier) * fadeProgress; result.greenMultiplier += (_result[2] - result.greenMultiplier) * fadeProgress; result.blueMultiplier += (_result[3] - result.blueMultiplier) * fadeProgress; result.alphaOffset += (_result[4] - result.alphaOffset) * fadeProgress; result.redOffset += (_result[5] - result.redOffset) * fadeProgress; result.greenOffset += (_result[6] - result.greenOffset) * fadeProgress; result.blueOffset += (_result[7] - result.blueOffset) * fadeProgress; slot->_colorDirty = true; } } else if (_dirty) { _dirty = false; if (result.alphaMultiplier != _result[0] || result.redMultiplier != _result[1] || result.greenMultiplier != _result[2] || result.blueMultiplier != _result[3] || result.alphaOffset != _result[4] || result.redOffset != _result[5] || result.greenOffset != _result[6] || result.blueOffset != _result[7]) { result.alphaMultiplier = _result[0]; result.redMultiplier = _result[1]; result.greenMultiplier = _result[2]; result.blueMultiplier = _result[3]; result.alphaOffset = _result[4]; result.redOffset = _result[5]; result.greenOffset = _result[6]; result.blueOffset = _result[7]; slot->_colorDirty = true; } } } } void DeformTimelineState::_onClear() { SlotTimelineState::_onClear(); vertexOffset = 0; _dirty = false; _frameFloatOffset = 0; _deformCount = 0; _valueCount = 0; _valueOffset = 0; _current.clear(); _delta.clear(); _result.clear(); } void DeformTimelineState::_onArriveAtFrame() { SlotTimelineState::_onArriveAtFrame(); if (_timelineData != nullptr) { const auto valueOffset = _animationData->frameFloatOffset + _frameValueOffset + _frameIndex * _valueCount; const auto scale = _armature->_armatureData->scale; const auto frameFloatArray = _frameFloatArray; if (_tweenState == TweenState::Always) { auto nextValueOffset = valueOffset + _valueCount; if ((unsigned)_frameIndex == _frameCount - 1) { nextValueOffset = _animationData->frameFloatOffset + _frameValueOffset; } for (std::size_t i = 0; i < _valueCount; ++i) { _delta[i] = frameFloatArray[nextValueOffset + i] * scale - (_current[i] = frameFloatArray[valueOffset + i] * scale); } } else { for (std::size_t i = 0; i < _valueCount; ++i) { _current[i] = frameFloatArray[valueOffset + i] * scale; } } } else { for (std::size_t i = 0; i < _valueCount; ++i) { _current[i] = 0.0f; } } } void DeformTimelineState::_onUpdateFrame() { SlotTimelineState::_onUpdateFrame(); _dirty = true; if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } for (std::size_t i = 0; i < _valueCount; ++i) { _result[i] = _current[i] + _delta[i] * _tweenProgress; } } void DeformTimelineState::init(Armature* armature, AnimationState* animationState, TimelineData* timelineData) { SlotTimelineState::init(armature, animationState, timelineData); if (_timelineData != nullptr) { const auto frameIntOffset = _animationData->frameIntOffset + _timelineArray[_timelineData->offset + (unsigned)BinaryOffset::TimelineFrameValueCount]; vertexOffset = _frameIntArray[frameIntOffset + (unsigned)BinaryOffset::DeformVertexOffset]; _deformCount = _frameIntArray[frameIntOffset + (unsigned)BinaryOffset::DeformCount]; _valueCount = _frameIntArray[frameIntOffset + (unsigned)BinaryOffset::DeformValueCount]; _valueOffset = _frameIntArray[frameIntOffset + (unsigned)BinaryOffset::DeformValueOffset]; _frameFloatOffset = _frameIntArray[frameIntOffset + (unsigned)BinaryOffset::DeformFloatOffset] + _animationData->frameFloatOffset; } else { const auto deformVertices = slot->_deformVertices; _deformCount = deformVertices != nullptr ? deformVertices->vertices.size() : 0; _valueCount = _deformCount; _valueOffset = 0; _frameFloatOffset = 0; } _current.resize(_valueCount); _delta.resize(_valueCount, 0.0f); _result.resize(_valueCount); } void DeformTimelineState::fadeOut() { _tweenState = TweenState::None; _dirty = false; } void DeformTimelineState::update(float passedTime) { const auto deformVertices = slot->_deformVertices; if (deformVertices == nullptr || deformVertices->verticesData == nullptr || deformVertices->verticesData->offset != vertexOffset) { return; } else if (_timelineData != nullptr && _dragonBonesData != deformVertices->verticesData->data) { return; } SlotTimelineState::update(passedTime); // Fade animation. if (_tweenState != TweenState::None || _dirty) { auto& result = deformVertices->vertices; if (_animationState->_fadeState != 0 || _animationState->_subFadeState != 0) { const auto fadeProgress = pow(_animationState->_fadeProgress, 2); if (_timelineData != nullptr) { for (std::size_t i = 0; i < _deformCount; ++i) { if (i < _valueOffset) { result[i] += (_frameFloatArray[_frameFloatOffset + i] - result[i]) * fadeProgress; } else if (i < _valueOffset + _valueCount) { result[i] += (_result[i - _valueOffset] - result[i]) * fadeProgress; } else { result[i] += (_frameFloatArray[_frameFloatOffset + i - _valueCount] - result[i]) * fadeProgress; } } } else { _deformCount = result.size(); for (std::size_t i = 0; i < _deformCount; ++i) { result[i] += (0.0f - result[i]) * fadeProgress; } } deformVertices->verticesDirty = true; } else if (_dirty) { _dirty = false; if (_timelineData != nullptr) { for (std::size_t i = 0; i < _deformCount; ++i) { if (i < _valueOffset) { result[i] = _frameFloatArray[_frameFloatOffset + i]; } else if (i < _valueOffset + _valueCount) { result[i] = _result[i - _valueOffset]; } else { result[i] = _frameFloatArray[_frameFloatOffset + i - _valueCount]; } } } else { _deformCount = result.size(); for (std::size_t i = 0; i < _deformCount; ++i) { result[i] = 0.0f; } } deformVertices->verticesDirty = true; } } } void IKConstraintTimelineState::_onClear() { ConstraintTimelineState::_onClear(); _current = 0.0f; _delta = 0.0f; } void IKConstraintTimelineState::_onArriveAtFrame() { ConstraintTimelineState::_onArriveAtFrame(); const auto ikConstraint = static_cast(constraint); if (_timelineData != nullptr) { auto valueOffset = _animationData->frameIntOffset + _frameValueOffset + _frameIndex * 2; const auto frameIntArray = _frameIntArray; const auto bendPositive = frameIntArray[valueOffset++] != 0; _current = frameIntArray[valueOffset++] * 0.01f; if (_tweenState == TweenState::Always) { if ((unsigned)_frameIndex == _frameCount - 1) { valueOffset = _animationData->frameIntOffset + _frameValueOffset; // + 0 * 2 } _delta = frameIntArray[valueOffset + 1] * 0.01f - _current; } else { _delta = 0.0f; } ikConstraint->_bendPositive = bendPositive; } else { const auto ikConstraintData = static_cast(ikConstraint->_constraintData); _current = ikConstraintData->weight; _delta = 0.0f; ikConstraint->_bendPositive = ikConstraintData->bendPositive; } ikConstraint->invalidUpdate(); } void IKConstraintTimelineState::_onUpdateFrame() { ConstraintTimelineState::_onUpdateFrame(); if (_tweenState != TweenState::Always) { _tweenState = TweenState::None; } const auto ikConstraint = static_cast(constraint); ikConstraint->_weight = _current + _delta * _tweenProgress; ikConstraint->invalidUpdate(); } DRAGONBONES_NAMESPACE_END