#include "Armature.h" #include "../model/TextureAtlasData.h" #include "../model/UserData.h" #include "../animation/WorldClock.h" #include "../animation/Animation.h" #include "../event/EventObject.h" #include "IArmatureProxy.h" #include "Bone.h" #include "Slot.h" #include "Constraint.h" DRAGONBONES_NAMESPACE_BEGIN bool Armature::_onSortSlots(Slot* a, Slot* b) { return a->_zOrder < b->_zOrder ? true : false; } void Armature::_onClear() { if (_clock != nullptr) // Remove clock before slots clear. { _clock->remove(this); } for (const auto bone : _bones) { bone->returnToPool(); } for (const auto slot : _slots) { slot->returnToPool(); } for (const auto constraint : _constraints) { constraint->returnToPool(); } for (const auto action : _actions) { action->returnToPool(); } if(_animation != nullptr) { _animation->returnToPool(); } if (_proxy != nullptr) { _proxy->dbClear(); } if (_replaceTextureAtlasData != nullptr) { _replaceTextureAtlasData->returnToPool(); } inheritAnimation = true; userData = nullptr; _debugDraw = false; _lockUpdate = false; _slotsDirty = false; _zOrderDirty = false; _flipX = false; _flipY = false; _cacheFrameIndex = -1; _bones.clear(); _slots.clear(); _constraints.clear(); _actions.clear(); _armatureData = nullptr; _animation = nullptr; _proxy = nullptr; _display = nullptr; _replaceTextureAtlasData = nullptr; _replacedTexture = nullptr; _dragonBones = nullptr; _clock = nullptr; _parent = nullptr; } void Armature::_sortZOrder(const int16_t* slotIndices, unsigned offset) { const auto& slotDatas = _armatureData->sortedSlots; const auto isOriginal = slotIndices == nullptr; if (_zOrderDirty || !isOriginal) { for (std::size_t i = 0, l = slotDatas.size(); i < l; ++i) { const auto slotIndex = isOriginal ? i : (std::size_t)slotIndices[offset + i]; if (slotIndex >= l) { continue; } const auto slotData = slotDatas[slotIndex]; const auto slot = getSlot(slotData->name); if (slot != nullptr) { slot->_setZorder(i); } } _slotsDirty = true; _zOrderDirty = !isOriginal; } } void Armature::_addBone(Bone* value) { if (std::find(_bones.begin(), _bones.end(), value) == _bones.end()) { _bones.push_back(value); } } void Armature::_addSlot(Slot* value) { if (std::find(_slots.begin(), _slots.end(), value) == _slots.end()) { _slots.push_back(value); } } void Armature::_addConstraint(Constraint* value) { if (std::find(_constraints.cbegin(), _constraints.cend(), value) == _constraints.cend()) { _constraints.push_back(value); } } void Armature::_bufferAction(EventObject* action, bool append) { if (std::find(_actions.cbegin(), _actions.cend(), action) == _actions.cend()) { if (append) { _actions.push_back(action); } else { _actions.insert(_actions.begin(), action); } } } void Armature::dispose() { if (_armatureData != nullptr) { _lockUpdate = true; _dragonBones->bufferObject(this); } } void Armature::init(ArmatureData *armatureData, IArmatureProxy* proxy, void* display, DragonBones* dragonBones) { if (_armatureData != nullptr) { return; } _armatureData = armatureData; _animation = BaseObject::borrowObject(); _proxy = proxy; _display = display; _dragonBones = dragonBones; _proxy->dbInit(this); _animation->init(this); _animation->setAnimations(_armatureData->animations); } void Armature::advanceTime(float passedTime) { if (_lockUpdate) { return; } if (_armatureData == nullptr) { DRAGONBONES_ASSERT(false, "The armature has been disposed."); return; } else if(_armatureData->parent == nullptr) { DRAGONBONES_ASSERT(false, "The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear()."); return; } const auto prevCacheFrameIndex = _cacheFrameIndex; // Update animation. _animation->advanceTime(passedTime); // Sort slots. if (_slotsDirty) { _slotsDirty = false; std::sort(_slots.begin(), _slots.end(), Armature::_onSortSlots); } // Update bones and slots. if (_cacheFrameIndex < 0 || _cacheFrameIndex != prevCacheFrameIndex) { for (const auto bone : _bones) { bone->update(_cacheFrameIndex); } for (const auto slot : _slots) { slot->update(_cacheFrameIndex); } } // Do actions. if (!_actions.empty()) { _lockUpdate = true; for (const auto action : _actions) { const auto actionData = action->actionData; if (actionData != nullptr) { if (actionData->type == ActionType::Play) { if (action->slot != nullptr) { const auto childArmature = action->slot->getChildArmature(); if (childArmature != nullptr) { childArmature->getAnimation()->fadeIn(actionData->name); } } else if (action->bone != nullptr) { for (const auto slot : getSlots()) { if (slot->getParent() == action->bone) { const auto childArmature = slot->getChildArmature(); if (childArmature != nullptr) { childArmature->getAnimation()->fadeIn(actionData->name); } } } } else { _animation->fadeIn(actionData->name); } } } action->returnToPool(); } _actions.clear(); _lockUpdate = false; } _proxy->dbUpdate(); } void Armature::invalidUpdate(const std::string& boneName, bool updateSlot) { if (!boneName.empty()) { const auto bone = getBone(boneName); if (bone != nullptr) { bone->invalidUpdate(); if (updateSlot) { for (const auto slot : _slots) { if (slot->getParent() == bone) { slot->invalidUpdate(); } } } } } else { for (const auto bone : _bones) { bone->invalidUpdate(); } if (updateSlot) { for (const auto slot : _slots) { slot->invalidUpdate(); } } } } Slot* Armature::containsPoint(float x, float y) const { for(const auto slot : _slots) { if(slot->containsPoint(x,y)) { return slot; } } return nullptr; } Slot* Armature::intersectsSegment( float xA, float yA, float xB, float yB, Point* intersectionPointA, Point* intersectionPointB, Point* normalRadians ) const { const auto isV = xA == xB; auto dMin = 0.0f; auto dMax = 0.0f; auto intXA = 0.0f; auto intYA = 0.0f; auto intXB = 0.0f; auto intYB = 0.0f; auto intAN = 0.0f; auto intBN = 0.0f; Slot* intSlotA = nullptr; Slot* intSlotB = nullptr; for (const auto & slot : _slots) { auto intersectionCount = slot->intersectsSegment(xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians); if (intersectionCount > 0) { if (intersectionPointA != nullptr || intersectionPointB != nullptr) { if (intersectionPointA != nullptr) { float d = isV ? intersectionPointA->y - yA : intersectionPointA->x - xA; if (d < 0.0f) { d = -d; } if (intSlotA == nullptr || d < dMin) { dMin = d; intXA = intersectionPointA->x; intYA = intersectionPointA->y; intSlotA = slot; if (normalRadians) { intAN = normalRadians->x; } } } if (intersectionPointB != nullptr) { float d = intersectionPointB->x - xA; if (d < 0.0f) { d = -d; } if (intSlotB == nullptr || d > dMax) { dMax = d; intXB = intersectionPointB->x; intYB = intersectionPointB->y; intSlotB = slot; if (normalRadians != nullptr) { intBN = normalRadians->y; } } } } else { intSlotA = slot; break; } } } if (intSlotA != nullptr && intersectionPointA != nullptr) { intersectionPointA->x = intXA; intersectionPointA->y = intYA; if (normalRadians != nullptr) { normalRadians->x = intAN; } } if (intSlotB != nullptr && intersectionPointB != nullptr) { intersectionPointB->x = intXB; intersectionPointB->y = intYB; if (normalRadians != nullptr) { normalRadians->y = intBN; } } return intSlotA; } Bone* Armature::getBone(const std::string& name) const { for (const auto& bone : _bones) { if (bone->getName() == name) { return bone; } } return nullptr; } Bone* Armature::getBoneByDisplay(void* display) const { const auto slot = getSlotByDisplay(display); return slot != nullptr ? slot->getParent() : nullptr; } Slot* Armature::getSlot(const std::string& name) const { for (const auto slot : _slots) { if (slot->getName() == name) { return slot; } } return nullptr; } Slot* Armature::getSlotByDisplay(void* display) const { if (display != nullptr) { for (const auto slot : _slots) { if (slot->getDisplay() == display) { return slot; } } } return nullptr; } void Armature::setCacheFrameRate(unsigned value) { if (_armatureData->cacheFrameRate != value) { _armatureData->cacheFrames(value); for (const auto & slot : _slots) { const auto childArmature = slot->getChildArmature(); if (childArmature != nullptr && childArmature->getCacheFrameRate() == 0) { childArmature->setCacheFrameRate(value); } } } } void Armature::setClock(WorldClock* value) { if(_clock == value) { return; } if(_clock) { _clock->remove(this); } _clock = value; if(_clock) { _clock->add(this); } // Update childArmature clock. for (const auto& slot : _slots) { const auto childArmature = slot->getChildArmature(); if (childArmature != nullptr) { childArmature->setClock(_clock); } } } void Armature::setReplacedTexture(void* value) { if (_replacedTexture == value) { return; } if (_replaceTextureAtlasData != nullptr) { _replaceTextureAtlasData->returnToPool(); _replaceTextureAtlasData = nullptr; } _replacedTexture = value; for (const auto &slot : _slots) { slot->invalidUpdate(); slot->update(-1); } } DRAGONBONES_NAMESPACE_END