mirror of https://github.com/axmolengine/axmol.git
462 lines
14 KiB
C++
462 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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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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#include "3d/CCAnimate3D.h"
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#include "3d/CCSprite3D.h"
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#include "3d/CCSkeleton3D.h"
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#include "platform/CCFileUtils.h"
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#include "base/CCConfiguration.h"
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NS_CC_BEGIN
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std::unordered_map<Node*, Animate3D*> Animate3D::s_fadeInAnimates;
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std::unordered_map<Node*, Animate3D*> Animate3D::s_fadeOutAnimates;
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std::unordered_map<Node*, Animate3D*> Animate3D::s_runningAnimates;
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float Animate3D::_transTime = 0.1f;
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//create Animate3D using Animation.
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Animate3D* Animate3D::create(Animation3D* animation)
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{
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auto animate = new (std::nothrow) Animate3D();
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animate->init(animation);
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animate->autorelease();
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return animate;
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}
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Animate3D* Animate3D::create(Animation3D* animation, float fromTime, float duration)
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{
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auto animate = new (std::nothrow) Animate3D();
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animate->init(animation, fromTime, duration);
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animate->autorelease();
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return animate;
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}
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Animate3D* Animate3D::createWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate)
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{
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auto animate = new (std::nothrow) Animate3D();
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animate->initWithFrames(animation, startFrame, endFrame, frameRate);
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animate->autorelease();
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return animate;
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}
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bool Animate3D::init(Animation3D* animation)
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{
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_animation = animation;
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animation->retain();
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setDuration(animation->getDuration());
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setOriginInterval(animation->getDuration());
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setQuality(Configuration::getInstance()->getAnimate3DQuality());
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return true;
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}
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bool Animate3D::init(Animation3D* animation, float fromTime, float duration)
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{
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float fullDuration = animation->getDuration();
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if (duration > fullDuration - fromTime)
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duration = fullDuration - fromTime;
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_start = fromTime / fullDuration;
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_last = duration / fullDuration;
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setDuration(duration);
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setOriginInterval(duration);
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_animation = animation;
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animation->retain();
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setQuality(Configuration::getInstance()->getAnimate3DQuality());
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return true;
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}
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bool Animate3D::initWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate)
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{
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float perFrameTime = 1.f / frameRate;
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float fromTime = startFrame * perFrameTime;
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float duration = (endFrame - startFrame) * perFrameTime;
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init(animation, fromTime, duration);
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return true;
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}
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/** returns a clone of action */
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Animate3D* Animate3D::clone() const
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{
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auto animate = const_cast<Animate3D*>(this);
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auto copy = Animate3D::create(animate->_animation);
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copy->_absSpeed = _absSpeed;
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copy->_weight = _weight;
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copy->_elapsed = _elapsed;
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copy->_start = _start;
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copy->_last = _last;
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copy->_playReverse = _playReverse;
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copy->setDuration(animate->getDuration());
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copy->setOriginInterval(animate->getOriginInterval());
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return copy;
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}
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/** returns a new action that performs the exactly the reverse action */
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Animate3D* Animate3D::reverse() const
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{
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auto animate = clone();
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animate->_playReverse = !animate->_playReverse;
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return animate;
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}
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Node* findChildByNameRecursively(Node* node, const std::string &childName)
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{
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const std::string& name = node->getName();
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if (name == childName)
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return node;
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const Vector<Node*>& children = node->getChildren();
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for (const auto& child : children)
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{
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Node* findNode = findChildByNameRecursively(child, childName);
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if (findNode)
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return findNode;
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}
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return nullptr;
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}
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//! called before the action start. It will also set the target.
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void Animate3D::startWithTarget(Node *target)
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{
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bool needReMap = (_target != target);
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ActionInterval::startWithTarget(target);
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if (needReMap)
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{
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_boneCurves.clear();
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_nodeCurves.clear();
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bool hasCurve = false;
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Sprite3D* sprite = dynamic_cast<Sprite3D*>(target);
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if(sprite)
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{
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if (_animation)
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{
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const std::unordered_map<std::string, Animation3D::Curve*>& boneCurves = _animation->getBoneCurves();
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for (const auto& iter: boneCurves)
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{
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const std::string& boneName = iter.first;
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auto skin = sprite->getSkeleton();
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if(skin)
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{
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auto bone = skin->getBoneByName(boneName);
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if (bone)
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{
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auto curve = _animation->getBoneCurveByName(boneName);
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_boneCurves[bone] = curve;
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hasCurve = true;
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}
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else
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{
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Node* node = nullptr;
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if (target->getName() == boneName)
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node = target;
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else
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node = findChildByNameRecursively(target, boneName);
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if (node)
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{
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auto curve = _animation->getBoneCurveByName(boneName);
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if (curve)
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{
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_nodeCurves[node] = curve;
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hasCurve = true;
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}
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}
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}
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}
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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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const std::unordered_map<std::string, Animation3D::Curve*>& boneCurves = _animation->getBoneCurves();
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for (const auto& iter: boneCurves)
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{
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const std::string& boneName = iter.first;
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Node* node = nullptr;
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if (target->getName() == boneName)
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node = target;
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else
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node = findChildByNameRecursively(target, boneName);
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if (node)
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{
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auto curve = _animation->getBoneCurveByName(boneName);
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if (curve)
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{
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_nodeCurves[node] = curve;
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hasCurve = true;
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}
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}
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}
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}
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if (!hasCurve)
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{
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CCLOG("warning: no animation finde for the skeleton");
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}
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}
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auto runningAction = s_runningAnimates.find(target);
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if (runningAction != s_runningAnimates.end())
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{
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//make the running action fade out
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auto action = (*runningAction).second;
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if (action != this)
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{
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if (_transTime < 0.001f)
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{
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s_runningAnimates[target] = this;
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_state = Animate3D::Animate3DState::Running;
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_weight = 1.0f;
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}
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else
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{
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s_fadeOutAnimates[target] = action;
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action->_state = Animate3D::Animate3DState::FadeOut;
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action->_accTransTime = 0.0f;
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action->_weight = 1.0f;
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action->_lastTime = 0.f;
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s_fadeInAnimates[target] = this;
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_accTransTime = 0.0f;
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_state = Animate3D::Animate3DState::FadeIn;
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_weight = 0.f;
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_lastTime = 0.f;
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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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auto it = s_fadeInAnimates.find(target);
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if (it != s_fadeInAnimates.end())
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{
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s_fadeInAnimates.erase(it);
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}
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s_runningAnimates[target] = this;
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_state = Animate3D::Animate3DState::Running;
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_weight = 1.0f;
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}
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}
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void Animate3D::stop()
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{
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removeFromMap();
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ActionInterval::stop();
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}
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//! called every frame with it's delta time. DON'T override unless you know what you are doing.
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void Animate3D::step(float dt)
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{
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ActionInterval::step(dt);
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}
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void Animate3D::update(float t)
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{
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if (_target)
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{
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if (_state == Animate3D::Animate3DState::FadeIn && _lastTime > 0.f)
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{
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_accTransTime += (t - _lastTime) * getDuration();
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_weight = _accTransTime / _transTime;
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if (_weight >= 1.0f)
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{
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_accTransTime = _transTime;
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_weight = 1.0f;
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_state = Animate3D::Animate3DState::Running;
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s_fadeInAnimates.erase(_target);
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s_runningAnimates[_target] = this;
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}
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}
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else if (_state == Animate3D::Animate3DState::FadeOut && _lastTime > 0.f)
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{
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_accTransTime += (t - _lastTime) * getDuration();
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_weight = 1 - _accTransTime / _transTime;
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if (_weight <= 0.0f)
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{
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_accTransTime = _transTime;
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_weight = 0.0f;
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s_fadeOutAnimates.erase(_target);
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_target->stopAction(this);
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return;
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}
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}
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_lastTime = t;
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if (_quality != Animate3DQuality::QUALITY_NONE)
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{
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if (_weight > 0.0f)
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{
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float transDst[3], rotDst[4], scaleDst[3];
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float* trans = nullptr, *rot = nullptr, *scale = nullptr;
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if (_playReverse)
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t = 1 - t;
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t = _start + t * _last;
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for (const auto& it : _boneCurves) {
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auto bone = it.first;
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auto curve = it.second;
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if (curve->translateCurve)
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{
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curve->translateCurve->evaluate(t, transDst, _translateEvaluate);
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trans = &transDst[0];
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}
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if (curve->rotCurve)
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{
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curve->rotCurve->evaluate(t, rotDst, _roteEvaluate);
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rot = &rotDst[0];
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}
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if (curve->scaleCurve)
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{
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curve->scaleCurve->evaluate(t, scaleDst, _scaleEvaluate);
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scale = &scaleDst[0];
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}
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bone->setAnimationValue(trans, rot, scale, this, _weight);
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}
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for (const auto& it : _nodeCurves)
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{
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auto node = it.first;
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auto curve = it.second;
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Mat4 transform;
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if (curve->translateCurve)
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{
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curve->translateCurve->evaluate(t, transDst, _translateEvaluate);
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transform.translate(transDst[0], transDst[1], transDst[2]);
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}
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if (curve->rotCurve)
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{
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curve->rotCurve->evaluate(t, rotDst, _roteEvaluate);
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Quaternion qua(rotDst[0], rotDst[1], rotDst[2], rotDst[3]);
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transform.rotate(qua);
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}
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if (curve->scaleCurve)
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{
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curve->scaleCurve->evaluate(t, scaleDst, _scaleEvaluate);
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transform.scale(scaleDst[0], scaleDst[1], scaleDst[2]);
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}
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node->setAdditionalTransform(&transform);
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}
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}
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}
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}
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}
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float Animate3D::getSpeed() const
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{
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return _playReverse ? -_absSpeed : _absSpeed;
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}
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void Animate3D::setSpeed(float speed)
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{
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_absSpeed = fabsf(speed);
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_playReverse = speed < 0;
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_duration = _originInterval / _absSpeed;
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}
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void Animate3D::setWeight(float weight)
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{
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CCASSERT(weight >= 0.0f, "invalid weight");
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_weight = fabsf(weight);
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}
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void Animate3D::setOriginInterval(float interval)
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{
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_originInterval = interval;
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}
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void Animate3D::setQuality(Animate3DQuality quality)
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{
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if (quality == Animate3DQuality::QUALITY_HIGH)
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{
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_translateEvaluate = EvaluateType::INT_LINEAR;
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_roteEvaluate = EvaluateType::INT_QUAT_SLERP;
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_scaleEvaluate = EvaluateType::INT_LINEAR;
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}
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else if(quality == Animate3DQuality::QUALITY_LOW)
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{
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_translateEvaluate = EvaluateType::INT_NEAR;
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_roteEvaluate = EvaluateType::INT_NEAR;
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_scaleEvaluate = EvaluateType::INT_NEAR;
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}
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_quality = quality;
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}
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Animate3DQuality Animate3D::getQuality() const
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{
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return _quality;
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}
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Animate3D::Animate3D()
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: _state(Animate3D::Animate3DState::Running)
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, _animation(nullptr)
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, _absSpeed(1.f)
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, _weight(1.f)
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, _start(0.f)
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, _last(1.f)
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, _playReverse(false)
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, _accTransTime(0.0f)
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, _lastTime(0.0f)
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, _originInterval(0.0f)
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{
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setQuality(Animate3DQuality::QUALITY_HIGH);
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}
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Animate3D::~Animate3D()
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{
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removeFromMap();
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CC_SAFE_RELEASE(_animation);
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}
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void Animate3D::removeFromMap()
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{
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//remove this action from map
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if (_target)
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{
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auto it = s_fadeInAnimates.find(_target);
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if (it != s_fadeInAnimates.end() && it->second == this)
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s_fadeInAnimates.erase(it);
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it = s_fadeOutAnimates.find(_target);
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if (it != s_fadeOutAnimates.end() && it->second == this)
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s_fadeOutAnimates.erase(it);
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it = s_runningAnimates.find(_target);
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if (it != s_runningAnimates.end() && it->second == this)
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s_runningAnimates.erase(it);
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}
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}
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NS_CC_END
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