mirror of https://github.com/axmolengine/axmol.git
100 lines
3.2 KiB
C++
100 lines
3.2 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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#ifndef __CCANIMATE3D_H__
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#define __CCANIMATE3D_H__
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#include <map>
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#include "3d/CCAnimation3D.h"
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#include "base/ccMacros.h"
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "2d/CCActionInterval.h"
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NS_CC_BEGIN
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class Animation3D;
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class Bone;
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/**
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* Animate3D, Animates a Sprite3D given with an Animation3D
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*/
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class Animate3D: public ActionInterval
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{
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public:
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/**create Animate3D using Animation.*/
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static Animate3D* create(Animation3D* animation);
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/**
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* create Animate3D
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* @param animation used to generate animate3D
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* @param formTime
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* @param duration Time the Animate3D lasts
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* @return Animate3D created using animate
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*/
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static Animate3D* create(Animation3D* animation, float fromTime, float duration);
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//
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// Overrides
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//
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virtual void step(float dt) override;
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virtual void startWithTarget(Node *target) override;
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virtual Animate3D* reverse() const override;
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virtual Animate3D *clone() const override;
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virtual void update(float t) override;
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/**get & set speed */
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float getSpeed() const { return _speed; }
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void setSpeed(float speed) { _speed = speed; }
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/**get & set blend weight*/
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float getWeight() const { return _weight; }
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void setWeight(float weight) { _weight = weight; }
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/**get & set play back*/
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bool getPlayBack() const { return _playBack; }
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void setPlayBack(bool playBack) { _playBack = playBack; }
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CC_CONSTRUCTOR_ACCESS:
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Animate3D();
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virtual ~Animate3D();
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protected:
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Animation3D* _animation; //animation data
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float _speed; //playing speed
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float _weight; //blend weight
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float _start; //start time 0 - 1, used to generate sub Animate3D
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float _last; //last time 0 - 1, used to generate sub Animate3D
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bool _playBack; // is playing back
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std::map<Bone*, Animation3D::Curve*> _boneCurves; //weak ref
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};
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NS_CC_END
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#endif // __CCANIMATE3D_H__
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