mirror of https://github.com/axmolengine/axmol.git
956 lines
29 KiB
C++
956 lines
29 KiB
C++
#include "AnimationState.h"
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#include "WorldClock.h"
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#include "../model/DisplayData.h"
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#include "../model/AnimationConfig.h"
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#include "../model/AnimationData.h"
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#include "../armature/Armature.h"
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#include "../armature/Bone.h"
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#include "../armature/Slot.h"
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#include "../armature/Constraint.h"
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#include "../event/EventObject.h"
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#include "../event/IEventDispatcher.h"
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#include "TimelineState.h"
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DRAGONBONES_NAMESPACE_BEGIN
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void AnimationState::_onClear()
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{
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for (const auto timeline : _boneTimelines)
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{
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timeline->returnToPool();
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}
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for (const auto timeline : _slotTimelines)
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{
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timeline->returnToPool();
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}
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for (const auto timeline : _constraintTimelines)
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{
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timeline->returnToPool();
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}
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for (const auto& pair : _bonePoses)
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{
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pair.second->returnToPool();
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}
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if (_actionTimeline != nullptr)
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{
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_actionTimeline->returnToPool();
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}
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if (_zOrderTimeline != nullptr)
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{
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_zOrderTimeline->returnToPool();
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}
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actionEnabled = false;
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additiveBlending = false;
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displayControl = false;
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resetToPose = false;
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playTimes = 1;
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layer = 0;
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timeScale = 1.0f;
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weight = 1.0f;
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autoFadeOutTime = 0.0f;
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fadeTotalTime = 0.0f;
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name = "";
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group = "";
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_timelineDirty = 2;
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_playheadState = 0;
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_fadeState = -1;
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_subFadeState = -1;
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_position = 0.0f;
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_duration = 0.0f;
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_fadeTime = 0.0f;
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_time = 0.0f;
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_fadeProgress = 0.0f;
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_weightResult = 0.0f;
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_boneMask.clear();
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_boneTimelines.clear();
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_slotTimelines.clear();
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_constraintTimelines.clear();
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_poseTimelines.clear();
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_bonePoses.clear();
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_animationData = nullptr;
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_armature = nullptr;
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_actionTimeline = nullptr;
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_zOrderTimeline = nullptr;
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}
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void AnimationState::_updateTimelines()
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{
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{ // Update constraint timelines.
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std::map<std::string, std::vector<ConstraintTimelineState*>> constraintTimelines;
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for (const auto timeline : _constraintTimelines) // Create constraint timelines map.
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{
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constraintTimelines[timeline->constraint->getName()].push_back(timeline);
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}
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for (const auto constraint : _armature->_constraints)
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{
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const auto& timelineName = constraint->getName();
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const auto timelineDatas = _animationData->getConstraintTimelines(timelineName);
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const auto iterator = constraintTimelines.find(timelineName);
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if (iterator != constraintTimelines.end()) // Remove constraint timeline from map.
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{
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constraintTimelines.erase(iterator);
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}
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else // Create new constraint timeline.
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{
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if (timelineDatas != nullptr)
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{
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for (const auto timelineData : *timelineDatas)
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{
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switch (timelineData->type)
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{
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case TimelineType::IKConstraint:
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{
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const auto timeline = BaseObject::borrowObject<IKConstraintTimelineState>();
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timeline->constraint = constraint;
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timeline->init(_armature, this, timelineData);
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_constraintTimelines.push_back(timeline);
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break;
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}
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default:
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break;
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}
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}
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}
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else if (resetToPose) // Pose timeline.
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{
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const auto timeline = BaseObject::borrowObject<IKConstraintTimelineState>();
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timeline->constraint = constraint;
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timeline->init(_armature, this, nullptr);
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_constraintTimelines.push_back(timeline);
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_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Constraint));
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}
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}
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}
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}
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}
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void AnimationState::_updateBoneAndSlotTimelines()
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{
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{ // Update bone timelines.
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std::map<std::string, std::vector<BoneTimelineState*>> boneTimelines;
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for (const auto timeline : _boneTimelines) // Create bone timelines map.
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{
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boneTimelines[timeline->bone->getName()].push_back(timeline);
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}
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for (const auto bone : _armature->getBones())
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{
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const auto& timelineName = bone->getName();
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if (!containsBoneMask(timelineName))
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{
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continue;
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}
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const auto timelineDatas = _animationData->getBoneTimelines(timelineName);
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const auto iterator = boneTimelines.find(timelineName);
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if (iterator != boneTimelines.end()) // Remove bone timeline from map.
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{
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boneTimelines.erase(iterator);
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}
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else // Create new bone timeline.
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{
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const auto bonePose = _bonePoses.find(timelineName) != _bonePoses.end()
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? _bonePoses[timelineName]
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: (_bonePoses[timelineName] = BaseObject::borrowObject<BonePose>());
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if (timelineDatas != nullptr)
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{
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for (const auto timelineData : *timelineDatas)
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{
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switch (timelineData->type)
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{
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case TimelineType::BoneAll:
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{
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const auto timeline = BaseObject::borrowObject<BoneAllTimelineState>();
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timeline->bone = bone;
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timeline->bonePose = bonePose;
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timeline->init(_armature, this, timelineData);
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_boneTimelines.push_back(timeline);
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break;
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}
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case TimelineType::BoneTranslate:
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{
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const auto timeline = BaseObject::borrowObject<BoneTranslateTimelineState>();
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timeline->bone = bone;
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timeline->bonePose = bonePose;
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timeline->init(_armature, this, timelineData);
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_boneTimelines.push_back(timeline);
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break;
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}
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case TimelineType::BoneRotate:
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{
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const auto timeline = BaseObject::borrowObject<BoneRotateTimelineState>();
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timeline->bone = bone;
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timeline->bonePose = bonePose;
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timeline->init(_armature, this, timelineData);
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_boneTimelines.push_back(timeline);
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break;
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}
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case TimelineType::BoneScale:
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{
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const auto timeline = BaseObject::borrowObject<BoneScaleTimelineState>();
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timeline->bone = bone;
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timeline->bonePose = bonePose;
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timeline->init(_armature, this, timelineData);
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_boneTimelines.push_back(timeline);
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break;
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}
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default:
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break;
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}
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}
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}
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else if (resetToPose) // Pose timeline.
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{
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const auto timeline = BaseObject::borrowObject<BoneAllTimelineState>();
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timeline->bone = bone;
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timeline->bonePose = bonePose;
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timeline->init(_armature, this, nullptr);
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_boneTimelines.push_back(timeline);
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_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Bone));
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}
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}
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}
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for (const auto& pair : boneTimelines) // Remove bone timelines.
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{
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for (const auto timeline : pair.second)
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{
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_boneTimelines.erase(std::find(_boneTimelines.begin(), _boneTimelines.end(), timeline));
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timeline->returnToPool();
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}
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}
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}
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{ // Update slot timelines.
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std::map<std::string, std::vector<SlotTimelineState*>> slotTimelines;
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std::vector<unsigned> ffdFlags;
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for (const auto timeline : _slotTimelines) // Create slot timelines map.
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{
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slotTimelines[timeline->slot->getName()].push_back(timeline);
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}
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for (const auto slot : _armature->getSlots())
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{
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const auto& boneName = slot->getParent()->getName();
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if (!containsBoneMask(boneName))
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{
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continue;
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}
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const auto& timelineName = slot->getName();
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const auto timelineDatas = _animationData->getSlotTimelines(timelineName);
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const auto iterator = slotTimelines.find(timelineName);
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if (iterator != slotTimelines.end()) // Remove slot timeline from map.
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{
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slotTimelines.erase(iterator);
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}
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else // Create new slot timeline.
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{
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auto displayIndexFlag = false;
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auto colorFlag = false;
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ffdFlags.clear();
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if (timelineDatas != nullptr)
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{
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for (const auto timelineData : *timelineDatas)
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{
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switch (timelineData->type)
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{
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case TimelineType::SlotDisplay:
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{
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const auto timeline = BaseObject::borrowObject<SlotDislayTimelineState>();
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timeline->slot = slot;
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timeline->init(_armature, this, timelineData);
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_slotTimelines.push_back(timeline);
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displayIndexFlag = true;
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break;
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}
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case TimelineType::SlotColor:
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{
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const auto timeline = BaseObject::borrowObject<SlotColorTimelineState>();
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timeline->slot = slot;
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timeline->init(_armature, this, timelineData);
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_slotTimelines.push_back(timeline);
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colorFlag = true;
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break;
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}
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case TimelineType::SlotDeform:
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{
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const auto timeline = BaseObject::borrowObject<DeformTimelineState>();
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timeline->slot = slot;
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timeline->init(_armature, this, timelineData);
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_slotTimelines.push_back(timeline);
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ffdFlags.push_back(timeline->vertexOffset);
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break;
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}
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default:
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break;
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}
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}
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}
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if (resetToPose) // Pose timeline.
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{
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if (!displayIndexFlag)
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{
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const auto timeline = BaseObject::borrowObject<SlotDislayTimelineState>();
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timeline->slot = slot;
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timeline->init(_armature, this, nullptr);
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_slotTimelines.push_back(timeline);
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_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Slot));
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}
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if (!colorFlag)
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{
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const auto timeline = BaseObject::borrowObject<SlotColorTimelineState>();
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timeline->slot = slot;
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timeline->init(_armature, this, nullptr);
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_slotTimelines.push_back(timeline);
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_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Slot));
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}
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if (slot->getRawDisplayDatas() != nullptr)
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{
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for (const auto displayData : *(slot->getRawDisplayDatas()))
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{
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if (displayData != nullptr && displayData->type == DisplayType::Mesh)
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{
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const auto meshOffset = static_cast<MeshDisplayData*>(displayData)->vertices.offset;
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if (std::find(ffdFlags.cbegin(), ffdFlags.cend(), meshOffset) == ffdFlags.cend())
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{
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const auto timeline = BaseObject::borrowObject<DeformTimelineState>();
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timeline->vertexOffset = meshOffset;
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timeline->slot = slot;
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timeline->init(_armature, this, nullptr);
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_slotTimelines.push_back(timeline);
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_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Slot));
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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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for (const auto& pair : slotTimelines) // Remove slot timelines.
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{
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for (const auto timeline : pair.second)
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{
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_slotTimelines.erase(std::find(_slotTimelines.begin(), _slotTimelines.end(), timeline));
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timeline->returnToPool();
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}
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}
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}
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}
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void AnimationState::_advanceFadeTime(float passedTime)
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{
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const auto isFadeOut = _fadeState > 0;
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if (_subFadeState < 0)
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{
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_subFadeState = 0;
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const auto eventType = isFadeOut ? EventObject::FADE_OUT : EventObject::FADE_IN;
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if (_armature->getProxy()->hasDBEventListener(eventType))
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{
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const auto eventObject = BaseObject::borrowObject<EventObject>();
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eventObject->type = eventType;
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eventObject->armature = _armature;
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eventObject->animationState = this;
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_armature->_dragonBones->bufferEvent(eventObject);
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}
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}
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if (passedTime < 0.0f)
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{
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passedTime = -passedTime;
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}
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_fadeTime += passedTime;
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if (_fadeTime >= fadeTotalTime)
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{
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_subFadeState = 1;
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_fadeProgress = isFadeOut ? 0.0f : 1.0f;
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}
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else if (_fadeTime > 0.0f)
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{
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_fadeProgress = isFadeOut ? (1.0f - _fadeTime / fadeTotalTime) : (_fadeTime / fadeTotalTime);
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}
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else
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{
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_fadeProgress = isFadeOut ? 1.0f : 0.0f;
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}
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if (_subFadeState > 0)
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{
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if (!isFadeOut)
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{
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_playheadState |= 1; // x1
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_fadeState = 0;
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}
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const auto eventType = isFadeOut ? EventObject::FADE_OUT_COMPLETE : EventObject::FADE_IN_COMPLETE;
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if (_armature->getProxy()->hasDBEventListener(eventType))
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{
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const auto eventObject = BaseObject::borrowObject<EventObject>();
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eventObject->type = eventType;
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eventObject->armature = _armature;
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eventObject->animationState = this;
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_armature->_dragonBones->bufferEvent(eventObject);
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}
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}
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}
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void AnimationState::init(Armature* parmature, AnimationData* panimationData, AnimationConfig* animationConfig)
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{
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if (_armature != nullptr)
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{
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return;
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}
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_armature = parmature;
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_animationData = panimationData;
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//
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resetToPose = animationConfig->resetToPose;
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additiveBlending = animationConfig->additiveBlending;
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displayControl = animationConfig->displayControl;
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actionEnabled = animationConfig->actionEnabled;
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layer = animationConfig->layer;
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playTimes = animationConfig->playTimes;
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timeScale = animationConfig->timeScale;
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fadeTotalTime = animationConfig->fadeInTime;
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autoFadeOutTime = animationConfig->autoFadeOutTime;
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weight = animationConfig->weight;
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name = !animationConfig->name.empty() ? animationConfig->name : animationConfig->animation;
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group = animationConfig->group;
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if (animationConfig->pauseFadeIn)
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{
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_playheadState = 2; // 10
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}
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else
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{
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_playheadState = 3; // 11
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}
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if (animationConfig->duration < 0.0f)
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{
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_position = 0.0f;
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_duration = _animationData->duration;
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if (animationConfig->position != 0.0f)
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{
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if (timeScale >= 0.0f)
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{
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_time = animationConfig->position;
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}
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else
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{
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_time = animationConfig->position - _duration;
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}
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}
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else
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{
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_time = 0.0f;
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}
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}
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else
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{
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_position = animationConfig->position;
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_duration = animationConfig->duration;
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_time = 0.0f;
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}
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if (timeScale < 0.0f && _time == 0.0f)
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{
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_time = -0.000001f; // Can not cross last frame event.
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}
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if (fadeTotalTime <= 0.0f)
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{
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_fadeProgress = 0.999999f;
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}
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if (!animationConfig->boneMask.empty())
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{
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_boneMask.resize(animationConfig->boneMask.size());
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for (std::size_t i = 0, l = _boneMask.size(); i < l; ++i)
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{
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_boneMask[i] = animationConfig->boneMask[i];
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}
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}
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_actionTimeline = BaseObject::borrowObject<ActionTimelineState>();
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_actionTimeline->init(_armature, this, _animationData->actionTimeline); //
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_actionTimeline->currentTime = _time;
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if (_actionTimeline->currentTime < 0.0f)
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{
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_actionTimeline->currentTime = _duration - _actionTimeline->currentTime;
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}
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if (_animationData->zOrderTimeline != nullptr)
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{
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_zOrderTimeline = BaseObject::borrowObject<ZOrderTimelineState>();
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_zOrderTimeline->init(_armature, this, _animationData->zOrderTimeline);
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}
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}
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void AnimationState::advanceTime(float passedTime, float cacheFrameRate)
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{
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// Update fade time.
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if (_fadeState != 0 || _subFadeState != 0)
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{
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_advanceFadeTime(passedTime);
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}
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// Update time.
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if (_playheadState == 3) // 11
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{
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if (timeScale != 1.0f)
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{
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passedTime *= timeScale;
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}
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_time += passedTime;
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}
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if (_timelineDirty != 0)
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{
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if (_timelineDirty == 2)
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{
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_updateTimelines();
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}
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_timelineDirty = 0;
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_updateBoneAndSlotTimelines();
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}
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if (weight == 0.0f)
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{
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return;
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}
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const auto isCacheEnabled = _fadeState == 0 && cacheFrameRate > 0.0f;
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auto isUpdateTimeline = true;
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auto isUpdateBoneTimeline = true;
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auto time = _time;
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_weightResult = weight * _fadeProgress;
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if (_actionTimeline->playState <= 0)
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{
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_actionTimeline->update(time); // Update main timeline.
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|
}
|
|
|
|
if (isCacheEnabled) // Cache time internval.
|
|
{
|
|
const auto internval = cacheFrameRate * 2.0f;
|
|
_actionTimeline->currentTime = (unsigned)(_actionTimeline->currentTime * internval) / internval;
|
|
}
|
|
|
|
if (_zOrderTimeline != nullptr && _zOrderTimeline->playState <= 0) // Update zOrder timeline.
|
|
{
|
|
_zOrderTimeline->update(time);
|
|
}
|
|
|
|
if (isCacheEnabled) // Update cache.
|
|
{
|
|
const auto cacheFrameIndex = (unsigned)(_actionTimeline->currentTime * cacheFrameRate); // uint
|
|
if ((unsigned)_armature->_cacheFrameIndex == cacheFrameIndex) // Same cache.
|
|
{
|
|
isUpdateTimeline = false;
|
|
isUpdateBoneTimeline = false;
|
|
}
|
|
else
|
|
{
|
|
_armature->_cacheFrameIndex = cacheFrameIndex;
|
|
if (_animationData->cachedFrames[cacheFrameIndex]) // Cached.
|
|
{
|
|
isUpdateBoneTimeline = false;
|
|
}
|
|
else // Cache.
|
|
{
|
|
_animationData->cachedFrames[cacheFrameIndex] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isUpdateTimeline)
|
|
{
|
|
if (isUpdateBoneTimeline) // Update bone timelines.
|
|
{
|
|
for (std::size_t i = 0, l = _boneTimelines.size(); i < l; ++i)
|
|
{
|
|
const auto timeline = _boneTimelines[i];
|
|
|
|
if (timeline->playState <= 0)
|
|
{
|
|
timeline->update(time);
|
|
}
|
|
|
|
if (i == l - 1 || timeline->bone != _boneTimelines[i + 1]->bone)
|
|
{
|
|
const auto state = timeline->bone->_blendState.update(_weightResult, layer);
|
|
if (state != 0)
|
|
{
|
|
timeline->blend(state);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (displayControl)
|
|
{
|
|
for (std::size_t i = 0, l = _slotTimelines.size(); i < l; ++i)
|
|
{
|
|
const auto timeline = _slotTimelines[i];
|
|
const auto& displayController = timeline->slot->displayController;
|
|
|
|
if (displayController.empty() || displayController == name || displayController == group)
|
|
{
|
|
if (timeline->playState <= 0)
|
|
{
|
|
timeline->update(time);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (std::size_t i = 0, l = _constraintTimelines.size(); i < l; ++i)
|
|
{
|
|
const auto timeline = _constraintTimelines[i];
|
|
if (timeline->playState <= 0)
|
|
{
|
|
timeline->update(time);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_fadeState == 0)
|
|
{
|
|
if (_subFadeState > 0)
|
|
{
|
|
_subFadeState = 0;
|
|
|
|
if (!_poseTimelines.empty())
|
|
{
|
|
for (const auto& pair : _poseTimelines)
|
|
{
|
|
const auto timeline = pair.first;
|
|
if (pair.second == BaseTimelineType::Bone)
|
|
{
|
|
_boneTimelines.erase(std::find(_boneTimelines.begin(), _boneTimelines.end(), timeline));
|
|
}
|
|
else if (pair.second == BaseTimelineType::Slot)
|
|
{
|
|
_slotTimelines.erase(std::find(_slotTimelines.begin(), _slotTimelines.end(), timeline));
|
|
}
|
|
else if (pair.second == BaseTimelineType::Constraint)
|
|
{
|
|
_constraintTimelines.erase(
|
|
std::find(_constraintTimelines.begin(), _constraintTimelines.end(), timeline));
|
|
}
|
|
|
|
timeline->returnToPool();
|
|
}
|
|
|
|
_poseTimelines.clear();
|
|
}
|
|
}
|
|
|
|
if (_actionTimeline->playState > 0)
|
|
{
|
|
if (autoFadeOutTime >= 0.0f) // Auto fade out.
|
|
{
|
|
fadeOut(autoFadeOutTime);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AnimationState::play()
|
|
{
|
|
_playheadState = 3; // 11
|
|
}
|
|
|
|
void AnimationState::stop()
|
|
{
|
|
_playheadState &= 1; // 0x
|
|
}
|
|
|
|
void AnimationState::fadeOut(float fadeOutTime, bool pausePlayhead)
|
|
{
|
|
if (fadeOutTime < 0.0f)
|
|
{
|
|
fadeOutTime = 0.0f;
|
|
}
|
|
|
|
if (pausePlayhead)
|
|
{
|
|
_playheadState &= 2; // x0
|
|
}
|
|
|
|
if (_fadeState > 0)
|
|
{
|
|
if (fadeOutTime >
|
|
fadeTotalTime - _fadeTime) // If the animation is already in fade out, the new fade out will be ignored.
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_fadeState = 1;
|
|
_subFadeState = -1;
|
|
|
|
if (fadeOutTime <= 0.0f || _fadeProgress <= 0.0f)
|
|
{
|
|
_fadeProgress = 0.000001f; // Modify fade progress to different value.
|
|
}
|
|
|
|
for (const auto timeline : _boneTimelines)
|
|
{
|
|
timeline->fadeOut();
|
|
}
|
|
|
|
for (const auto timeline : _slotTimelines)
|
|
{
|
|
timeline->fadeOut();
|
|
}
|
|
}
|
|
|
|
displayControl = false; //
|
|
fadeTotalTime = _fadeProgress > 0.000001f ? fadeOutTime / _fadeProgress : 0.0f;
|
|
_fadeTime = fadeTotalTime * (1.0f - _fadeProgress);
|
|
}
|
|
|
|
bool AnimationState::containsBoneMask(const std::string& boneName) const
|
|
{
|
|
return _boneMask.empty() || std::find(_boneMask.cbegin(), _boneMask.cend(), boneName) != _boneMask.cend();
|
|
}
|
|
|
|
void AnimationState::addBoneMask(const std::string& boneName, bool recursive)
|
|
{
|
|
const auto currentBone = _armature->getBone(boneName);
|
|
if (currentBone == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (std::find(_boneMask.cbegin(), _boneMask.cend(), boneName) == _boneMask.cend())
|
|
{
|
|
_boneMask.push_back(boneName);
|
|
}
|
|
|
|
if (recursive) // Add recursive mixing.
|
|
{
|
|
for (const auto bone : _armature->getBones())
|
|
{
|
|
if (std::find(_boneMask.cbegin(), _boneMask.cend(), bone->getName()) == _boneMask.cend() &&
|
|
currentBone->contains(bone))
|
|
{
|
|
_boneMask.push_back(bone->getName());
|
|
}
|
|
}
|
|
}
|
|
|
|
_timelineDirty = 1;
|
|
}
|
|
|
|
void AnimationState::removeBoneMask(const std::string& boneName, bool recursive)
|
|
{
|
|
{
|
|
auto iterator = std::find(_boneMask.begin(), _boneMask.end(), boneName);
|
|
if (iterator != _boneMask.cend()) // Remove mixing.
|
|
{
|
|
_boneMask.erase(iterator);
|
|
}
|
|
}
|
|
|
|
if (recursive)
|
|
{
|
|
const auto currentBone = _armature->getBone(boneName);
|
|
if (currentBone != nullptr)
|
|
{
|
|
const auto& bones = _armature->getBones();
|
|
if (!_boneMask.empty()) // Remove recursive mixing.
|
|
{
|
|
for (const auto bone : bones)
|
|
{
|
|
auto iterator = std::find(_boneMask.begin(), _boneMask.end(), bone->getName());
|
|
if (iterator != _boneMask.end() && currentBone->contains(bone))
|
|
{
|
|
_boneMask.erase(iterator);
|
|
}
|
|
}
|
|
}
|
|
else // Add unrecursive mixing.
|
|
{
|
|
for (const auto bone : bones)
|
|
{
|
|
if (bone == currentBone)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!currentBone->contains(bone))
|
|
{
|
|
_boneMask.push_back(bone->getName());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_timelineDirty = 1;
|
|
}
|
|
|
|
void AnimationState::removeAllBoneMask()
|
|
{
|
|
_boneMask.clear();
|
|
_timelineDirty = 1;
|
|
}
|
|
|
|
bool AnimationState::isPlaying() const
|
|
{
|
|
return (_playheadState & 2) != 0 && _actionTimeline->playState <= 0;
|
|
}
|
|
|
|
bool AnimationState::isCompleted() const
|
|
{
|
|
return _actionTimeline->playState > 0;
|
|
}
|
|
|
|
unsigned AnimationState::getCurrentPlayTimes() const
|
|
{
|
|
return _actionTimeline->currentPlayTimes;
|
|
}
|
|
|
|
float AnimationState::getCurrentTime() const
|
|
{
|
|
return _actionTimeline->currentTime;
|
|
}
|
|
|
|
void AnimationState::setCurrentTime(float value)
|
|
{
|
|
const auto currentPlayTimes = _actionTimeline->currentPlayTimes - (_actionTimeline->playState > 0 ? 1 : 0);
|
|
if (value < 0.0f || _duration < value)
|
|
{
|
|
value = fmod(value, _duration) + currentPlayTimes * _duration;
|
|
if (value < 0.0f)
|
|
{
|
|
value += _duration;
|
|
}
|
|
}
|
|
|
|
if (playTimes > 0 && (unsigned)currentPlayTimes == playTimes - 1 && value == _duration)
|
|
{
|
|
value = _duration - 0.000001f;
|
|
}
|
|
|
|
if (_time == value)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_time = value;
|
|
_actionTimeline->setCurrentTime(_time);
|
|
|
|
if (_zOrderTimeline != nullptr)
|
|
{
|
|
_zOrderTimeline->playState = -1;
|
|
}
|
|
|
|
for (const auto timeline : _boneTimelines)
|
|
{
|
|
timeline->playState = -1;
|
|
}
|
|
|
|
for (const auto timeline : _slotTimelines)
|
|
{
|
|
timeline->playState = -1;
|
|
}
|
|
}
|
|
|
|
void BonePose::_onClear()
|
|
{
|
|
current.identity();
|
|
delta.identity();
|
|
result.identity();
|
|
}
|
|
|
|
int BlendState::update(float weight, int p_layer)
|
|
{
|
|
if (dirty)
|
|
{
|
|
if (leftWeight > 0.0f)
|
|
{
|
|
if (layer != p_layer)
|
|
{
|
|
if (layerWeight >= leftWeight)
|
|
{
|
|
leftWeight = 0.0f;
|
|
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
layer = p_layer;
|
|
leftWeight -= layerWeight;
|
|
layerWeight = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
weight *= leftWeight;
|
|
layerWeight += weight;
|
|
blendWeight = weight;
|
|
|
|
return 2;
|
|
}
|
|
|
|
dirty = true;
|
|
layer = p_layer;
|
|
layerWeight = weight;
|
|
leftWeight = 1.0f;
|
|
blendWeight = weight;
|
|
|
|
return 1;
|
|
}
|
|
|
|
void BlendState::clear()
|
|
{
|
|
dirty = false;
|
|
layer = 0;
|
|
leftWeight = 0.0f;
|
|
layerWeight = 0.0f;
|
|
blendWeight = 0.0f;
|
|
}
|
|
|
|
DRAGONBONES_NAMESPACE_END
|