axmol/extensions/DragonBones/animation/AnimationState.cpp

953 lines
29 KiB
C++

#include "AnimationState.h"
#include "WorldClock.h"
#include "../model/DisplayData.h"
#include "../model/AnimationConfig.h"
#include "../model/AnimationData.h"
#include "../armature/Armature.h"
#include "../armature/Bone.h"
#include "../armature/Slot.h"
#include "../armature/Constraint.h"
#include "../event/EventObject.h"
#include "../event/IEventDispatcher.h"
#include "TimelineState.h"
DRAGONBONES_NAMESPACE_BEGIN
void AnimationState::_onClear()
{
for (const auto timeline : _boneTimelines)
{
timeline->returnToPool();
}
for (const auto timeline : _slotTimelines)
{
timeline->returnToPool();
}
for (const auto timeline : _constraintTimelines)
{
timeline->returnToPool();
}
for (const auto& pair : _bonePoses)
{
pair.second->returnToPool();
}
if (_actionTimeline != nullptr) {
_actionTimeline->returnToPool();
}
if (_zOrderTimeline != nullptr) {
_zOrderTimeline->returnToPool();
}
actionEnabled = false;
additiveBlending = false;
displayControl = false;
resetToPose = false;
playTimes = 1;
layer = 0;
timeScale = 1.0f;
weight = 1.0f;
autoFadeOutTime = 0.0f;
fadeTotalTime = 0.0f;
name = "";
group = "";
_timelineDirty = 2;
_playheadState = 0;
_fadeState = -1;
_subFadeState = -1;
_position = 0.0f;
_duration = 0.0f;
_fadeTime = 0.0f;
_time = 0.0f;
_fadeProgress = 0.0f;
_weightResult = 0.0f;
_boneMask.clear();
_boneTimelines.clear();
_slotTimelines.clear();
_constraintTimelines.clear();
_poseTimelines.clear();
_bonePoses.clear();
_animationData = nullptr;
_armature = nullptr;
_actionTimeline = nullptr;
_zOrderTimeline = nullptr;
}
void AnimationState::_updateTimelines()
{
{ // Update constraint timelines.
std::map<std::string, std::vector<ConstraintTimelineState*>> constraintTimelines;
for (const auto timeline : _constraintTimelines) // Create constraint timelines map.
{
constraintTimelines[timeline->constraint->getName()].push_back(timeline);
}
for (const auto constraint : _armature->_constraints)
{
const auto& timelineName = constraint->getName();
const auto timelineDatas = _animationData->getConstraintTimelines(timelineName);
const auto iterator = constraintTimelines.find(timelineName);
if (iterator != constraintTimelines.end()) // Remove constraint timeline from map.
{
constraintTimelines.erase(iterator);
}
else // Create new constraint timeline.
{
if (timelineDatas != nullptr)
{
for (const auto timelineData : *timelineDatas)
{
switch (timelineData->type)
{
case TimelineType::IKConstraint:
{
const auto timeline = BaseObject::borrowObject<IKConstraintTimelineState>();
timeline->constraint = constraint;
timeline->init(_armature, this, timelineData);
_constraintTimelines.push_back(timeline);
break;
}
default:
break;
}
}
}
else if (resetToPose) // Pose timeline.
{
const auto timeline = BaseObject::borrowObject<IKConstraintTimelineState>();
timeline->constraint = constraint;
timeline->init(_armature, this, nullptr);
_constraintTimelines.push_back(timeline);
_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Constraint));
}
}
}
}
}
void AnimationState::_updateBoneAndSlotTimelines()
{
{ // Update bone timelines.
std::map<std::string, std::vector<BoneTimelineState*>> boneTimelines;
for (const auto timeline : _boneTimelines) // Create bone timelines map.
{
boneTimelines[timeline->bone->getName()].push_back(timeline);
}
for (const auto bone : _armature->getBones())
{
const auto& timelineName = bone->getName();
if (!containsBoneMask(timelineName))
{
continue;
}
const auto timelineDatas = _animationData->getBoneTimelines(timelineName);
const auto iterator = boneTimelines.find(timelineName);
if (iterator != boneTimelines.end()) // Remove bone timeline from map.
{
boneTimelines.erase(iterator);
}
else // Create new bone timeline.
{
const auto bonePose = _bonePoses.find(timelineName) != _bonePoses.end() ? _bonePoses[timelineName] : (_bonePoses[timelineName] = BaseObject::borrowObject<BonePose>());
if (timelineDatas != nullptr)
{
for (const auto timelineData : *timelineDatas)
{
switch (timelineData->type)
{
case TimelineType::BoneAll:
{
const auto timeline = BaseObject::borrowObject<BoneAllTimelineState>();
timeline->bone = bone;
timeline->bonePose = bonePose;
timeline->init(_armature, this, timelineData);
_boneTimelines.push_back(timeline);
break;
}
case TimelineType::BoneTranslate:
{
const auto timeline = BaseObject::borrowObject<BoneTranslateTimelineState>();
timeline->bone = bone;
timeline->bonePose = bonePose;
timeline->init(_armature, this, timelineData);
_boneTimelines.push_back(timeline);
break;
}
case TimelineType::BoneRotate:
{
const auto timeline = BaseObject::borrowObject<BoneRotateTimelineState>();
timeline->bone = bone;
timeline->bonePose = bonePose;
timeline->init(_armature, this, timelineData);
_boneTimelines.push_back(timeline);
break;
}
case TimelineType::BoneScale:
{
const auto timeline = BaseObject::borrowObject<BoneScaleTimelineState>();
timeline->bone = bone;
timeline->bonePose = bonePose;
timeline->init(_armature, this, timelineData);
_boneTimelines.push_back(timeline);
break;
}
default:
break;
}
}
}
else if (resetToPose) // Pose timeline.
{
const auto timeline = BaseObject::borrowObject<BoneAllTimelineState>();
timeline->bone = bone;
timeline->bonePose = bonePose;
timeline->init(_armature, this, nullptr);
_boneTimelines.push_back(timeline);
_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Bone));
}
}
}
for (const auto& pair : boneTimelines) // Remove bone timelines.
{
for (const auto timeline : pair.second)
{
_boneTimelines.erase(std::find(_boneTimelines.begin(), _boneTimelines.end(), timeline));
timeline->returnToPool();
}
}
}
{ // Update slot timelines.
std::map<std::string, std::vector<SlotTimelineState*>> slotTimelines;
std::vector<unsigned> ffdFlags;
for (const auto timeline : _slotTimelines) // Create slot timelines map.
{
slotTimelines[timeline->slot->getName()].push_back(timeline);
}
for (const auto slot : _armature->getSlots())
{
const auto& boneName = slot->getParent()->getName();
if (!containsBoneMask(boneName))
{
continue;
}
const auto& timelineName = slot->getName();
const auto timelineDatas = _animationData->getSlotTimelines(timelineName);
const auto iterator = slotTimelines.find(timelineName);
if (iterator != slotTimelines.end()) // Remove slot timeline from map.
{
slotTimelines.erase(iterator);
}
else // Create new slot timeline.
{
auto displayIndexFlag = false;
auto colorFlag = false;
ffdFlags.clear();
if (timelineDatas != nullptr)
{
for (const auto timelineData : *timelineDatas)
{
switch (timelineData->type)
{
case TimelineType::SlotDisplay:
{
const auto timeline = BaseObject::borrowObject<SlotDislayTimelineState>();
timeline->slot = slot;
timeline->init(_armature, this, timelineData);
_slotTimelines.push_back(timeline);
displayIndexFlag = true;
break;
}
case TimelineType::SlotColor:
{
const auto timeline = BaseObject::borrowObject<SlotColorTimelineState>();
timeline->slot = slot;
timeline->init(_armature, this, timelineData);
_slotTimelines.push_back(timeline);
colorFlag = true;
break;
}
case TimelineType::SlotDeform:
{
const auto timeline = BaseObject::borrowObject<DeformTimelineState>();
timeline->slot = slot;
timeline->init(_armature, this, timelineData);
_slotTimelines.push_back(timeline);
ffdFlags.push_back(timeline->vertexOffset);
break;
}
default:
break;
}
}
}
if (resetToPose) // Pose timeline.
{
if (!displayIndexFlag)
{
const auto timeline = BaseObject::borrowObject<SlotDislayTimelineState>();
timeline->slot = slot;
timeline->init(_armature, this, nullptr);
_slotTimelines.push_back(timeline);
_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Slot));
}
if (!colorFlag)
{
const auto timeline = BaseObject::borrowObject<SlotColorTimelineState>();
timeline->slot = slot;
timeline->init(_armature, this, nullptr);
_slotTimelines.push_back(timeline);
_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Slot));
}
if (slot->getRawDisplayDatas() != nullptr)
{
for (const auto displayData : *(slot->getRawDisplayDatas()))
{
if (displayData != nullptr && displayData->type == DisplayType::Mesh)
{
const auto meshOffset = static_cast<MeshDisplayData*>(displayData)->vertices.offset;
if (std::find(ffdFlags.cbegin(), ffdFlags.cend(), meshOffset) == ffdFlags.cend())
{
const auto timeline = BaseObject::borrowObject<DeformTimelineState>();
timeline->vertexOffset = meshOffset;
timeline->slot = slot;
timeline->init(_armature, this, nullptr);
_slotTimelines.push_back(timeline);
_poseTimelines.push_back(std::make_pair(timeline, BaseTimelineType::Slot));
}
}
}
}
}
}
}
for (const auto& pair : slotTimelines) // Remove slot timelines.
{
for (const auto timeline : pair.second)
{
_slotTimelines.erase(std::find(_slotTimelines.begin(), _slotTimelines.end(), timeline));
timeline->returnToPool();
}
}
}
}
void AnimationState::_advanceFadeTime(float passedTime)
{
const auto isFadeOut = _fadeState > 0;
if (_subFadeState < 0)
{
_subFadeState = 0;
const auto eventType = isFadeOut ? EventObject::FADE_OUT : EventObject::FADE_IN;
if (_armature->getProxy()->hasDBEventListener(eventType))
{
const auto eventObject = BaseObject::borrowObject<EventObject>();
eventObject->type = eventType;
eventObject->armature = _armature;
eventObject->animationState = this;
_armature->_dragonBones->bufferEvent(eventObject);
}
}
if (passedTime < 0.0f)
{
passedTime = -passedTime;
}
_fadeTime += passedTime;
if (_fadeTime >= fadeTotalTime)
{
_subFadeState = 1;
_fadeProgress = isFadeOut ? 0.0f : 1.0f;
}
else if (_fadeTime > 0.0f)
{
_fadeProgress = isFadeOut ? (1.0f - _fadeTime / fadeTotalTime) : (_fadeTime / fadeTotalTime);
}
else
{
_fadeProgress = isFadeOut ? 1.0f : 0.0f;
}
if (_subFadeState > 0)
{
if (!isFadeOut)
{
_playheadState |= 1; // x1
_fadeState = 0;
}
const auto eventType = isFadeOut ? EventObject::FADE_OUT_COMPLETE : EventObject::FADE_IN_COMPLETE;
if (_armature->getProxy()->hasDBEventListener(eventType))
{
const auto eventObject = BaseObject::borrowObject<EventObject>();
eventObject->type = eventType;
eventObject->armature = _armature;
eventObject->animationState = this;
_armature->_dragonBones->bufferEvent(eventObject);
}
}
}
void AnimationState::init(Armature* parmature, AnimationData* panimationData, AnimationConfig* animationConfig)
{
if (_armature != nullptr) {
return;
}
_armature = parmature;
_animationData = panimationData;
//
resetToPose = animationConfig->resetToPose;
additiveBlending = animationConfig->additiveBlending;
displayControl = animationConfig->displayControl;
actionEnabled = animationConfig->actionEnabled;
layer = animationConfig->layer;
playTimes = animationConfig->playTimes;
timeScale = animationConfig->timeScale;
fadeTotalTime = animationConfig->fadeInTime;
autoFadeOutTime = animationConfig->autoFadeOutTime;
weight = animationConfig->weight;
name = !animationConfig->name.empty() ? animationConfig->name : animationConfig->animation;
group = animationConfig->group;
if (animationConfig->pauseFadeIn)
{
_playheadState = 2; // 10
}
else
{
_playheadState = 3; // 11
}
if (animationConfig->duration < 0.0f)
{
_position = 0.0f;
_duration = _animationData->duration;
if (animationConfig->position != 0.0f)
{
if (timeScale >= 0.0f)
{
_time = animationConfig->position;
}
else
{
_time = animationConfig->position - _duration;
}
}
else
{
_time = 0.0f;
}
}
else
{
_position = animationConfig->position;
_duration = animationConfig->duration;
_time = 0.0f;
}
if (timeScale < 0.0f && _time == 0.0f)
{
_time = -0.000001f; // Can not cross last frame event.
}
if (fadeTotalTime <= 0.0f)
{
_fadeProgress = 0.999999f;
}
if (!animationConfig->boneMask.empty())
{
_boneMask.resize(animationConfig->boneMask.size());
for (std::size_t i = 0, l = _boneMask.size(); i < l; ++i) {
_boneMask[i] = animationConfig->boneMask[i];
}
}
_actionTimeline = BaseObject::borrowObject<ActionTimelineState>();
_actionTimeline->init(_armature, this, _animationData->actionTimeline); //
_actionTimeline->currentTime = _time;
if (_actionTimeline->currentTime < 0.0f)
{
_actionTimeline->currentTime = _duration - _actionTimeline->currentTime;
}
if (_animationData->zOrderTimeline != nullptr)
{
_zOrderTimeline = BaseObject::borrowObject<ZOrderTimelineState>();
_zOrderTimeline->init(_armature, this, _animationData->zOrderTimeline);
}
}
void AnimationState::advanceTime(float passedTime, float cacheFrameRate)
{
// Update fade time.
if (_fadeState != 0 || _subFadeState != 0)
{
_advanceFadeTime(passedTime);
}
// Update time.
if (_playheadState == 3) // 11
{
if (timeScale != 1.0f)
{
passedTime *= timeScale;
}
_time += passedTime;
}
if (_timelineDirty != 0)
{
if (_timelineDirty == 2)
{
_updateTimelines();
}
_timelineDirty = 0;
_updateBoneAndSlotTimelines();
}
if (weight == 0.0f)
{
return;
}
const auto isCacheEnabled = _fadeState == 0 && cacheFrameRate > 0.0f;
auto isUpdateTimeline = true;
auto isUpdateBoneTimeline = true;
auto time = _time;
_weightResult = weight * _fadeProgress;
if (_actionTimeline->playState <= 0)
{
_actionTimeline->update(time); // Update main timeline.
}
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