mirror of https://github.com/axmolengine/axmol.git
511 lines
14 KiB
C++
511 lines
14 KiB
C++
/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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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, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_ANIMATION_STATE_H
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#define DRAGONBONES_ANIMATION_STATE_H
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#include "../core/BaseObject.h"
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#include "../geom/Transform.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The animation state is generated when the animation data is played.
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* @see dragonBones.Animation
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* @see dragonBones.AnimationData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画状态由播放动画数据时产生。
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* @see dragonBones.Animation
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* @see dragonBones.AnimationData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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class AnimationState : public BaseObject
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{
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BIND_CLASS_TYPE_B(AnimationState);
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private:
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enum class BaseTimelineType
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{
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Bone,
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Slot,
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Constraint
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};
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public:
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/**
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* @private
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*/
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bool actionEnabled;
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/**
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* @private
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*/
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bool additiveBlending;
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/**
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* - Whether the animation state has control over the display object properties of the slots.
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* Sometimes blend a animation state does not want it to control the display object properties of the slots,
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* especially if other animation state are controlling the display object properties of the slots.
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* @default true
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画状态是否对插槽的显示对象属性有控制权。
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* 有时混合一个动画状态并不希望其控制插槽的显示对象属性,
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* 尤其是其他动画状态正在控制这些插槽的显示对象属性时。
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* @default true
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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bool displayControl;
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/**
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* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
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* This property should usually be set to false when blend multiple animation states.
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* @default true
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。
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* 通常在混合多个动画状态时应该将该属性设置为 false。
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* @default true
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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bool resetToPose;
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/**
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* - The play times. [0: Loop play, [1~N]: Play N times]
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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unsigned playTimes;
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/**
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* - The blend layer.
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* High layer animation state will get the blend weight first.
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* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight
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* assigned.
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 混合图层。
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* 图层高的动画状态会优先获取混合权重。
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* 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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unsigned layer;
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/**
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* - The play speed.
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* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
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* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
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* @default 1.0
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 播放速度。
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* 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。
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* [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
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* @default 1.0
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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float timeScale;
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/**
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* - The blend weight.
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* @default 1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 混合权重。
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* @default 1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float weight;
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/**
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* - The auto fade out time when the animation state play completed.
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* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画状态播放完成后的自动淡出时间。
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* [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位)
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float autoFadeOutTime;
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/**
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* @private
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*/
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float fadeTotalTime;
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/**
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* - The name of the animation state. (Can be different from the name of the animation data)
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画状态名称。 (可以不同于动画数据)
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string name;
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/**
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* - The blend group name of the animation state.
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* This property is typically used to specify the substitution of multiple animation states blend.
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 混合组名称。
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* 该属性通常用来指定多个动画状态混合时的相互替换关系。
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string group;
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public:
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/**
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* - xx: Play Enabled, Fade Play Enabled
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* @internal
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*/
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int _playheadState;
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/**
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* -1: Fade in, 0: Fade complete, 1: Fade out;
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* @internal
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*/
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int _fadeState;
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/**
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* -1: Fade start, 0: Fading, 1: Fade complete;
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* @internal
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*/
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int _subFadeState;
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/**
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* @internal
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*/
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float _position;
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/**
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* @internal
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*/
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float _duration;
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/**
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* @internal
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*/
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float _fadeProgress;
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/**
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* @internal
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*/
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float _weightResult;
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/**
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* @internal
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*/
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AnimationData* _animationData;
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/**
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* @internal
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*/
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ActionTimelineState* _actionTimeline;
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private:
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unsigned _timelineDirty;
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float _fadeTime;
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float _time;
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std::vector<std::string> _boneMask;
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std::vector<BoneTimelineState*> _boneTimelines;
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std::vector<SlotTimelineState*> _slotTimelines;
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std::vector<ConstraintTimelineState*> _constraintTimelines;
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std::vector<std::pair<TimelineState*, BaseTimelineType>> _poseTimelines;
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hlookup::string_map<BonePose*> _bonePoses;
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Armature* _armature;
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ZOrderTimelineState* _zOrderTimeline;
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public:
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AnimationState() : _actionTimeline(nullptr), _zOrderTimeline(nullptr) { _onClear(); }
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virtual ~AnimationState() { _onClear(); }
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protected:
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virtual void _onClear() override;
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private:
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void _updateTimelines();
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void _updateBoneAndSlotTimelines();
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void _advanceFadeTime(float passedTime);
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public:
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/**
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* @internal
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*/
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void init(Armature* armature, AnimationData* animationData, AnimationConfig* animationConfig);
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/**
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* @internal
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*/
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void advanceTime(float passedTime, float cacheFrameRate);
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/**
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* - Continue play.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 继续播放。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void play();
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/**
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* - Stop play.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 暂停播放。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void stop();
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/**
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* - Fade out the animation state.
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* @param fadeOutTime - The fade out time. (In seconds)
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* @param pausePlayhead - Whether to pause the animation playing when fade out.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 淡出动画状态。
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* @param fadeOutTime - 淡出时间。 (以秒为单位)
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* @param pausePlayhead - 淡出时是否暂停播放。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void fadeOut(float fadeOutTime, bool pausePlayhead = true);
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/**
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* - Check if a specific bone mask is included.
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* @param boneName - The bone name.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 检查是否包含特定骨骼遮罩。
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* @param boneName - 骨骼名称。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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bool containsBoneMask(std::string_view boneName) const;
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/**
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* - Add a specific bone mask.
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* @param boneName - The bone name.
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* @param recursive - Whether or not to add a mask to the bone's sub-bone.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 添加特定的骨骼遮罩。
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* @param boneName - 骨骼名称。
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* @param recursive - 是否为该骨骼的子骨骼添加遮罩。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void addBoneMask(std::string_view boneName, bool recursive = true);
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/**
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* - Remove the mask of a specific bone.
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* @param boneName - The bone name.
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* @param recursive - Whether to remove the bone's sub-bone mask.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 删除特定骨骼的遮罩。
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* @param boneName - 骨骼名称。
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* @param recursive - 是否删除该骨骼的子骨骼遮罩。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void removeBoneMask(std::string_view boneName, bool recursive = true);
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/**
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* - Remove all bone masks.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 删除所有骨骼遮罩。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void removeAllBoneMask();
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/**
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* - Whether the animation state is fading in.
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - 是否正在淡入。
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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inline bool isFadeIn() const { return _fadeState < 0; }
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/**
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* - Whether the animation state is fading out.
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - 是否正在淡出。
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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inline bool isFadeOut() const { return _fadeState > 0; }
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/**
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* - Whether the animation state is fade completed.
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - 是否淡入或淡出完毕。
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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inline bool isFadeComplete() const { return _fadeState == 0; }
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/**
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* - Whether the animation state is playing.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 是否正在播放。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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bool isPlaying() const;
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/**
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* - Whether the animation state is play completed.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 是否播放完毕。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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bool isCompleted() const;
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/**
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* - The times has been played.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 已经循环播放的次数。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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unsigned getCurrentPlayTimes() const;
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/**
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* - The total time. (In seconds)
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 总播放时间。 (以秒为单位)
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline float getTotalTime() const { return _duration; }
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/**
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* - The time is currently playing. (In seconds)
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 当前播放的时间。 (以秒为单位)
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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float getCurrentTime() const;
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void setCurrentTime(float value);
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inline std::string_view getName() const { return name; }
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/**
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* - The animation data.
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* @see dragonBones.AnimationData
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 动画数据。
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* @see dragonBones.AnimationData
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline const AnimationData* getAnimationData() const { return _animationData; }
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};
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/**
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* @internal
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*/
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class BonePose : public BaseObject
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{
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BIND_CLASS_TYPE_A(BonePose);
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public:
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Transform current;
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Transform delta;
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Transform result;
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protected:
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virtual void _onClear() override;
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};
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/**
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* @internal
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*/
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class BlendState
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{
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public:
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bool dirty;
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int layer;
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float leftWeight;
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float layerWeight;
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float blendWeight;
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/**
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* -1: First blending, 0: No blending, 1: Blending.
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*/
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int update(float weight, int p_layer);
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void clear();
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_ANIMATION_STATE_H
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