mirror of https://github.com/axmolengine/axmol.git
142 lines
3.9 KiB
C++
142 lines
3.9 KiB
C++
#include "AnimationConfig.h"
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#include "../armature/Armature.h"
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#include "../armature/Bone.h"
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DRAGONBONES_NAMESPACE_BEGIN
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void AnimationConfig::_onClear()
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{
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pauseFadeOut = true;
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fadeOutMode = AnimationFadeOutMode::All;
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fadeOutTweenType = TweenType::Line;
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fadeOutTime = -1.0f;
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actionEnabled = true;
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additiveBlending = false;
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displayControl = true;
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pauseFadeIn = true;
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resetToPose = true;
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fadeInTweenType = TweenType::Line;
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playTimes = -1;
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layer = 0;
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position = 0.0f;
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duration = -1.0f;
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timeScale = -100.0f;
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weight = 1.0f;
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fadeInTime = -1.0f;
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autoFadeOutTime = -1.0f;
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name = "";
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animation = "";
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group = "";
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boneMask.clear();
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}
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void AnimationConfig::clear()
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{
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_onClear();
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}
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void AnimationConfig::copyFrom(AnimationConfig* value)
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{
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pauseFadeOut = value->pauseFadeOut;
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fadeOutMode = value->fadeOutMode;
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autoFadeOutTime = value->autoFadeOutTime;
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fadeOutTweenType = value->fadeOutTweenType;
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actionEnabled = value->actionEnabled;
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additiveBlending = value->additiveBlending;
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displayControl = value->displayControl;
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pauseFadeIn = value->pauseFadeIn;
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resetToPose = value->resetToPose;
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playTimes = value->playTimes;
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layer = value->layer;
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position = value->position;
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duration = value->duration;
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timeScale = value->timeScale;
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weight = value->weight;
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fadeInTime = value->fadeInTime;
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fadeOutTime = value->fadeOutTime;
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fadeInTweenType = value->fadeInTweenType;
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name = value->name;
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animation = value->animation;
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group = value->group;
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boneMask = value->boneMask;
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}
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bool AnimationConfig::containsBoneMask(const std::string& boneName) const
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{
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return boneMask.empty() || std::find(boneMask.cbegin(), boneMask.cend(), boneName) != boneMask.cend();
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}
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void AnimationConfig::addBoneMask(Armature* armature, const std::string& boneName, bool recursive)
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{
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const auto currentBone = armature->getBone(boneName);
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if (currentBone == nullptr)
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{
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return;
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}
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if (std::find(boneMask.cbegin(), boneMask.cend(), boneName) == boneMask.cend()) // Add mixing
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{
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boneMask.push_back(boneName);
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}
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if (recursive) // Add recursive mixing.
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{
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for (const auto bone : armature->getBones())
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{
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if (std::find(boneMask.cbegin(), boneMask.cend(), bone->getName()) == boneMask.cend() && currentBone->contains(bone))
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{
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boneMask.push_back(bone->getName());
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}
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}
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}
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}
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void AnimationConfig::removeBoneMask(Armature* armature, const std::string& boneName, bool recursive)
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{
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{
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auto iterator = std::find(boneMask.begin(), boneMask.end(), boneName);
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if (iterator != boneMask.end()) // Remove mixing.
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{
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boneMask.erase(iterator);
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}
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}
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if (recursive)
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{
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const auto currentBone = armature->getBone(boneName);
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if (currentBone != nullptr)
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{
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if (!boneMask.empty()) // Remove recursive mixing.
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{
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for (const auto bone : armature->getBones())
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{
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auto iterator = std::find(boneMask.begin(), boneMask.end(), bone->getName());
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if (iterator != boneMask.end() && currentBone->contains(bone))
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{
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boneMask.erase(iterator);
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}
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}
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}
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else // Add unrecursive mixing.
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{
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for (const auto bone : armature->getBones())
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{
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if (bone == currentBone)
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{
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continue;
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}
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if (!currentBone->contains(bone))
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{
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boneMask.push_back(bone->getName());
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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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DRAGONBONES_NAMESPACE_END
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