mirror of https://github.com/axmolengine/axmol.git
321 lines
7.2 KiB
C++
321 lines
7.2 KiB
C++
#include "ArmatureData.h"
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#include "UserData.h"
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#include "DragonBonesData.h"
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#include "ConstraintData.h"
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#include "CanvasData.h"
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#include "SkinData.h"
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#include "DisplayData.h"
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#include "AnimationData.h"
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DRAGONBONES_NAMESPACE_BEGIN
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void ArmatureData::_onClear()
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{
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for (const auto action : defaultActions)
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{
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action->returnToPool();
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}
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for (const auto action : actions)
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{
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action->returnToPool();
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}
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for (const auto& pair : bones)
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{
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pair.second->returnToPool();
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}
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for (const auto& pair : slots)
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{
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pair.second->returnToPool();
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}
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for (const auto& pair : constraints)
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{
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pair.second->returnToPool();
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}
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for (const auto& pair : skins)
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{
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pair.second->returnToPool();
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}
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for (const auto& pair : animations)
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{
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pair.second->returnToPool();
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}
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if (canvas != nullptr)
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{
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canvas->returnToPool();
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}
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if (userData != nullptr)
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{
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userData->returnToPool();
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}
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type = ArmatureType::Armature;
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frameRate = 0;
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cacheFrameRate = 0;
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scale = 1.0f;
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name = "";
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aabb.clear();
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animationNames.clear();
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sortedBones.clear();
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sortedSlots.clear();
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defaultActions.clear();
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actions.clear();
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bones.clear();
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slots.clear();
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constraints.clear();
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skins.clear();
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animations.clear();
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parent = nullptr;
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defaultSkin = nullptr;
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defaultAnimation = nullptr;
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canvas = nullptr;
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userData = nullptr;
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}
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void ArmatureData::sortBones()
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{
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const auto total = sortedBones.size();
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if (total <= 0)
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{
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return;
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}
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const auto sortHelper = sortedBones; // Copy.
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unsigned index = 0;
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unsigned count = 0;
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sortedBones.clear();
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while (count < total)
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{
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const auto bone = sortHelper[index++];
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if (index >= total)
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{
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index = 0;
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}
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if (std::find(sortedBones.cbegin(), sortedBones.cend(), bone) != sortedBones.cend())
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{
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continue;
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}
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auto flag = false;
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for(const auto& pair : constraints)
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{
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const auto constrait = pair.second;
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if(constrait->root == bone && std::find(sortedBones.cbegin(), sortedBones.cend(), constrait->target) == sortedBones.cend())
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{
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flag = true;
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break;
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}
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}
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if(flag)
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{
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continue;
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}
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if (bone->parent != nullptr && std::find(sortedBones.cbegin(), sortedBones.cend(), bone->parent) == sortedBones.cend())
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{
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continue;
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}
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sortedBones.push_back(bone);
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count++;
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}
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}
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void ArmatureData::cacheFrames(unsigned value)
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{
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if (cacheFrameRate > value) // TODO clear cache.
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{
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return;
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}
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cacheFrameRate = value;
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for (const auto& pair : animations)
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{
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pair.second->cacheFrames(cacheFrameRate);
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}
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}
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int ArmatureData::setCacheFrame(const Matrix& globalTransformMatrix, const Transform& transform)
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{
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auto& dataArray = *&parent->cachedFrames;
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auto arrayOffset = dataArray.size();
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dataArray.resize(arrayOffset + 10);
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dataArray[arrayOffset] = globalTransformMatrix.a;
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dataArray[arrayOffset + 1] = globalTransformMatrix.b;
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dataArray[arrayOffset + 2] = globalTransformMatrix.c;
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dataArray[arrayOffset + 3] = globalTransformMatrix.d;
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dataArray[arrayOffset + 4] = globalTransformMatrix.tx;
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dataArray[arrayOffset + 5] = globalTransformMatrix.ty;
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dataArray[arrayOffset + 6] = transform.rotation;
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dataArray[arrayOffset + 7] = transform.skew;
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dataArray[arrayOffset + 8] = transform.scaleX;
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dataArray[arrayOffset + 9] = transform.scaleY;
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return arrayOffset;
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}
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void ArmatureData::getCacheFrame(Matrix& globalTransformMatrix, Transform& transform, unsigned arrayOffset) const
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{
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auto& dataArray = *&parent->cachedFrames;
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globalTransformMatrix.a = dataArray[arrayOffset];
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globalTransformMatrix.b = dataArray[arrayOffset + 1];
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globalTransformMatrix.c = dataArray[arrayOffset + 2];
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globalTransformMatrix.d = dataArray[arrayOffset + 3];
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globalTransformMatrix.tx = dataArray[arrayOffset + 4];
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globalTransformMatrix.ty = dataArray[arrayOffset + 5];
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transform.rotation = dataArray[arrayOffset + 6];
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transform.skew = dataArray[arrayOffset + 7];
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transform.scaleX = dataArray[arrayOffset + 8];
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transform.scaleY = dataArray[arrayOffset + 9];
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transform.x = globalTransformMatrix.tx;
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transform.y = globalTransformMatrix.ty;
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}
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void ArmatureData::addBone(BoneData* value)
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{
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if (bones.find(value->name) != bones.cend())
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{
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DRAGONBONES_ASSERT(false, "Same bone: " + value->name);
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return;
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}
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bones[value->name] = value;
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sortedBones.push_back(value);
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}
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void ArmatureData::addSlot(SlotData* value)
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{
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if (slots.find(value->name) != slots.cend())
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{
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DRAGONBONES_ASSERT(false, "Same slot: " + value->name);
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return;
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}
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slots[value->name] = value;
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sortedSlots.push_back(value);
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}
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void ArmatureData::addConstraint(ConstraintData * value)
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{
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if (constraints.find(value->name) != constraints.cend())
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{
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DRAGONBONES_ASSERT(false, "Same constaint: " + value->name);
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return;
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}
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constraints[value->name] = value;
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}
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void ArmatureData::addSkin(SkinData* value)
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{
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if (skins.find(value->name) != skins.cend())
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{
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DRAGONBONES_ASSERT(false, "Same skin: " + value->name);
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return;
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}
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value->parent = this;
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skins[value->name] = value;
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if (defaultSkin == nullptr)
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{
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defaultSkin = value;
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}
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}
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void ArmatureData::addAnimation(AnimationData* value)
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{
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if (animations.find(value->name) != animations.cend())
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{
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DRAGONBONES_ASSERT(false, "Same animation: " + value->name);
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return;
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}
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value->parent = this;
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animations[value->name] = value;
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animationNames.push_back(value->name);
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if (defaultAnimation == nullptr)
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{
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defaultAnimation = value;
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}
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}
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void ArmatureData::addAction(ActionData* value, bool isDefault)
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{
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if (isDefault)
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{
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defaultActions.push_back(value);
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}
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else
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{
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actions.push_back(value);
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}
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}
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MeshDisplayData* ArmatureData::getMesh(const std::string& skinName, const std::string& slotName, const std::string& meshName) const
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{
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const auto skin = getSkin(skinName);
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if (skin == nullptr) {
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return nullptr;
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}
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return static_cast<MeshDisplayData*>(skin->getDisplay(slotName, meshName));
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}
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void BoneData::_onClear()
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{
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if (userData != nullptr)
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{
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userData->returnToPool();
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}
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inheritTranslation = false;
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inheritRotation = false;
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inheritScale = false;
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inheritReflection = false;
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length = 0.0f;
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name = "";
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transform.identity();
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parent = nullptr;
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userData = nullptr;
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}
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ColorTransform SlotData::DEFAULT_COLOR;
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ColorTransform* SlotData::createColor()
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{
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return new ColorTransform();
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}
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void SlotData::_onClear()
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{
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if (userData != nullptr)
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{
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userData->returnToPool();
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}
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if (color != nullptr && color != &DEFAULT_COLOR)
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{
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delete color;
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}
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blendMode = BlendMode::Normal;
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displayIndex = 0;
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zOrder = 0;
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name = "";
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parent = nullptr;
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color = nullptr;
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userData = nullptr;
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}
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DRAGONBONES_NAMESPACE_END
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