/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __CCANIMATE3D_H__ #define __CCANIMATE3D_H__ #include #include #include "3d/CCAnimation3D.h" #include "base/ccMacros.h" #include "base/CCRef.h" #include "2d/CCActionInterval.h" NS_CC_BEGIN class Bone3D; class Sprite3D; class EventCustom; enum class Animate3DQuality { QUALITY_NONE = 0, // it'll be ignore the curve-evaluating(the animation looks like stop), just accumulate transition time. QUALITY_LOW, // low animation quality, it'll be more efficient. QUALITY_HIGH, // high animation quality. }; /** * @addtogroup _3d * @{ */ /** * @brief Animate3D, Animates a Sprite3D given with an Animation3D */ class CC_DLL Animate3D: public ActionInterval { public: /**create Animate3D using Animation.*/ static Animate3D* create(Animation3D* animation); /** * create Animate3D * @param animation used to generate animate3D * @param fromTime * @param duration Time the Animate3D lasts * @return Animate3D created using animate */ static Animate3D* create(Animation3D* animation, float fromTime, float duration); /** * create Animate3D by frame section, [startFrame, endFrame) * @param animation used to generate animate3D * @param startFrame * @param endFrame * @param frameRate default is 30 per second * @return Animate3D created using animate */ static Animate3D* createWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate = 30.f); // // Overrides // virtual void stop() override; virtual void step(float dt) override; virtual void startWithTarget(Node *target) override; virtual Animate3D* reverse() const override; virtual Animate3D *clone() const override; virtual void update(float t) override; /**get & set speed, negative speed means playing reverse */ float getSpeed() const; void setSpeed(float speed); /**get & set blend weight, weight must positive*/ float getWeight() const { return _weight; } void setWeight(float weight); /**get & set origin interval*/ void setOriginInterval(float interval); float getOriginInterval() const {return _originInterval; } /** get animate transition time between 3d animations */ static float getTransitionTime() { return _transTime; } /** set animate transition time between 3d animations */ static void setTransitionTime(float transTime) { if (transTime >= 0.f) _transTime = transTime; } /**get & set play reverse, these are deprecated, use set negative speed instead*/ CC_DEPRECATED_ATTRIBUTE bool getPlayBack() const { return _playReverse; } CC_DEPRECATED_ATTRIBUTE void setPlayBack(bool reverse) { _playReverse = reverse; } /**set animate quality*/ void setQuality(Animate3DQuality quality); /**get animate quality*/ Animate3DQuality getQuality() const; struct Animate3DDisplayedEventInfo { int frame; Node* target; const ValueMap* userInfo; }; void setKeyFrameUserInfo(int keyFrame, const ValueMap &userInfo); const ValueMap* getKeyFrameUserInfo(int keyFrame) const; ValueMap* getKeyFrameUserInfo(int keyFrame); CC_CONSTRUCTOR_ACCESS: Animate3D(); virtual ~Animate3D(); void removeFromMap(); /** init method */ bool init(Animation3D* animation); bool init(Animation3D* animation, float fromTime, float duration); bool initWithFrames(Animation3D* animation, int startFrame, int endFrame, float frameRate); protected: enum class Animate3DState { FadeIn, FadeOut, Running, }; Animate3DState _state; //animation state Animation3D* _animation; //animation data float _absSpeed; //playing speed float _weight; //blend weight float _start; //start time 0 - 1, used to generate sub Animate3D float _last; //last time 0 - 1, used to generate sub Animate3D bool _playReverse; // is playing reverse static float _transTime; //transition time from one animate3d to another float _accTransTime; // accumulate transition time float _lastTime; // last t (0 - 1) float _originInterval;// save origin interval time float _frameRate; // animation quality EvaluateType _translateEvaluate; EvaluateType _roteEvaluate; EvaluateType _scaleEvaluate; Animate3DQuality _quality; std::unordered_map _boneCurves; //weak ref std::unordered_map _nodeCurves; std::unordered_map _keyFrameUserInfos; std::unordered_map _keyFrameEvent; std::unordered_map _displayedEventInfo; //sprite animates static std::unordered_map s_fadeInAnimates; static std::unordered_map s_fadeOutAnimates; static std::unordered_map s_runningAnimates; }; // end of 3d group /// @} NS_CC_END #endif // __CCANIMATE3D_H__