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158 lines
5.0 KiB
158 lines
5.0 KiB
/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2020 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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#pragma once
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#include "CCArmatureDisplay.h"
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#include "IOBuffer.h"
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#include "base/RefCounted.h"
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DRAGONBONES_NAMESPACE_BEGIN
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class ArmatureCache : public cc::RefCounted {
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public:
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struct SegmentData {
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friend class ArmatureCache;
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SegmentData();
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~SegmentData();
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void setTexture(cc::middleware::Texture2D *value);
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cc::middleware::Texture2D *getTexture() const;
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public:
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int blendMode = 0;
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std::size_t indexCount = 0;
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std::size_t vertexFloatCount = 0;
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private:
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cc::middleware::Texture2D *_texture = nullptr;
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};
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struct BoneData {
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cc::Mat4 globalTransformMatrix;
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};
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struct ColorData {
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cc::middleware::Color4B color;
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std::size_t vertexFloatOffset = 0;
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};
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struct FrameData {
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friend class ArmatureCache;
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FrameData();
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~FrameData();
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const std::vector<BoneData *> &getBones() const {
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return _bones;
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}
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std::size_t getBoneCount() const;
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const std::vector<ColorData *> &getColors() const {
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return _colors;
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}
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std::size_t getColorCount() const;
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const std::vector<SegmentData *> &getSegments() const {
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return _segments;
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}
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std::size_t getSegmentCount() const;
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private:
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// if segment data is empty, it will build new one.
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SegmentData *buildSegmentData(std::size_t index);
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// if color data is empty, it will build new one.
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ColorData *buildColorData(std::size_t index);
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// if bone data is empty, it will build new one.
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BoneData *buildBoneData(std::size_t index);
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std::vector<BoneData *> _bones;
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std::vector<ColorData *> _colors;
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std::vector<SegmentData *> _segments;
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public:
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cc::middleware::IOBuffer ib;
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cc::middleware::IOBuffer vb;
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};
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struct AnimationData {
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friend class ArmatureCache;
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AnimationData();
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~AnimationData();
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void reset();
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FrameData *getFrameData(std::size_t frameIdx) const;
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std::size_t getFrameCount() const;
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bool isComplete() const { return _isComplete; }
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bool needUpdate(int toFrameIdx) const;
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private:
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// if frame is empty, it will build new one.
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FrameData *buildFrameData(std::size_t frameIdx);
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std::string _animationName;
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bool _isComplete = false;
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float _totalTime = 0.0F;
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std::vector<FrameData *> _frames;
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};
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ArmatureCache(const std::string &armatureName, const std::string &armatureKey, const std::string &atlasUUID);
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~ArmatureCache() override;
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void updateToFrame(const std::string &animationName, int toFrameIdx = -1);
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// if animation data is empty, it will build new one.
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AnimationData *buildAnimationData(const std::string &animationName);
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AnimationData *getAnimationData(const std::string &animationName);
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CCArmatureDisplay *getArmatureDisplay();
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void resetAllAnimationData();
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void resetAnimationData(const std::string &animationName);
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private:
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void renderAnimationFrame(AnimationData *animationData);
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void traverseArmature(Armature *armature, float parentOpacity = 1.0F);
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public:
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static float FrameTime; // NOLINT
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static float MaxCacheTime; // NOLINT
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private:
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FrameData *_frameData = nullptr;
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cc::middleware::Color4F _preColor = cc::middleware::Color4F(-1.0F, -1.0F, -1.0F, -1.0F);
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cc::middleware::Color4F _color = cc::middleware::Color4F(1.0F, 1.0F, 1.0F, 1.0F);
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CCArmatureDisplay *_armatureDisplay = nullptr;
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int _preBlendMode = -1;
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int _preTextureIndex = -1;
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int _curTextureIndex = -1;
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int _preISegWritePos = -1;
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int _curISegLen = 0;
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int _curVSegLen = 0;
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int _materialLen = 0;
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std::string _curAnimationName;
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std::map<std::string, AnimationData *> _animationCaches;
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};
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DRAGONBONES_NAMESPACE_END
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