You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

158 lines
5.0 KiB

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