/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 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.
*/
using System;
using System.Collections.Generic;
namespace DragonBones
{
///
///
internal enum TweenState
{
None,
Once,
Always
}
///
///
internal abstract class TimelineState : BaseObject
{
public int playState; // -1: start, 0: play, 1: complete;
public int currentPlayTimes;
public float currentTime;
protected TweenState _tweenState;
protected uint _frameRate;
protected int _frameValueOffset;
protected uint _frameCount;
protected uint _frameOffset;
protected int _frameIndex;
protected float _frameRateR;
protected float _position;
protected float _duration;
protected float _timeScale;
protected float _timeOffset;
protected DragonBonesData _dragonBonesData;
protected AnimationData _animationData;
protected TimelineData _timelineData;
protected Armature _armature;
protected AnimationState _animationState;
protected TimelineState _actionTimeline;
protected short[] _frameArray;
protected short[] _frameIntArray;
protected float[] _frameFloatArray;
protected ushort[] _timelineArray;
protected List _frameIndices;
protected override void _OnClear()
{
this.playState = -1;
this.currentPlayTimes = -1;
this.currentTime = -1.0f;
this._tweenState = TweenState.None;
this._frameRate = 0;
this._frameValueOffset = 0;
this._frameCount = 0;
this._frameOffset = 0;
this._frameIndex = -1;
this._frameRateR = 0.0f;
this._position = 0.0f;
this._duration = 0.0f;
this._timeScale = 1.0f;
this._timeOffset = 0.0f;
this._dragonBonesData = null; //
this._animationData = null; //
this._timelineData = null; //
this._armature = null; //
this._animationState = null; //
this._actionTimeline = null; //
this._frameArray = null; //
this._frameIntArray = null; //
this._frameFloatArray = null; //
this._timelineArray = null; //
this._frameIndices = null; //
}
protected abstract void _OnArriveAtFrame();
protected abstract void _OnUpdateFrame();
protected bool _SetCurrentTime(float passedTime)
{
var prevState = this.playState;
var prevPlayTimes = this.currentPlayTimes;
var prevTime = this.currentTime;
if (this._actionTimeline != null && this._frameCount <= 1)
{
// No frame or only one frame.
this.playState = this._actionTimeline.playState >= 0 ? 1 : -1;
this.currentPlayTimes = 1;
this.currentTime = this._actionTimeline.currentTime;
}
else if (this._actionTimeline == null || this._timeScale != 1.0f || this._timeOffset != 0.0f)
{
var playTimes = this._animationState.playTimes;
var totalTime = playTimes * this._duration;
passedTime *= this._timeScale;
if (this._timeOffset != 0.0f)
{
passedTime += this._timeOffset * this._animationData.duration;
}
if (playTimes > 0 && (passedTime >= totalTime || passedTime <= -totalTime))
{
if (this.playState <= 0 && this._animationState._playheadState == 3)
{
this.playState = 1;
}
this.currentPlayTimes = playTimes;
if (passedTime < 0.0f)
{
this.currentTime = 0.0f;
}
else
{
this.currentTime = this._duration + 0.000001f; // Precision problem
}
}
else
{
if (this.playState != 0 && this._animationState._playheadState == 3)
{
this.playState = 0;
}
if (passedTime < 0.0f)
{
passedTime = -passedTime;
this.currentPlayTimes = (int)(passedTime / this._duration);
this.currentTime = this._duration - (passedTime % this._duration);
}
else
{
this.currentPlayTimes = (int)(passedTime / this._duration);
this.currentTime = passedTime % this._duration;
}
}
this.currentTime += this._position;
}
else
{
// Multi frames.
this.playState = this._actionTimeline.playState;
this.currentPlayTimes = this._actionTimeline.currentPlayTimes;
this.currentTime = this._actionTimeline.currentTime;
}
if (this.currentPlayTimes == prevPlayTimes && this.currentTime == prevTime)
{
return false;
}
// Clear frame flag when timeline start or loopComplete.
if ((prevState < 0 && this.playState != prevState) || (this.playState <= 0 && this.currentPlayTimes != prevPlayTimes))
{
this._frameIndex = -1;
}
return true;
}
public virtual void Init(Armature armature, AnimationState animationState, TimelineData timelineData)
{
this._armature = armature;
this._animationState = animationState;
this._timelineData = timelineData;
this._actionTimeline = this._animationState._actionTimeline;
if (this == this._actionTimeline)
{
this._actionTimeline = null; //
}
this._frameRate = this._armature.armatureData.frameRate;
this._frameRateR = 1.0f / this._frameRate;
this._position = this._animationState._position;
this._duration = this._animationState._duration;
this._dragonBonesData = this._armature.armatureData.parent;
this._animationData = this._animationState._animationData;
if (this._timelineData != null)
{
this._frameIntArray = this._dragonBonesData.frameIntArray;
this._frameFloatArray = this._dragonBonesData.frameFloatArray;
this._frameArray = this._dragonBonesData.frameArray;
this._timelineArray = this._dragonBonesData.timelineArray;
this._frameIndices = this._dragonBonesData.frameIndices;
this._frameCount = this._timelineArray[this._timelineData.offset + (int)BinaryOffset.TimelineKeyFrameCount];
this._frameValueOffset = this._timelineArray[this._timelineData.offset + (int)BinaryOffset.TimelineFrameValueOffset];
var timelineScale = this._timelineArray[this._timelineData.offset + (int)BinaryOffset.TimelineScale];
this._timeScale = 100.0f / (timelineScale == 0 ? 100.0f : timelineScale);
this._timeOffset = this._timelineArray[this._timelineData.offset + (int)BinaryOffset.TimelineOffset] * 0.01f;
}
}
public virtual void FadeOut()
{
}
public virtual void Update(float passedTime)
{
if (this._SetCurrentTime(passedTime))
{
if (this._frameCount > 1)
{
int timelineFrameIndex = (int)Math.Floor(this.currentTime * this._frameRate); // uint
var frameIndex = this._frameIndices[(int)(this._timelineData as TimelineData).frameIndicesOffset + timelineFrameIndex];
if (this._frameIndex != frameIndex)
{
this._frameIndex = (int)frameIndex;
this._frameOffset = this._animationData.frameOffset + this._timelineArray[(this._timelineData as TimelineData).offset + (int)BinaryOffset.TimelineFrameOffset + this._frameIndex];
this._OnArriveAtFrame();
}
}
else if (this._frameIndex < 0)
{
this._frameIndex = 0;
if (this._timelineData != null)
{
// May be pose timeline.
this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + (int)BinaryOffset.TimelineFrameOffset];
}
this._OnArriveAtFrame();
}
if (this._tweenState != TweenState.None)
{
this._OnUpdateFrame();
}
}
}
}
///
///
internal abstract class TweenTimelineState : TimelineState
{
private static float _GetEasingValue(TweenType tweenType, float progress, float easing)
{
var value = progress;
switch (tweenType)
{
case TweenType.QuadIn:
value = (float)Math.Pow(progress, 2.0f);
break;
case TweenType.QuadOut:
value = 1.0f - (float)Math.Pow(1.0f - progress, 2.0f);
break;
case TweenType.QuadInOut:
value = 0.5f * (1.0f - (float)Math.Cos(progress * Math.PI));
break;
}
return (value - progress) * easing + progress;
}
private static float _GetEasingCurveValue(float progress, short[] samples, int count, int offset)
{
if (progress <= 0.0f)
{
return 0.0f;
}
else if (progress >= 1.0f)
{
return 1.0f;
}
var segmentCount = count + 1; // + 2 - 1
var valueIndex = (int)Math.Floor(progress * segmentCount);
var fromValue = valueIndex == 0 ? 0.0f : samples[offset + valueIndex - 1];
var toValue = (valueIndex == segmentCount - 1) ? 10000.0f : samples[offset + valueIndex];
return (fromValue + (toValue - fromValue) * (progress * segmentCount - valueIndex)) * 0.0001f;
}
protected TweenType _tweenType;
protected int _curveCount;
protected float _framePosition;
protected float _frameDurationR;
protected float _tweenProgress;
protected float _tweenEasing;
protected override void _OnClear()
{
base._OnClear();
this._tweenType = TweenType.None;
this._curveCount = 0;
this._framePosition = 0.0f;
this._frameDurationR = 0.0f;
this._tweenProgress = 0.0f;
this._tweenEasing = 0.0f;
}
protected override void _OnArriveAtFrame()
{
if (this._frameCount > 1 &&
(this._frameIndex != this._frameCount - 1 ||
this._animationState.playTimes == 0 ||
this._animationState.currentPlayTimes < this._animationState.playTimes - 1))
{
this._tweenType = (TweenType)this._frameArray[this._frameOffset + (int)BinaryOffset.FrameTweenType]; // TODO recode ture tween type.
this._tweenState = this._tweenType == TweenType.None ? TweenState.Once : TweenState.Always;
if (this._tweenType == TweenType.Curve)
{
this._curveCount = this._frameArray[this._frameOffset + (int)BinaryOffset.FrameTweenEasingOrCurveSampleCount];
}
else if (this._tweenType != TweenType.None && this._tweenType != TweenType.Line)
{
this._tweenEasing = this._frameArray[this._frameOffset + (int)BinaryOffset.FrameTweenEasingOrCurveSampleCount] * 0.01f;
}
this._framePosition = this._frameArray[this._frameOffset] * this._frameRateR;
if (this._frameIndex == this._frameCount - 1)
{
this._frameDurationR = 1.0f / (this._animationData.duration - this._framePosition);
}
else
{
var nextFrameOffset = this._animationData.frameOffset + this._timelineArray[(this._timelineData as TimelineData).offset + (int)BinaryOffset.TimelineFrameOffset + this._frameIndex + 1];
var frameDuration = this._frameArray[nextFrameOffset] * this._frameRateR - this._framePosition;
if (frameDuration > 0.0f)
{
this._frameDurationR = 1.0f / frameDuration;
}
else
{
this._frameDurationR = 0.0f;
}
}
}
else
{
this._tweenState = TweenState.Once;
}
}
protected override void _OnUpdateFrame()
{
if (this._tweenState == TweenState.Always)
{
this._tweenProgress = (this.currentTime - this._framePosition) * this._frameDurationR;
if (this._tweenType == TweenType.Curve)
{
this._tweenProgress = TweenTimelineState._GetEasingCurveValue(this._tweenProgress, this._frameArray, this._curveCount, (int)this._frameOffset + (int)BinaryOffset.FrameCurveSamples);
}
else if (this._tweenType != TweenType.Line)
{
this._tweenProgress = TweenTimelineState._GetEasingValue(this._tweenType, this._tweenProgress, this._tweenEasing);
}
}
else
{
this._tweenProgress = 0.0f;
}
}
}
///
///
internal abstract class BoneTimelineState : TweenTimelineState
{
public Bone bone;
public BonePose bonePose;
protected override void _OnClear()
{
base._OnClear();
this.bone = null; //
this.bonePose = null; //
}
public void Blend(int state)
{
var blendWeight = this.bone._blendState.blendWeight;
var animationPose = this.bone.animationPose;
var result = this.bonePose.result;
if (state == 2)
{
animationPose.x += result.x * blendWeight;
animationPose.y += result.y * blendWeight;
animationPose.rotation += result.rotation * blendWeight;
animationPose.skew += result.skew * blendWeight;
animationPose.scaleX += (result.scaleX - 1.0f) * blendWeight;
animationPose.scaleY += (result.scaleY - 1.0f) * blendWeight;
}
else if (blendWeight != 1.0f)
{
animationPose.x = result.x * blendWeight;
animationPose.y = result.y * blendWeight;
animationPose.rotation = result.rotation * blendWeight;
animationPose.skew = result.skew * blendWeight;
animationPose.scaleX = (result.scaleX - 1.0f) * blendWeight + 1.0f;
animationPose.scaleY = (result.scaleY - 1.0f) * blendWeight + 1.0f;
}
else
{
animationPose.x = result.x;
animationPose.y = result.y;
animationPose.rotation = result.rotation;
animationPose.skew = result.skew;
animationPose.scaleX = result.scaleX;
animationPose.scaleY = result.scaleY;
}
if (this._animationState._fadeState != 0 || this._animationState._subFadeState != 0)
{
this.bone._transformDirty = true;
}
}
}
///
///
internal abstract class SlotTimelineState : TweenTimelineState
{
public Slot slot;
protected override void _OnClear()
{
base._OnClear();
this.slot = null; //
}
}
///
///
internal abstract class ConstraintTimelineState : TweenTimelineState
{
public Constraint constraint;
protected override void _OnClear()
{
base._OnClear();
this.constraint = null; //
}
}
}