dragonbones-runtime
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the tools to build dragonbones file for diffrent framework
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text/typescript
/**
* 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.
*/
namespace dragonBones {
/**
* @internal
* @private
*/
export const enum TweenState {
None,
Once,
Always
}
/**
* @internal
* @private
*/
export abstract class TimelineState extends BaseObject {
public playState: number; // -1: start, 0: play, 1: complete;
public currentPlayTimes: number;
public currentTime: number;
protected _tweenState: TweenState;
protected _frameRate: number;
protected _frameValueOffset: number;
protected _frameCount: number;
protected _frameOffset: number;
protected _frameIndex: number;
protected _frameRateR: number;
protected _position: number;
protected _duration: number;
protected _timeScale: number;
protected _timeOffset: number;
protected _dragonBonesData: DragonBonesData;
protected _animationData: AnimationData;
protected _timelineData: TimelineData | null;
protected _armature: Armature;
protected _animationState: AnimationState;
protected _actionTimeline: TimelineState;
protected _frameArray: Array<number> | Int16Array;
protected _frameIntArray: Array<number> | Int16Array;
protected _frameFloatArray: Array<number> | Int16Array;
protected _timelineArray: Array<number> | Uint16Array;
protected _frameIndices: Array<number>;
protected _onClear(): void {
this.playState = -1;
this.currentPlayTimes = -1;
this.currentTime = -1.0;
this._tweenState = TweenState.None;
this._frameRate = 0;
this._frameValueOffset = 0;
this._frameCount = 0;
this._frameOffset = 0;
this._frameIndex = -1;
this._frameRateR = 0.0;
this._position = 0.0;
this._duration = 0.0;
this._timeScale = 1.0;
this._timeOffset = 0.0;
this._dragonBonesData = null as any; //
this._animationData = null as any; //
this._timelineData = null as any; //
this._armature = null as any; //
this._animationState = null as any; //
this._actionTimeline = null as any; //
this._frameArray = null as any; //
this._frameIntArray = null as any; //
this._frameFloatArray = null as any; //
this._timelineArray = null as any; //
this._frameIndices = null as any; //
}
protected abstract _onArriveAtFrame(): void;
protected abstract _onUpdateFrame(): void;
protected _setCurrentTime(passedTime: number): boolean {
const prevState = this.playState;
const prevPlayTimes = this.currentPlayTimes;
const 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 !== 1.0 || this._timeOffset !== 0.0) { // Action timeline or has scale and offset.
const playTimes = this._animationState.playTimes;
const totalTime = playTimes * this._duration;
passedTime *= this._timeScale;
if (this._timeOffset !== 0.0) {
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 < 0.0) {
this.currentTime = 0.0;
}
else {
this.currentTime = this._duration + 0.000001; // Precision problem
}
}
else {
if (this.playState !== 0 && this._animationState._playheadState === 3) {
this.playState = 0;
}
if (passedTime < 0.0) {
passedTime = -passedTime;
this.currentPlayTimes = Math.floor(passedTime / this._duration);
this.currentTime = this._duration - (passedTime % this._duration);
}
else {
this.currentPlayTimes = Math.floor(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 init(armature: Armature, animationState: AnimationState, timelineData: TimelineData | null): void {
this._armature = armature;
this._animationState = animationState;
this._timelineData = timelineData;
this._actionTimeline = this._animationState._actionTimeline;
if (this === this._actionTimeline) {
this._actionTimeline = null as any; //
}
this._animationData = this._animationState._animationData;
this._frameRate = this._animationData.parent.frameRate;
this._frameRateR = 1.0 / this._frameRate;
this._position = this._animationState._position;
this._duration = this._animationState._duration;
this._dragonBonesData = this._animationData.parent.parent; // May by the animation data is not belone to this armature data.
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 + BinaryOffset.TimelineKeyFrameCount];
this._frameValueOffset = this._timelineArray[this._timelineData.offset + BinaryOffset.TimelineFrameValueOffset];
this._timeScale = 100.0 / this._timelineArray[this._timelineData.offset + BinaryOffset.TimelineScale];
this._timeOffset = this._timelineArray[this._timelineData.offset + BinaryOffset.TimelineOffset] * 0.01;
}
}
public fadeOut(): void { }
public update(passedTime: number): void {
if (this._setCurrentTime(passedTime)) {
if (this._frameCount > 1) {
const timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint
const frameIndex = this._frameIndices[(this._timelineData as TimelineData).frameIndicesOffset + timelineFrameIndex];
if (this._frameIndex !== frameIndex) {
this._frameIndex = frameIndex;
this._frameOffset = this._animationData.frameOffset + this._timelineArray[(this._timelineData as TimelineData).offset + 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 + BinaryOffset.TimelineFrameOffset];
}
this._onArriveAtFrame();
}
if (this._tweenState !== TweenState.None) {
this._onUpdateFrame();
}
}
}
}
/**
* @internal
* @private
*/
export abstract class TweenTimelineState extends TimelineState {
private static _getEasingValue(tweenType: TweenType, progress: number, easing: number): number {
let value = progress;
switch (tweenType) {
case TweenType.QuadIn:
value = Math.pow(progress, 2.0);
break;
case TweenType.QuadOut:
value = 1.0 - Math.pow(1.0 - progress, 2.0);
break;
case TweenType.QuadInOut:
value = 0.5 * (1.0 - Math.cos(progress * Math.PI));
break;
}
return (value - progress) * easing + progress;
}
private static _getEasingCurveValue(progress: number, samples: Array<number> | Int16Array, count: number, offset: number): number {
if (progress <= 0.0) {
return 0.0;
}
else if (progress >= 1.0) {
return 1.0;
}
const segmentCount = count + 1; // + 2 - 1
const valueIndex = Math.floor(progress * segmentCount);
const fromValue = valueIndex === 0 ? 0.0 : samples[offset + valueIndex - 1];
const toValue = (valueIndex === segmentCount - 1) ? 10000.0 : samples[offset + valueIndex];
return (fromValue + (toValue - fromValue) * (progress * segmentCount - valueIndex)) * 0.0001;
}
protected _tweenType: TweenType;
protected _curveCount: number;
protected _framePosition: number;
protected _frameDurationR: number;
protected _tweenProgress: number;
protected _tweenEasing: number;
protected _onClear(): void {
super._onClear();
this._tweenType = TweenType.None;
this._curveCount = 0;
this._framePosition = 0.0;
this._frameDurationR = 0.0;
this._tweenProgress = 0.0;
this._tweenEasing = 0.0;
}
protected _onArriveAtFrame(): void {
if (
this._frameCount > 1 &&
(
this._frameIndex !== this._frameCount - 1 ||
this._animationState.playTimes === 0 ||
this._animationState.currentPlayTimes < this._animationState.playTimes - 1
)
) {
this._tweenType = this._frameArray[this._frameOffset + 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 + BinaryOffset.FrameTweenEasingOrCurveSampleCount];
}
else if (this._tweenType !== TweenType.None && this._tweenType !== TweenType.Line) {
this._tweenEasing = this._frameArray[this._frameOffset + BinaryOffset.FrameTweenEasingOrCurveSampleCount] * 0.01;
}
this._framePosition = this._frameArray[this._frameOffset] * this._frameRateR;
if (this._frameIndex === this._frameCount - 1) {
this._frameDurationR = 1.0 / (this._animationData.duration - this._framePosition);
}
else {
const nextFrameOffset = this._animationData.frameOffset + this._timelineArray[(this._timelineData as TimelineData).offset + BinaryOffset.TimelineFrameOffset + this._frameIndex + 1];
const frameDuration = this._frameArray[nextFrameOffset] * this._frameRateR - this._framePosition;
if (frameDuration > 0) {
this._frameDurationR = 1.0 / frameDuration;
}
else {
this._frameDurationR = 0.0;
}
}
}
else {
this._tweenState = TweenState.Once;
}
}
protected _onUpdateFrame(): void {
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, this._frameOffset + BinaryOffset.FrameCurveSamples);
}
else if (this._tweenType !== TweenType.Line) {
this._tweenProgress = TweenTimelineState._getEasingValue(this._tweenType, this._tweenProgress, this._tweenEasing);
}
}
else {
this._tweenProgress = 0.0;
}
}
}
/**
* @internal
* @private
*/
export abstract class BoneTimelineState extends TweenTimelineState {
public bone: Bone;
public bonePose: BonePose;
protected _onClear(): void {
super._onClear();
this.bone = null as any; //
this.bonePose = null as any; //
}
public blend(state: number): void {
const blendWeight = this.bone._blendState.blendWeight;
const animationPose = this.bone.animationPose;
const 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 - 1.0) * blendWeight;
animationPose.scaleY += (result.scaleY - 1.0) * blendWeight;
}
else if (blendWeight !== 1.0) {
animationPose.x = result.x * blendWeight;
animationPose.y = result.y * blendWeight;
animationPose.rotation = result.rotation * blendWeight;
animationPose.skew = result.skew * blendWeight;
animationPose.scaleX = (result.scaleX - 1.0) * blendWeight + 1.0;
animationPose.scaleY = (result.scaleY - 1.0) * blendWeight + 1.0;
}
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
* @private
*/
export abstract class SlotTimelineState extends TweenTimelineState {
public slot: Slot;
protected _onClear(): void {
super._onClear();
this.slot = null as any; //
}
}
/**
* @internal
* @private
*/
export abstract class ConstraintTimelineState extends TweenTimelineState {
public constraint: Constraint;
protected _onClear(): void {
super._onClear();
this.constraint = null as any; //
}
}
}