AnimationTarget.cpp 4.4 KB

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  1. #include "Base.h"
  2. #include "AnimationTarget.h"
  3. #include "Animation.h"
  4. #include "Game.h"
  5. #include "Node.h"
  6. namespace gameplay
  7. {
  8. AnimationTarget::AnimationTarget()
  9. : _targetType(SCALAR), _animationPropertyBitFlag(0x00), _animationChannels(NULL)
  10. {
  11. }
  12. AnimationTarget::~AnimationTarget()
  13. {
  14. if (_animationChannels)
  15. {
  16. std::vector<Animation::Channel*>::iterator itr = _animationChannels->begin();
  17. while (itr != _animationChannels->end())
  18. {
  19. Animation::Channel* channel = (*itr);
  20. channel->_animation->removeChannel(channel);
  21. SAFE_DELETE(channel);
  22. itr++;
  23. }
  24. _animationChannels->clear();
  25. SAFE_DELETE(_animationChannels);
  26. }
  27. }
  28. void AnimationTarget::addChannel(Animation::Channel* channel)
  29. {
  30. if (_animationChannels == NULL)
  31. _animationChannels = new std::vector<Animation::Channel*>;
  32. _animationChannels->push_back(channel);
  33. }
  34. int AnimationTarget::getPropertyId(TargetType type, const char* propertyIdStr)
  35. {
  36. if (type == AnimationTarget::TRANSFORM)
  37. {
  38. if (strcmp(propertyIdStr, "ANIMATE_SCALE") == 0)
  39. {
  40. return Transform::ANIMATE_SCALE;
  41. }
  42. else if (strcmp(propertyIdStr, "ANIMATE_SCALE_X") == 0)
  43. {
  44. return Transform::ANIMATE_SCALE_X;
  45. }
  46. else if (strcmp(propertyIdStr, "ANIMATE_SCALE_Y") == 0)
  47. {
  48. return Transform::ANIMATE_SCALE_Y;
  49. }
  50. else if (strcmp(propertyIdStr, "ANIMATE_SCALE_Z") == 0)
  51. {
  52. return Transform::ANIMATE_SCALE_Z;
  53. }
  54. else if (strcmp(propertyIdStr, "ANIMATE_ROTATE") == 0)
  55. {
  56. return Transform::ANIMATE_ROTATE;
  57. }
  58. else if (strcmp(propertyIdStr, "ANIMATE_TRANSLATE") == 0)
  59. {
  60. return Transform::ANIMATE_TRANSLATE;
  61. }
  62. else if (strcmp(propertyIdStr, "ANIMATE_TRANSLATE_X") == 0)
  63. {
  64. return Transform::ANIMATE_TRANSLATE_X;
  65. }
  66. else if (strcmp(propertyIdStr, "ANIMATE_TRANSLATE_Y") == 0)
  67. {
  68. return Transform::ANIMATE_TRANSLATE_Y;
  69. }
  70. else if (strcmp(propertyIdStr, "ANIMATE_TRANSLATE_Z") == 0)
  71. {
  72. return Transform::ANIMATE_TRANSLATE_Z;
  73. }
  74. else if (strcmp(propertyIdStr, "ANIMATE_ROTATE_TRANSLATE") == 0)
  75. {
  76. return Transform::ANIMATE_ROTATE_TRANSLATE;
  77. }
  78. else if (strcmp(propertyIdStr, "ANIMATE_SCALE_ROTATE_TRANSLATE") == 0)
  79. {
  80. return Transform::ANIMATE_SCALE_ROTATE_TRANSLATE;
  81. }
  82. }
  83. else
  84. {
  85. if (strcmp(propertyIdStr, "ANIMATE_UNIFORM") == 0)
  86. {
  87. return MaterialParameter::ANIMATE_UNIFORM;
  88. }
  89. }
  90. return -1;
  91. }
  92. void AnimationTarget::deleteChannel(Animation::Channel* channel)
  93. {
  94. if (_animationChannels)
  95. {
  96. std::vector<Animation::Channel*>::iterator itr = _animationChannels->begin();
  97. for ( ; itr != _animationChannels->end(); itr++)
  98. {
  99. Animation::Channel* temp = *itr;
  100. if (channel == temp)
  101. {
  102. SAFE_DELETE(channel);
  103. _animationChannels->erase(itr);
  104. if (_animationChannels->empty())
  105. SAFE_DELETE(_animationChannels);
  106. return;
  107. }
  108. }
  109. }
  110. }
  111. void AnimationTarget::cloneInto(AnimationTarget* target, NodeCloneContext &context) const
  112. {
  113. if (_animationChannels)
  114. {
  115. for (std::vector<Animation::Channel*>::const_iterator it = _animationChannels->begin(); it != _animationChannels->end(); ++it)
  116. {
  117. Animation::Channel* channel = *it;
  118. assert(channel->_animation);
  119. bool animationCloned = false;
  120. // Don't clone the Animaton if it is already in the clone context.
  121. Animation* animation = context.findClonedAnimation(channel->_animation);
  122. if (animation == NULL)
  123. {
  124. animation = channel->_animation->clone();
  125. animationCloned = true;
  126. }
  127. assert(animation);
  128. context.registerClonedAnimation(channel->_animation, animation);
  129. Animation::Channel* channelCopy = new Animation::Channel(*channel, animation, target);
  130. animation->addChannel(channelCopy);
  131. }
  132. }
  133. }
  134. }