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AnimatedSprite2D.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedSprite2D.h"
  24. #include "Animation2D.h"
  25. #include "AnimationSet2D.h"
  26. #include "Context.h"
  27. #include "ResourceCache.h"
  28. #include "Scene.h"
  29. #include "SceneEvents.h"
  30. #include "Sprite2D.h"
  31. #include "StaticSprite2D.h"
  32. #include "DebugNew.h"
  33. namespace Urho3D
  34. {
  35. extern const char* URHO2D_CATEGORY;
  36. extern const char* blendModeNames[];
  37. const char* loopModeNames[] =
  38. {
  39. "Default",
  40. "ForceLooped",
  41. "ForceClamped",
  42. 0
  43. };
  44. AnimatedSprite2D::AnimatedSprite2D(Context* context) :
  45. StaticSprite2D(context),
  46. speed_(1.0f),
  47. loopMode_(LM_DEFAULT),
  48. looped_(false),
  49. currentTime_(0.0f)
  50. {
  51. }
  52. AnimatedSprite2D::~AnimatedSprite2D()
  53. {
  54. }
  55. void AnimatedSprite2D::RegisterObject(Context* context)
  56. {
  57. context->RegisterFactory<AnimatedSprite2D>(URHO2D_CATEGORY);
  58. COPY_BASE_ATTRIBUTES(StaticSprite2D);
  59. REMOVE_ATTRIBUTE("Sprite");
  60. ACCESSOR_ATTRIBUTE("Speed", GetSpeed, SetSpeed, float, 1.0f, AM_DEFAULT);
  61. MIXED_ACCESSOR_ATTRIBUTE("Animation Set", GetAnimationSetAttr, SetAnimationSetAttr, ResourceRef, ResourceRef(AnimatedSprite2D::GetTypeStatic()), AM_DEFAULT);
  62. ACCESSOR_ATTRIBUTE("Animation", GetAnimation, SetAnimationAttr, String, String::EMPTY, AM_DEFAULT);
  63. ENUM_ACCESSOR_ATTRIBUTE("Loop Mode", GetLoopMode, SetLoopMode, LoopMode2D, loopModeNames, LM_DEFAULT, AM_DEFAULT);
  64. }
  65. void AnimatedSprite2D::OnSetEnabled()
  66. {
  67. StaticSprite2D::OnSetEnabled();
  68. Scene* scene = GetScene();
  69. if (scene)
  70. {
  71. if (IsEnabledEffective())
  72. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(AnimatedSprite2D, HandleScenePostUpdate));
  73. else
  74. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  75. }
  76. }
  77. void AnimatedSprite2D::SetSpeed(float speed)
  78. {
  79. speed_ = speed;
  80. MarkNetworkUpdate();
  81. }
  82. void AnimatedSprite2D::SetAnimation(AnimationSet2D* animationSet, const String& name, LoopMode2D loopMode)
  83. {
  84. animationSet_ = animationSet;
  85. SetAnimation(name, loopMode);
  86. }
  87. void AnimatedSprite2D::SetAnimation(const String& name, LoopMode2D loopMode)
  88. {
  89. animationName_ = name;
  90. if (animationSet_)
  91. SetAnimation(animationSet_->GetAnimation(animationName_), loopMode);
  92. }
  93. void AnimatedSprite2D::SetAnimationSet(AnimationSet2D* animationSet)
  94. {
  95. if (animationSet == animationSet_)
  96. return;
  97. animationSet_ = animationSet;
  98. SetAnimation(animationName_, loopMode_);
  99. }
  100. void AnimatedSprite2D::SetLoopMode(LoopMode2D loopMode)
  101. {
  102. if (!animation_)
  103. return;
  104. loopMode_ = loopMode;
  105. switch (loopMode_)
  106. {
  107. case LM_FORCE_LOOPED:
  108. looped_ = true;
  109. break;
  110. case LM_FORCE_CLAMPED:
  111. looped_ = false;
  112. break;
  113. default:
  114. looped_ = animation_->IsLooped();
  115. break;
  116. }
  117. }
  118. AnimationSet2D* AnimatedSprite2D::GetAnimationSet() const
  119. {
  120. return animationSet_;
  121. }
  122. Node* AnimatedSprite2D::GetRootNode() const
  123. {
  124. return rootNode_;
  125. }
  126. void AnimatedSprite2D::SetAnimationSetAttr(const ResourceRef& value)
  127. {
  128. ResourceCache* cache = GetSubsystem<ResourceCache>();
  129. SetAnimationSet(cache->GetResource<AnimationSet2D>(value.name_));
  130. }
  131. ResourceRef AnimatedSprite2D::GetAnimationSetAttr() const
  132. {
  133. return GetResourceRef(animationSet_, AnimationSet2D::GetTypeStatic());
  134. }
  135. void AnimatedSprite2D::OnNodeSet(Node* node)
  136. {
  137. StaticSprite2D::OnNodeSet(node);
  138. if (node)
  139. {
  140. Scene* scene = GetScene();
  141. if (scene && IsEnabledEffective())
  142. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(AnimatedSprite2D, HandleScenePostUpdate));
  143. }
  144. else
  145. {
  146. if (rootNode_)
  147. rootNode_->Remove();
  148. rootNode_ = 0;
  149. timelineNodes_.Clear();
  150. }
  151. }
  152. void AnimatedSprite2D::SetAnimationAttr(const String& name)
  153. {
  154. animationName_ = name;
  155. if (animationSet_)
  156. SetAnimation(animationSet_->GetAnimation(animationName_), loopMode_);
  157. }
  158. void AnimatedSprite2D::OnWorldBoundingBoxUpdate()
  159. {
  160. boundingBox_.Clear();
  161. worldBoundingBox_.Clear();
  162. for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
  163. {
  164. if (!timelineNodes_[i])
  165. continue;
  166. StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
  167. if (staticSprite)
  168. worldBoundingBox_.Merge(staticSprite->GetWorldBoundingBox());
  169. }
  170. boundingBox_ = worldBoundingBox_.Transformed(node_->GetWorldTransform().Inverse());
  171. }
  172. void AnimatedSprite2D::OnLayerChanged()
  173. {
  174. for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
  175. {
  176. if (!timelineNodes_[i])
  177. continue;
  178. StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
  179. staticSprite->SetLayer(layer_);
  180. }
  181. }
  182. void AnimatedSprite2D::OnBlendModeChanged()
  183. {
  184. for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
  185. {
  186. if (!timelineNodes_[i])
  187. continue;
  188. StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
  189. staticSprite->SetBlendMode(blendMode_);
  190. }
  191. }
  192. void AnimatedSprite2D::OnFlipChanged()
  193. {
  194. for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
  195. {
  196. if (!timelineNodes_[i])
  197. continue;
  198. StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
  199. staticSprite->SetFlip(flipX_, flipY_);
  200. }
  201. // For editor paused mode
  202. UpdateAnimation(0.0f);
  203. }
  204. void AnimatedSprite2D::UpdateVertices()
  205. {
  206. verticesDirty_ = false;
  207. }
  208. void AnimatedSprite2D::SetAnimation(Animation2D* animation, LoopMode2D loopMode)
  209. {
  210. if (animation == animation_)
  211. {
  212. SetLoopMode(loopMode_);
  213. currentTime_ = 0.0f;
  214. UpdateAnimation(0.0f);
  215. return;
  216. }
  217. for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
  218. {
  219. if (timelineNodes_[i])
  220. timelineNodes_[i]->SetEnabled(false);
  221. }
  222. timelineNodes_.Clear();
  223. animation_ = animation;
  224. if (!animation_)
  225. return;
  226. currentTime_ = 0.0f;
  227. if (!rootNode_)
  228. {
  229. rootNode_ = GetNode()->CreateChild("RootNode", LOCAL);
  230. rootNode_->SetTemporary(true);
  231. }
  232. timelineNodes_.Resize(animation_->GetNumTimelines());
  233. timelineTransformInfos_.Resize(animation_->GetNumTimelines());
  234. for (unsigned i = 0; i < animation_->GetNumTimelines(); ++i)
  235. {
  236. const Timeline2D& timeline = animation->GetTimeline(i);
  237. SharedPtr<Node> timelineNode(rootNode_->GetChild(timeline.name_));
  238. StaticSprite2D* staticSprite = 0;
  239. if (timelineNode)
  240. {
  241. // Enable timeline node
  242. timelineNode->SetEnabled(true);
  243. // Get StaticSprite2D component
  244. if (timeline.type_ == OT_SPRITE)
  245. staticSprite = timelineNode->GetComponent<StaticSprite2D>();
  246. }
  247. else
  248. {
  249. // Create new timeline node
  250. timelineNode = rootNode_->CreateChild(timeline.name_, LOCAL);
  251. timelineNode->SetTemporary(true);
  252. // Create StaticSprite2D component
  253. if (timeline.type_ == OT_SPRITE)
  254. staticSprite = timelineNode->CreateComponent<StaticSprite2D>();
  255. }
  256. if (staticSprite)
  257. {
  258. staticSprite->SetLayer(layer_);
  259. staticSprite->SetBlendMode(blendMode_);
  260. staticSprite->SetFlip(flipX_, flipY_);
  261. staticSprite->SetUseHotSpot(true);
  262. }
  263. timelineNodes_[i] = timelineNode;
  264. timelineTransformInfos_[i].parent_ = timeline.parent_;
  265. }
  266. SetLoopMode(loopMode);
  267. UpdateAnimation(0.0f);
  268. MarkNetworkUpdate();
  269. }
  270. void AnimatedSprite2D::UpdateAnimation(float timeStep)
  271. {
  272. if (!animation_)
  273. return;
  274. currentTime_ += timeStep * speed_;
  275. float time;
  276. float animtationLength = animation_->GetLength();
  277. if (looped_)
  278. {
  279. time = fmodf(currentTime_, animtationLength);
  280. if (time < 0.0f)
  281. time += animation_->GetLength();
  282. }
  283. else
  284. time = Clamp(currentTime_, 0.0f, animtationLength);
  285. // Update timeline's local transform
  286. for (unsigned i = 0; i < timelineTransformInfos_.Size(); ++i)
  287. {
  288. const Timeline2D& timeline = animation_->GetTimeline(i);
  289. const Vector<TimelineKey2D>& objectKeys = timeline.timelineKeys_;
  290. unsigned index = objectKeys.Size() - 1;
  291. for (unsigned j = 0; j < objectKeys.Size() - 1; ++j)
  292. {
  293. if (time <= objectKeys[j + 1].time_)
  294. {
  295. index = j;
  296. break;
  297. }
  298. }
  299. const TimelineKey2D& currKey = objectKeys[index];
  300. if (index < objectKeys.Size() - 1)
  301. {
  302. const TimelineKey2D& nextKey = objectKeys[index + 1];
  303. float t = (time - currKey.time_) / (nextKey.time_ - currKey.time_);
  304. timelineTransformInfos_[i].worldSpace_ = false;
  305. timelineTransformInfos_[i].transform_ = currKey.transform_.Lerp(nextKey.transform_, t, currKey.spin_);
  306. // Update sprite's sprite and hot spot and color
  307. Node* timelineNode = timelineNodes_[i];
  308. if (timelineNode)
  309. {
  310. StaticSprite2D* staticSprite = timelineNode->GetComponent<StaticSprite2D>();
  311. if (staticSprite)
  312. {
  313. staticSprite->SetSprite(currKey.sprite_);
  314. staticSprite->SetHotSpot(currKey.hotSpot_.Lerp(nextKey.hotSpot_, t));
  315. float alpha = Lerp(currKey.alpha_, nextKey.alpha_, t);
  316. staticSprite->SetColor(Color(color_.r_, color_.g_, color_.b_, color_.a_ * alpha));
  317. }
  318. }
  319. }
  320. else
  321. {
  322. timelineTransformInfos_[i].worldSpace_ = false;
  323. timelineTransformInfos_[i].transform_ = currKey.transform_;
  324. // Update sprite's sprite and hot spot and color
  325. Node* timelineNode = timelineNodes_[i];
  326. if (timelineNode)
  327. {
  328. StaticSprite2D* staticSprite = timelineNode->GetComponent<StaticSprite2D>();
  329. if (staticSprite)
  330. {
  331. staticSprite->SetSprite(currKey.sprite_);
  332. staticSprite->SetHotSpot(currKey.hotSpot_);
  333. staticSprite->SetColor(Color(color_.r_, color_.g_, color_.b_, color_.a_ * currKey.alpha_));
  334. }
  335. }
  336. }
  337. }
  338. // Calculate timeline world transform.
  339. for (unsigned i = 0; i < timelineTransformInfos_.Size(); ++i)
  340. CalculateTimelineWorldTransform(i);
  341. // Get mainline key
  342. const Vector<MainlineKey2D>& mainlineKeys = animation_->GetMainlineKeys();
  343. const MainlineKey2D* mainlineKey = 0;
  344. for (unsigned i = 1; i < mainlineKeys.Size(); ++i)
  345. {
  346. if (time < mainlineKeys[i].time_)
  347. {
  348. mainlineKey = &mainlineKeys[i - 1];
  349. break;
  350. }
  351. }
  352. if (!mainlineKey)
  353. mainlineKey = &mainlineKeys.Back();
  354. // Update node's transform and sprite's z order
  355. for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
  356. {
  357. Node* timelineNode = timelineNodes_[i];
  358. if (!timelineNode)
  359. continue;
  360. const Reference2D* ref = mainlineKey->GetReference(i);
  361. if (!ref)
  362. {
  363. // Disable node
  364. if (timelineNode->IsEnabled())
  365. timelineNode->SetEnabled(false);
  366. }
  367. else
  368. {
  369. // Enable node
  370. if (!timelineNode->IsEnabled())
  371. timelineNode->SetEnabled(true);
  372. // Update node's transform
  373. const Transform2D& transform = timelineTransformInfos_[i].transform_;
  374. Vector2 position = transform.position_ * PIXEL_SIZE;
  375. if (flipX_)
  376. position.x_ = -position.x_;
  377. if (flipY_)
  378. position.y_ = -position.y_;
  379. timelineNode->SetPosition(position);
  380. float angle = transform.angle_;
  381. if (flipX_ != flipY_)
  382. angle = -angle;
  383. timelineNode->SetRotation(angle);
  384. timelineNode->SetScale(transform.scale_);
  385. // Update sprite's z order
  386. StaticSprite2D* staticSprite = timelineNode->GetComponent<StaticSprite2D>();
  387. if (staticSprite)
  388. staticSprite->SetOrderInLayer(orderInLayer_ + ref->zIndex_);
  389. }
  390. }
  391. MarkForUpdate();
  392. }
  393. void AnimatedSprite2D::CalculateTimelineWorldTransform(unsigned index)
  394. {
  395. TransformInfo& info = timelineTransformInfos_[index];
  396. if (info.worldSpace_)
  397. return;
  398. info.worldSpace_ = true;
  399. if (info.parent_ != -1)
  400. {
  401. CalculateTimelineWorldTransform(info.parent_);
  402. info.transform_ = timelineTransformInfos_[info.parent_].transform_ * info.transform_;
  403. }
  404. }
  405. void AnimatedSprite2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  406. {
  407. using namespace ScenePostUpdate;
  408. float timeStep = eventData[P_TIMESTEP].GetFloat();
  409. UpdateAnimation(timeStep);
  410. }
  411. }