Ejemplo n.º 1
0
        public override void FadeOut()
        {
            var result = this.bonePose.result;

            result.rotation = Transform.NormalizeRadian(result.rotation);
            result.skew     = Transform.NormalizeRadian(result.skew);
        }
Ejemplo n.º 2
0
        private void _ComputeA()
        {
            var ikGlobal = this._target.global;
            var global   = this._root.global;
            var globalTransformMatrix = this._root.globalTransformMatrix;

            var radian = (float)System.Math.Atan2(ikGlobal.y - global.y, ikGlobal.x - global.x);

            if (global.scaleX < 0.0f)
            {
                radian += (float)System.Math.PI;
            }

            global.rotation += Transform.NormalizeRadian(radian - global.rotation) * this._weight;
            global.ToMatrix(globalTransformMatrix);
        }
Ejemplo n.º 3
0
        private void _getTimelineFrameMatrix(AnimationData animation,BoneTimelineData timeline,float position,Transform transform)    // Support 2.x ~ 3.x data.
        {
            var frameIndex = (int)Math.Floor(position * animation.frameCount / animation.duration);

            if (timeline.frames.Count == 1 || frameIndex >= timeline.frames.Count)
            {
                transform.CopyFrom(timeline.frames[0].transform);
            }
            else
            {
                var   frame         = timeline.frames[frameIndex];
                float tweenProgress = 0.0f;

                if (frame.tweenEasing != DragonBones.NO_TWEEN)
                {
                    tweenProgress = (position - frame.position) / frame.duration;
                    if (frame.tweenEasing != 0.0f)
                    {
                        tweenProgress = TweenTimelineState <BoneFrameData,BoneTimelineData> ._getEasingValue(tweenProgress,frame.tweenEasing);
                    }
                }
                else if (frame.curve != null)
                {
                    tweenProgress = (position - frame.position) / frame.duration;
                    tweenProgress = TweenTimelineState <BoneFrameData,BoneTimelineData> ._getCurveEasingValue(tweenProgress,frame.curve);
                }

                var nextFrame = frame.next;

                transform.x      = nextFrame.transform.x - frame.transform.x;
                transform.y      = nextFrame.transform.y - frame.transform.y;
                transform.skewX  = Transform.NormalizeRadian(nextFrame.transform.skewX - frame.transform.skewX);
                transform.skewY  = Transform.NormalizeRadian(nextFrame.transform.skewY - frame.transform.skewY);
                transform.scaleX = nextFrame.transform.scaleX - frame.transform.scaleX;
                transform.scaleY = nextFrame.transform.scaleY - frame.transform.scaleY;

                transform.x      = frame.transform.x + transform.x * tweenProgress;
                transform.y      = frame.transform.y + transform.y * tweenProgress;
                transform.skewX  = frame.transform.skewX + transform.skewX * tweenProgress;
                transform.skewY  = frame.transform.skewY + transform.skewY * tweenProgress;
                transform.scaleX = frame.transform.scaleX + transform.scaleX * tweenProgress;
                transform.scaleY = frame.transform.scaleY + transform.scaleY * tweenProgress;
            }

            transform.Add(timeline.originTransform);
        }
Ejemplo n.º 4
0
        protected override void _OnArriveAtFrame()
        {
            base._OnArriveAtFrame();

            if (this._timelineData != null)
            {
                var valueOffset     = this._animationData.frameFloatOffset + this._frameValueOffset + this._frameIndex * 2;
                var frameFloatArray = this._dragonBonesData.frameFloatArray;
                var current         = this.bonePose.current;
                var delta           = this.bonePose.delta;

                current.rotation = frameFloatArray[valueOffset++];
                current.skew     = frameFloatArray[valueOffset++];

                if (this._tweenState == TweenState.Always)
                {
                    if (this._frameIndex == this._frameCount - 1)
                    {
                        valueOffset    = this._animationData.frameFloatOffset + this._frameValueOffset;
                        delta.rotation = Transform.NormalizeRadian(frameFloatArray[valueOffset++] - current.rotation);
                    }
                    else
                    {
                        delta.rotation = frameFloatArray[valueOffset++] - current.rotation;
                    }

                    delta.skew = frameFloatArray[valueOffset++] - current.skew;
                }
                else
                {
                    delta.rotation = 0.0f;
                    delta.skew     = 0.0f;
                }
            }
            else
            {
                // Pose.
                var current = this.bonePose.current;
                var delta   = this.bonePose.delta;
                current.rotation = 0.0f;
                current.skew     = 0.0f;
                delta.rotation   = 0.0f;
                delta.skew       = 0.0f;
            }
        }
Ejemplo n.º 5
0
 override public void FadeOut()
 {
     _transform.skewX = Transform.NormalizeRadian(_transform.skewX);
     _transform.skewY = Transform.NormalizeRadian(_transform.skewY);
 }
Ejemplo n.º 6
0
        override protected void _onArriveAtFrame()
        {
            base._onArriveAtFrame();

            _tweenTransform = TweenType.Once;
            _tweenRotate    = TweenType.Once;
            _tweenScale     = TweenType.Once;

            if (_keyFrameCount > 1 && (_tweenEasing != DragonBones.NO_TWEEN || _curve != null))
            {
                var currentTransform = _currentFrame.transform;
                var nextFrame        = _currentFrame.next;
                var nextTransform    = nextFrame.transform;

                // Transform.
                _durationTransform.x = nextTransform.x - currentTransform.x;
                _durationTransform.y = nextTransform.y - currentTransform.y;
                if (_durationTransform.x != 0.0f || _durationTransform.y != 0.0f)
                {
                    _tweenTransform = TweenType.Always;
                }

                // Rotate.
                var tweenRotate = _currentFrame.tweenRotate;
                if (tweenRotate != DragonBones.NO_TWEEN)
                {
                    if (tweenRotate != 0.0f)
                    {
                        if (tweenRotate > 0.0f ? nextTransform.skewY >= currentTransform.skewY : nextTransform.skewY <= currentTransform.skewY)
                        {
                            tweenRotate = tweenRotate > 0.0f ? tweenRotate - 1.0f : tweenRotate + 1.0f;
                        }

                        _durationTransform.skewX = nextTransform.skewX - currentTransform.skewX + DragonBones.PI_D * tweenRotate;
                        _durationTransform.skewY = nextTransform.skewY - currentTransform.skewY + DragonBones.PI_D * tweenRotate;
                    }
                    else
                    {
                        _durationTransform.skewX = Transform.NormalizeRadian(nextTransform.skewX - currentTransform.skewX);
                        _durationTransform.skewY = Transform.NormalizeRadian(nextTransform.skewY - currentTransform.skewY);
                    }

                    if (_durationTransform.skewX != 0.0f || _durationTransform.skewY != 0.0f)
                    {
                        _tweenRotate = TweenType.Always;
                    }
                }
                else
                {
                    _durationTransform.skewX = 0.0f;
                    _durationTransform.skewY = 0.0f;
                }

                // Scale.
                if (_currentFrame.tweenScale)
                {
                    _durationTransform.scaleX = nextTransform.scaleX - currentTransform.scaleX;
                    _durationTransform.scaleY = nextTransform.scaleY - currentTransform.scaleY;
                    if (_durationTransform.scaleX != 0.0f || _durationTransform.scaleY != 0.0f)
                    {
                        _tweenScale = TweenType.Always;
                    }
                }
                else
                {
                    _durationTransform.scaleX = 0.0f;
                    _durationTransform.scaleY = 0.0f;
                }
            }
            else
            {
                _durationTransform.x      = 0.0f;
                _durationTransform.y      = 0.0f;
                _durationTransform.skewX  = 0.0f;
                _durationTransform.skewY  = 0.0f;
                _durationTransform.scaleX = 0.0f;
                _durationTransform.scaleY = 0.0f;
            }
        }
Ejemplo n.º 7
0
        private void _ComputeB()
        {
            var boneLength            = this._bone.boneData.length;
            var parent                = this._root as Bone;
            var ikGlobal              = this._target.global;
            var parentGlobal          = parent.global;
            var global                = this._bone.global;
            var globalTransformMatrix = this._bone.globalTransformMatrix;

            var x = globalTransformMatrix.a * boneLength;
            var y = globalTransformMatrix.b * boneLength;

            var lLL = x * x + y * y;
            var lL  = (float)System.Math.Sqrt(lLL);

            var dX              = global.x - parentGlobal.x;
            var dY              = global.y - parentGlobal.y;
            var lPP             = dX * dX + dY * dY;
            var lP              = (float)System.Math.Sqrt(lPP);
            var rawRadian       = global.rotation;
            var rawParentRadian = parentGlobal.rotation;
            var rawRadianA      = (float)System.Math.Atan2(dY, dX);

            dX = ikGlobal.x - parentGlobal.x;
            dY = ikGlobal.y - parentGlobal.y;
            var lTT = dX * dX + dY * dY;
            var lT  = (float)System.Math.Sqrt(lTT);

            var radianA = 0.0f;

            if (lL + lP <= lT || lT + lL <= lP || lT + lP <= lL)
            {
                radianA = (float)System.Math.Atan2(ikGlobal.y - parentGlobal.y, ikGlobal.x - parentGlobal.x);
                if (lL + lP <= lT)
                {
                }
                else if (lP < lL)
                {
                    radianA += (float)System.Math.PI;
                }
            }
            else
            {
                var h  = (lPP - lLL + lTT) / (2.0f * lTT);
                var r  = (float)System.Math.Sqrt(lPP - h * h * lTT) / lT;
                var hX = parentGlobal.x + (dX * h);
                var hY = parentGlobal.y + (dY * h);
                var rX = -dY * r;
                var rY = dX * r;

                var isPPR        = false;
                var parentParent = parent.parent;
                if (parentParent != null)
                {
                    var parentParentMatrix = parentParent.globalTransformMatrix;
                    isPPR = parentParentMatrix.a * parentParentMatrix.d - parentParentMatrix.b * parentParentMatrix.c < 0.0f;
                }

                if (isPPR != this._bendPositive)
                {
                    global.x = hX - rX;
                    global.y = hY - rY;
                }
                else
                {
                    global.x = hX + rX;
                    global.y = hY + rY;
                }

                radianA = (float)System.Math.Atan2(global.y - parentGlobal.y, global.x - parentGlobal.x);
            }

            var dR = Transform.NormalizeRadian(radianA - rawRadianA);

            parentGlobal.rotation = rawParentRadian + dR * this._weight;
            parentGlobal.ToMatrix(parent.globalTransformMatrix);
            //
            var currentRadianA = rawRadianA + dR * this._weight;

            global.x = parentGlobal.x + (float)System.Math.Cos(currentRadianA) * lP;
            global.y = parentGlobal.y + (float)System.Math.Sin(currentRadianA) * lP;
            //
            var radianB = (float)System.Math.Atan2(ikGlobal.y - global.y, ikGlobal.x - global.x);

            if (global.scaleX < 0.0f)
            {
                radianB += (float)System.Math.PI;
            }

            global.rotation = parentGlobal.rotation + rawRadian - rawParentRadian + Transform.NormalizeRadian(radianB - dR - rawRadian) * this._weight;
            global.ToMatrix(globalTransformMatrix);
        }