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6.14 kB
| /**************************************************************************** | |
| Copyright (c) 2014 Chukong Technologies Inc. | |
| http://www.cocos2d-x.org | |
| 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. | |
| ****************************************************************************/ | |
| NS_CC_BEGIN | |
| Sequence3D* Sequence3D::variadicCreate(Animate3D *action1, ...) | |
| { | |
| va_list params; | |
| va_start(params, action1); | |
| Sequence3D *ret = Sequence3D::createWithVariableList(action1, params); | |
| va_end(params); | |
| return ret; | |
| } | |
| Sequence3D* Sequence3D::create(Animate3D *action1, ...) | |
| { | |
| va_list params; | |
| va_start(params, action1); | |
| Sequence3D *ret = Sequence3D::createWithVariableList(action1, params); | |
| va_end(params); | |
| return ret; | |
| } | |
| Sequence3D* Sequence3D::createWithVariableList(Animate3D *action1, va_list args) | |
| { | |
| Animate3D *now; | |
| Vector<Animate3D*> actions; | |
| if (action1) | |
| actions.pushBack(action1); | |
| while (action1) | |
| { | |
| now = va_arg(args, Animate3D*); | |
| if (now) | |
| { | |
| actions.pushBack(now); | |
| } | |
| else | |
| break; | |
| } | |
| return create(actions); | |
| } | |
| Sequence3D* Sequence3D::create(const Vector<Animate3D*>& arrayOfActions) | |
| { | |
| Sequence3D* ret = nullptr; | |
| ret = new (std::nothrow) Sequence3D(); | |
| if (ret->initWithActions(arrayOfActions)) | |
| { | |
| ret->autorelease(); | |
| return ret; | |
| } | |
| CC_SAFE_RELEASE(ret); | |
| return ret; | |
| } | |
| bool Sequence3D::initWithActions(const Vector<Animate3D*>& arrayOfActions) | |
| { | |
| if (arrayOfActions.size() == 0) | |
| return false; | |
| _actions.clear(); | |
| _startTime.clear(); | |
| _endTime.clear(); | |
| Animate3D* preAction = nullptr; | |
| float duration = 0.f, dur = 0.f; | |
| _startTime.push_back(duration); | |
| for (auto& it : arrayOfActions) { | |
| float d1 = 0.f; | |
| if (preAction) | |
| d1 = preAction->getDuration(); | |
| float d2 = it->getDuration(); | |
| if (d1 < Animate3D::getTransitionTime() || d2 < Animate3D::getTransitionTime()) | |
| dur = d1 > d2 ? d1 : d2; | |
| else | |
| dur = d1 + d2 - Animate3D::getTransitionTime(); | |
| preAction = it; | |
| _actions.pushBack(it); | |
| _startTime.push_back(dur); | |
| _endTime.push_back(dur); | |
| duration += dur; | |
| } | |
| _startTime.erase(_startTime.end() - 1); | |
| for (ssize_t i = 0; i < _startTime.size(); i++) { | |
| _startTime[i] /= duration; | |
| _endTime[i] /= duration; | |
| } | |
| setDuration(duration); | |
| _curActionIdx = -1; | |
| return true; | |
| } | |
| Sequence3D* Sequence3D::clone() const | |
| { | |
| // no copy constructor | |
| auto seq3d = new (std::nothrow) Sequence3D(); | |
| seq3d->initWithActions(_actions); | |
| seq3d->autorelease(); | |
| return seq3d; | |
| } | |
| Sequence3D::Sequence3D() | |
| : _curActionIdx(-1) | |
| { | |
| } | |
| Sequence3D::~Sequence3D(void) | |
| { | |
| _actions.clear(); | |
| } | |
| void Sequence3D::startWithTarget(Node *target) | |
| { | |
| ActionInterval::startWithTarget(target); | |
| _curActionIdx = -1; | |
| } | |
| void Sequence3D::stop(void) | |
| { | |
| for (auto& action : _actions) { | |
| action->stop(); | |
| } | |
| ActionInterval::stop(); | |
| } | |
| Sequence3D* Sequence3D::reverse() const | |
| { | |
| Vector<Animate3D*> actions; | |
| for (auto it = _actions.rbegin(); it != _actions.rend(); ++it) { | |
| actions.pushBack(*it); | |
| } | |
| return create(actions); | |
| } | |
| void Sequence3D::update(float t) | |
| { | |
| if (_target) | |
| { | |
| int nextIdx = _curActionIdx + 1; | |
| if (nextIdx < _actions.size()) | |
| { | |
| if (t >= _startTime[nextIdx]) | |
| { | |
| _actions.at(nextIdx)->startWithTarget(_target); | |
| } | |
| } | |
| //update action | |
| int preActionIdx = _curActionIdx - 1; | |
| if (preActionIdx >= 0 && _endTime[preActionIdx] > t) | |
| { | |
| float newt = (t - _startTime[preActionIdx]) / (_endTime[preActionIdx] - _startTime[preActionIdx]); | |
| _actions.at(preActionIdx)->update(newt); | |
| } | |
| if (_curActionIdx >= 0 && _curActionIdx < _actions.size()) | |
| { | |
| float newt = (t - _startTime[_curActionIdx]) / (_endTime[_curActionIdx] - _startTime[_curActionIdx]); | |
| _actions.at(_curActionIdx)->update(newt); | |
| } | |
| } | |
| } | |
| void Sequence3D::step(float t) | |
| { | |
| ActionInterval::step(t) ; | |
| if (_target) | |
| { | |
| float newt=MAX(0, MIN(1, _elapsed /MAX(_duration, FLT_EPSILON))); | |
| int nextIdx = _curActionIdx + 1; | |
| if (nextIdx < _actions.size()) | |
| { | |
| if (newt >= _startTime[nextIdx]) | |
| { | |
| _curActionIdx = nextIdx; | |
| } | |
| } | |
| //update action | |
| int preActionIdx = _curActionIdx - 1; | |
| if (preActionIdx >= 0 && _endTime[preActionIdx] >newt) | |
| { | |
| _actions.at(preActionIdx)->step(t); | |
| } | |
| if (_curActionIdx >= 0 && _curActionIdx < _actions.size()) | |
| { | |
| _actions.at(_curActionIdx)->step(t); | |
| } | |
| } | |
| } | |
| NS_CC_END | |