cocos2dx加载骨骼动画,获取骨骼位置
2015/05/13
需求:
(1)希望在骨骼上绑定一个粒子特效
(2)获取骨骼的位置
(3)获取骨骼动画的大小
(4)lua
1. cocostudio动画编辑器
(1)绑定粒子特效(跟随骨骼的移动移动)
local boneNew = ccs.Bone:create("particle") boneNew:addDisplay(particle, 0) --设置是否跟随骨骼一起移动 boneNew:setIgnoreMovementBoneData(true) --显示骨骼上绑定的内容(这里是粒子特效,换装也是同样的接口) boneNew:changeDisplayWithIndex(0, true) --设置层级关系 boneNew:setLocalZOrder(1) --Layer22为骨骼动画中想绑定的骨骼,设置为该骨骼为粒子特效所在骨骼的父骨骼 armature:addBone(boneNew, "Layer22")
* 其他的和骨骼的绑定也是通过此方式实现,感觉比较好用
(2)获取骨骼位置
修改源代码,从getWorldInfo中获取数据,在Bone类中加一个接口
cocos2d::Vec2 Bone::getBonePosition() const { BaseData *pData = getWorldInfo(); return Vec2(pData->x, pData->y); }
使用tolua++导出来之后如下(当然,自己也可以写一个,就不用导出来这个步骤了):
int lua_cocos2dx_studio_Bone_getBonePosition(lua_State* tolua_S) { int argc = 0; cocostudio::Bone* cobj = nullptr; bool ok = true; #if COCOS2D_DEBUG >= 1 tolua_Error tolua_err; #endif #if COCOS2D_DEBUG >= 1 if (!tolua_isusertype(tolua_S,1,"ccs.Bone",0,&tolua_err)) goto tolua_lerror; #endif cobj = (cocostudio::Bone*)tolua_tousertype(tolua_S,1,0); #if COCOS2D_DEBUG >= 1 if (!cobj) { tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_studio_Bone_getBonePosition'", nullptr); return 0; } #endif argc = lua_gettop(tolua_S)-1; if (argc == 0) { if(!ok) return 0; cocos2d::Vec2 ret = cobj->getBonePosition(); vec2_to_luaval(tolua_S, ret); return 1; } CCLOG("%s has wrong number of arguments: %d, was expecting %d \n", "getBonePosition",argc, 0); return 0; #if COCOS2D_DEBUG >= 1 tolua_lerror: tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_studio_Bone_getBonePosition'.",&tolua_err); #endif return 0; }
(3)获取骨骼动画大小
cocostudio导出来加载后的Armature本身就是一个node,直接getContentSize就可以了。但是spine的动画就不行,getContentSize的结果为0,要使用别的接口,看下面。
2. spine动画编辑器
(1)绑定粒子特效(跟随骨骼的移动移动)
没有办法做到,但是可以通过获取骨骼的位置之后,添加一个特效到整个骨骼动画的这个位置上,不过是不能跟随骨骼一起移动的,一起移动看到有两种方法,不过都没有试过,就先记录在这里,想用再来试一下
* update函数每帧获取骨骼的位置,把粒子特效重现设置位置
参考:[1]
* 重写spine骨骼的的接口,每个骨骼和一个node对应
参考:[2]
(2)获取骨骼位置
同studio(因为lua没有导出函数接口),修改代码,导出lua,在类中增加一个函数:
Vec2 Skeleton::getBonePosition(const char* boneName) const { spBone *pBone = findBone(boneName); if (pBone) return cocos2d::Vec2(pBone->worldX, pBone->worldY); return cocos2d::Vec2(0, 0); }
导出后的c++代码如下,同样的可以自己写:
int lua_cocos2dx_spine_Skeleton_getBonePosition(lua_State* tolua_S) { int argc = 0; spine::Skeleton* cobj = nullptr; bool ok = true; #if COCOS2D_DEBUG >= 1 tolua_Error tolua_err; #endif #if COCOS2D_DEBUG >= 1 if (!tolua_isusertype(tolua_S,1,"sp.Skeleton",0,&tolua_err)) goto tolua_lerror; #endif cobj = (spine::Skeleton*)tolua_tousertype(tolua_S,1,0); #if COCOS2D_DEBUG >= 1 if (!cobj) { tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_spine_Skeleton_getBonePosition'", nullptr); return 0; } #endif argc = lua_gettop(tolua_S)-1; if (argc == 1) { const char* arg0; std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp); arg0 = arg0_tmp.c_str(); if(!ok) return 0; cocos2d::Vec2 ret = cobj->getBonePosition(arg0); vec2_to_luaval(tolua_S, ret); return 1; } CCLOG("%s has wrong number of arguments: %d, was expecting %d \n", "getBonePosition",argc, 1); return 0; #if COCOS2D_DEBUG >= 1 tolua_lerror: tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_spine_Skeleton_getBonePosition'.",&tolua_err); #endif return 0; }
(3)获取骨骼动画大小
这个比较重要!!不能使用接口getContentSize,得出来的是0,但是Skeleton类提供了另外一个接口,也导出了lua接口:
Rect Skeleton::getBoundingBox () const { float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN; float scaleX = getScaleX(); float scaleY = getScaleY(); float vertices[8]; for (int i = 0; i < skeleton->slotCount; ++i) { spSlot* slot = skeleton->slots[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices); minX = min(minX, vertices[VERTEX_X1] * scaleX); minY = min(minY, vertices[VERTEX_Y1] * scaleY); maxX = max(maxX, vertices[VERTEX_X1] * scaleX); maxY = max(maxY, vertices[VERTEX_Y1] * scaleY); minX = min(minX, vertices[VERTEX_X4] * scaleX); minY = min(minY, vertices[VERTEX_Y4] * scaleY); maxX = max(maxX, vertices[VERTEX_X4] * scaleX); maxY = max(maxY, vertices[VERTEX_Y4] * scaleY); minX = min(minX, vertices[VERTEX_X2] * scaleX); minY = min(minY, vertices[VERTEX_Y2] * scaleY); maxX = max(maxX, vertices[VERTEX_X2] * scaleX); maxY = max(maxY, vertices[VERTEX_Y2] * scaleY); minX = min(minX, vertices[VERTEX_X3] * scaleX); minY = min(minY, vertices[VERTEX_Y3] * scaleY); maxX = max(maxX, vertices[VERTEX_X3] * scaleX); maxY = max(maxY, vertices[VERTEX_Y3] * scaleY); } Vec2 position = getPosition(); return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY); }
说明:
* 返回四个值:x, y, height, width
* 说明:(x, y)左下角的坐标,相对于rootbone的原点;height, width就是整个骨骼动画的大小
* rootbone可以理解为cocos里面的锚点
* 【重要】在调用该接口之前,需要调用update接口初始化一遍数据,不然也是没有数据的,参考[3]
3. 总结
(1)获取位置都是需要新加接口的
(2)虽然spine编辑器要好用,但是对于程序来说spine绑定特效还没有cocostudio方便
(3)cocostudio的位置最好不要直接拿来用,例如转换为全局坐标,最好直接addBone的方式
(4)spine的坐标也是直接骨骼动画addChild
4. 参考
[1]http://www.cnblogs.com/mrblue/p/3414158.html
[2]http://blog.csdn.net/n5/article/details/21795265
[3]http://blog.csdn.net/wk3368/article/details/38903095