MovementBoneData *MovementBoneData::create()
{
    MovementBoneData *pFrameNodeList = new MovementBoneData();
    if (pFrameNodeList && pFrameNodeList->init())
    {
        pFrameNodeList->autorelease();
        return pFrameNodeList;
    }
    CC_SAFE_DELETE(pFrameNodeList);
    return NULL;
}
Beispiel #2
0
bool Armature::init(const char *name)
{
    bool bRet = false;
    do
    {
        removeAllChildren();

        CC_SAFE_DELETE(_animation);
        _animation = new ArmatureAnimation();
        _animation->init(this);

        CC_SAFE_DELETE(_boneDic);
        _boneDic	= new Dictionary();

        CC_SAFE_DELETE(_topBoneList);
        _topBoneList = new Array();
        _topBoneList->init();


        _blendFunc.src = CC_BLEND_SRC;
        _blendFunc.dst = CC_BLEND_DST;


        _name = name == NULL ? "" : name;

        ArmatureDataManager *armatureDataManager = ArmatureDataManager::getInstance();

        if(_name.length() != 0)
        {
            _name = name;

            AnimationData *animationData = armatureDataManager->getAnimationData(name);
            CCASSERT(animationData, "AnimationData not exist! ");

            _animation->setAnimationData(animationData);


            ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
            CCASSERT(armatureData, "");

            _armatureData = armatureData;


            DictElement *_element = NULL;
            Dictionary *boneDataDic = &armatureData->boneDataDic;
            CCDICT_FOREACH(boneDataDic, _element)
            {
                Bone *bone = createBone(_element->getStrKey());

                //! init bone's  Tween to 1st movement's 1st frame
                do
                {

                    MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
                    CC_BREAK_IF(!movData);

                    MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
                    CC_BREAK_IF(!movBoneData || movBoneData->frameList.count() <= 0);

                    FrameData *frameData = movBoneData->getFrameData(0);
                    CC_BREAK_IF(!frameData);

                    bone->getTweenData()->copy(frameData);
                    bone->changeDisplayByIndex(frameData->displayIndex, false);
                }
                while (0);
            }

            update(0);
            updateOffsetPoint();
        }
Beispiel #3
0
bool Armature::init(const std::string& name)
{
    bool bRet = false;
    do
    {
        removeAllChildren();

        CC_SAFE_DELETE(_animation);
        _animation = new ArmatureAnimation();
        _animation->init(this);

        _boneDic.clear();
        _topBoneList.clear();

        _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;

        _name = name;

        ArmatureDataManager *armatureDataManager = ArmatureDataManager::getInstance();

        if(!_name.empty())
        {
            AnimationData *animationData = armatureDataManager->getAnimationData(name);
            CCASSERT(animationData, "AnimationData not exist! ");

            _animation->setAnimationData(animationData);


            ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
            CCASSERT(armatureData, "");

            _armatureData = armatureData;

            for (auto& element : armatureData->boneDataDic)
            {
                Bone *bone = createBone(element.first.c_str());

                //! init bone's  Tween to 1st movement's 1st frame
                do
                {
                    MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
                    CC_BREAK_IF(!movData);

                    MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
                    CC_BREAK_IF(!movBoneData || movBoneData->frameList.size() <= 0);

                    FrameData *frameData = movBoneData->getFrameData(0);
                    CC_BREAK_IF(!frameData);

                    bone->getTweenData()->copy(frameData);
                    bone->changeDisplayWithIndex(frameData->displayIndex, false);
                }
                while (0);
            }

            update(0);
            updateOffsetPoint();
        }
        else
        {
            _name = "new_armature";
            _armatureData = ArmatureData::create();
            _armatureData->name = _name;

            AnimationData *animationData = AnimationData::create();
            animationData->name = _name;

            armatureDataManager->addArmatureData(_name.c_str(), _armatureData);
            armatureDataManager->addAnimationData(_name.c_str(), animationData);

            _animation->setAnimationData(animationData);

        }

        setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));

        setCascadeOpacityEnabled(true);
        setCascadeColorEnabled(true);

        bRet = true;
    }
    while (0);

    return bRet;
}
Beispiel #4
0
bool Armature::init(const char *name)
{
    bool bRet = false;
    do
    {
        //cocos2d::CCLog("Armature (%s)  create.", name);
		
		removeAllChildren();

		CC_SAFE_DELETE(m_pAnimation);
        m_pAnimation = new Animation();
		m_pAnimation->init(this);

		CC_SAFE_DELETE(m_pBoneDic);
        m_pBoneDic	= new CCDictionary();

		CC_SAFE_DELETE(m_pTopBoneList);
		m_pTopBoneList = new CCArray();
		m_pTopBoneList->init();


		m_sBlendFunc.src = CC_BLEND_SRC;
		m_sBlendFunc.dst = CC_BLEND_DST;
        

		m_strName = name == NULL ? "" : name;

        ArmatureDataManager *armatureDataManager = ArmatureDataManager::sharedArmatureDataManager();
        
        if(m_strName.compare("") != 0)
        {
            m_strName = name;
            
            AnimationData* animationData = armatureDataManager->getAnimationData(name);
            CCAssert(animationData, "AnimationData not exist! ");
            
            m_pAnimation->setAnimationData(animationData);
            
            
            ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
            CCAssert(armatureData, "");
            
            m_pArmatureData = armatureData;
            
            
            CCDictElement *_element = NULL;
			CCDictionary *boneDataDic = &armatureData->boneDataDic;
            CCDICT_FOREACH(boneDataDic, _element)
            {
                Bone *bone = createBone(_element->getStrKey());
                
                //! init bone's  Tween to 1st movement's 1st frame
                do {
                    
                    MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
                    CC_BREAK_IF(!movData);
                    
                    MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
                    CC_BREAK_IF(!movBoneData || movBoneData->frameList.count() <= 0);
                    
                    FrameData *frameData = movBoneData->getFrameData(0);
                    CC_BREAK_IF(!frameData);
                    
                    bone->getTweenData()->copy(frameData);
					bone->changeDisplayByIndex(frameData->displayIndex, false);
                } while (0);
			}
			
			update(0);
			updateOffsetPoint();
        }
Beispiel #5
0
bool Armature::init(const char *name)
{
    bool bRet = false;
    do
    {
        //cocos2d::CCLog("Armature (%s)  create.", name);

		CC_SAFE_DELETE(m_pAnimation);
        m_pAnimation = Animation::create(this);
        CCAssert(m_pAnimation, "create Armature::m_pAnimation fail!");
        m_pAnimation->retain();

		CC_SAFE_DELETE(m_pBoneDic);
        m_pBoneDic	= CCDictionary::create();
        CCAssert(m_pBoneDic, "create Armature::m_pBoneDic fail!");
        m_pBoneDic->retain();

		m_sBlendFunc.src = CC_BLEND_SRC;
		m_sBlendFunc.dst = CC_BLEND_DST;
        

		m_strName = name == NULL ? "" : name;

        ArmatureDataManager *armatureDataManager = ArmatureDataManager::sharedArmatureDataManager();
        
        if(m_strName.compare("") != 0)
        {
            m_strName = name;
            
            AnimationData* animationData = armatureDataManager->getAnimationData(name);
            CCAssert(animationData, "AnimationData not exist! ");
            
            m_pAnimation->setAnimationData(animationData);
            
            
            ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
            CCAssert(armatureData, "");
            
            m_pArmatureData = armatureData;
            
            
            CCDictElement *_element = NULL;
			CCDictionary *boneDataDic = &armatureData->boneDataDic;
            CCDICT_FOREACH(boneDataDic, _element)
            {
                Bone *bone = createBone(_element->getStrKey());
                
                //! init bone's  Tween to 1st movement's 1st frame
                do {
                    
                    MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
                    CC_BREAK_IF(!movData);
                    
                    MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
                    CC_BREAK_IF(!movBoneData || movBoneData->frameList.count() <= 0);
                    
                    FrameData *_frameData = movBoneData->getFrameData(0);
                    CC_BREAK_IF(!_frameData);
                    
                    bone->getTweenData()->copy(_frameData);
                } while (0);
            }
            
        }