コード例 #1
0
	FOR_EACH_COLLECTION(i, textureTimelineDict)
	{
		SkeletonSlotModel* slotModel = i->Key;
		StringTimelineModel* timelineModel = i->Value;

		SkeletonSlot* slot = skeleton->FindSlot(slotModel->Name());
		SkeletonSlotAttachmentNameTimeline* timeline = new SkeletonSlotAttachmentNameTimeline(timelineModel, true);
		timeline->Initialize(slot);
		mTimelines.Add(timeline);

	}
コード例 #2
0
	FOR_EACH_COLLECTION(i, vertexTimelineDcit)
	{
		const KeyValuePair<SkeletonSlotModel*, ISkeletonAttachmentModel*>& p = i->Key;
		SkeletonSlotModel* slotModel = p.Key;
		ISkeletonAttachmentModel* attachmentModel = p.Value;

		SkeletonSlot* slot = skeleton->FindSlot(slotModel->Name());

		VertexTimelineModel* timelineModel = i->Value;
		SkeletonSlotVertexTimeline* timeline = new SkeletonSlotVertexTimeline(timelineModel, attachmentModel);
		timeline->Initialize(slot);
		mTimelines.Add(timeline);
	}
コード例 #3
0
ファイル: ISkeleton.cpp プロジェクト: fjz13/Medusa
ISkeleton::ISkeleton(StringRef name, const Share<ISkeletonModel>& model)
	:INode(name), mModel(model),
	mAvatarModel(nullptr),
	mIsBoneVisible(false),
	mIsSlotVisible(true)
{
	Start();
	SetSize(model->GetBoundingSize());

	SetAvatarModel(mModel->DefaultAvatar());

	//create bones
	const List<SkeletonBoneModel*>& bones = mModel->Bones();
	for (auto boneModel : bones)
	{
		SkeletonBone* bone = new SkeletonBone(boneModel);
		bone->SetSkeleton(this);
		mBones.Add(bone);
		mBoneDict.Add(boneModel->Name(), bone);
	}

	for (auto bone : mBones)
	{
		SkeletonBoneModel* parentBoneModel = bone->Model()->Parent();
		if (parentBoneModel != nullptr)
		{
			SkeletonBone* parentBone = FindBone(parentBoneModel->Name());
			parentBone->AddBone(bone);
		}
	}

	//create slots

	const List<SkeletonSlotModel*>& slots = mModel->Slots();
	uintp slotCount = slots.Count();
	FOR_EACH_SIZE(i, slotCount)
	{
		SkeletonSlotModel* slotModel = slots[i];
		SkeletonBone* bone = FindBone(slotModel->ParentBone()->Name());
		SkeletonSlot* slot = new SkeletonSlot(this, slotModel);
		slot->EnableManaged();
		//slot->SetLogicZ(i);
		bone->AddSlot(slot);

		mSlots.Add(slot);
		mSlotDict.Add(slotModel->Name(), slot);
		AddChild(slot);
	}
コード例 #4
0
bool SkeletonAnimation::Initialize(void* target)
{
	RETURN_FALSE_IF_FALSE(BaseFiniteRepeatableAction::Initialize(target));

	//create time lines
	ISkeleton* skeleton = (ISkeleton*)target;
	const Dictionary<SkeletonSlotModel*, ColorTimelineModel*>& colorTimelineDict = mModel->ColorTimelineDict();
	FOR_EACH_COLLECTION(i, colorTimelineDict)
	{
		SkeletonSlotModel* slotModel = i->Key;
		ColorTimelineModel* timelineModel = i->Value;

		SkeletonSlot* slot = skeleton->FindSlot(slotModel->Name());
		ColorTimeline* timeline = new ColorTimeline(timelineModel, true);
		timeline->Initialize(slot);
		mTimelines.Add(timeline);
	}