ArmatureData* ObjectDataParser::parseArmatureData(Json::Value & armatureObject, SkeletonData* data, unsigned int frameRate) { ArmatureData* armatureData = new ArmatureData(); armatureData->name = armatureObject[ConstValues::A_NAME].asCString(); Json::Value & bones = armatureObject[ConstValues::BONE]; for (unsigned int i = 0; i < bones.size(); i++) { Json::Value & boneObject = bones[i]; armatureData->addBoneData(parseBoneData(boneObject)); } Json::Value & skins = armatureObject[ConstValues::SKIN]; for (unsigned int i = 0; i < skins.size(); i++) { Json::Value & skinObject = skins[i]; armatureData->addSkinData(parseSkinData(skinObject, data)); } DBDataUtil::transformArmatureData(armatureData); armatureData->sortBoneDataList(); Json::Value & animitions = armatureObject[ConstValues::ANIMATION]; for (unsigned int i = 0; i < animitions.size(); i++) { Json::Value & animationObject = animitions[i]; armatureData->addAnimationData(parseAnimationData(animationObject, armatureData, frameRate)); } return armatureData; }
ArmatureData *XMLDataParser::parseArmatureData(const dragonBones::XMLElement *armatureXML, SkeletonData *data, uint frameRate) { ArmatureData *armatureData = new ArmatureData(); armatureData->name = armatureXML->Attribute(ConstValues::A_NAME.c_str()); for(const dragonBones::XMLElement* boneXML = armatureXML->FirstChildElement(ConstValues::BONE.c_str()) ; boneXML ; boneXML = boneXML->NextSiblingElement(ConstValues::BONE.c_str())) { armatureData->addBoneData(parseBoneData(boneXML)); } for(const dragonBones::XMLElement* skinXML = armatureXML->FirstChildElement(ConstValues::SKIN.c_str()) ; skinXML ; skinXML = skinXML->NextSiblingElement(ConstValues::SKIN.c_str())) { armatureData->addSkinData(parseSkinData(skinXML, data)); } DBDataUtil::transformArmatureData(armatureData); armatureData->sortBoneDataList(); for(const dragonBones::XMLElement* animationXML = armatureXML->FirstChildElement(ConstValues::ANIMATION.c_str()) ; animationXML ; animationXML = animationXML->NextSiblingElement(ConstValues::ANIMATION.c_str())) { armatureData->addAnimationData(parseAnimationData(animationXML, armatureData, frameRate)); } return armatureData; }
// 解析出DB骨骼数据 DragonBonesData* DotaAnimParser::parseDragonBonesData( Dota_Skeleton_Data& dotaSkeletonData, ITextureAtlas& textureAtlas, float scale/* = 1.f*/) { _armatureScale = scale; _frameRate = 24; DragonBonesData *dragonBonesData = new DragonBonesData(); dragonBonesData->name = dotaSkeletonData.name; ArmatureData *armatureData = new ArmatureData(); armatureData->name = dotaSkeletonData.name; for (int i = 0; i < (int)dotaSkeletonData.boneDataList.size(); i++) { Dota_Bone_Data * dotaBoneData = dotaSkeletonData.boneDataList[i]; BoneData *boneData = new BoneData(); boneData->name = dotaBoneData->name; boneData->length = 0; boneData->inheritRotation = true; boneData->inheritScale = false; Dota_Slot_Data * slotData = nullptr; Dota_First_Frame_Data::iterator iter; iter = dotaSkeletonData.firstFrameOfBoneMap.find(dotaBoneData->name); if (iter != dotaSkeletonData.firstFrameOfBoneMap.end()) slotData = iter->second; if (slotData != nullptr) setTransform(boneData->global, slotData->x, slotData->y, slotData->skX, slotData->skY, slotData->scX, slotData->scY); else setTransform(boneData->global, 0, 0, 0, 0, 1, 1); boneData->transform = boneData->global; armatureData->boneDataList.push_back(boneData); } SkinData *skinData = new SkinData(); skinData->name = "default"; for (int i = 0; i < (int)dotaSkeletonData.boneDataList.size(); i++) { Dota_Bone_Data * dotaBoneData = dotaSkeletonData.boneDataList[i]; SlotData *slotData = new SlotData(); slotData->name = dotaBoneData->name; slotData->parent = dotaBoneData->name; slotData->zOrder = dotaBoneData->index; DisplayData *displayData = new DisplayData(); displayData->name = dotaBoneData->textureName + ".png"; displayData->type = DisplayType::DT_IMAGE; displayData->scalingGrid = false; setTransform(displayData->transform, 0, 0, 0, 0, 1, 1); TextureData * textureData = getTextureData(textureAtlas, displayData->name); if (textureData->rotated) { displayData->pivot.x = textureData->region.height / 2 / _armatureScale; displayData->pivot.y = textureData->region.width / 2 / _armatureScale; } else { displayData->pivot.x = textureData->region.width / 2 / _armatureScale; displayData->pivot.y = textureData->region.height / 2 / _armatureScale; } slotData->displayDataList.push_back(displayData); skinData->slotDataList.push_back(slotData); } armatureData->skinDataList.push_back(skinData); transformArmatureData(armatureData); armatureData->sortBoneDataList(); for (int i = 0; i < (int)dotaSkeletonData.animDataList.size(); i++) { Dota_Anim_Data * dotaAnimData = dotaSkeletonData.animDataList[i]; AnimationData *animationData = new AnimationData(); animationData->name = dotaAnimData->name; animationData->frameRate = _frameRate; animationData->duration = (int)(round((int)dotaAnimData->frameDataList.size() * 1000.f / _frameRate)); animationData->playTimes = 0; animationData->fadeTime = 0.f; //0.3f; animationData->scale = 1; // use frame tweenEase, NaN // overwrite frame tweenEase, [-1, 0):ease in, 0:line easing, (0, 1]:ease out, (1, 2]:ease in out animationData->tweenEasing = USE_FRAME_TWEEN_EASING; animationData->autoTween = true; parseTimeline(*animationData); std::map<std::string, Dota_Anim_Data2 *>::iterator iter; iter = dotaSkeletonData.animDataMap.find(dotaAnimData->name); if (iter == dotaSkeletonData.animDataMap.end()) continue; Dota_Anim_Data2 * dotaAnimData2 = iter->second; Dota_Anim_Data2::iterator iter2; for (iter2 = dotaAnimData2->begin(); iter2 != dotaAnimData2->end(); iter2++) { Dota_Timeline_Data * dataTimelineData2 = iter2->second; TransformTimeline *timeline = new TransformTimeline(); timeline->name = iter2->first; timeline->scale = 1; timeline->offset = 0; timeline->duration = animationData->duration; int nBlankKeyframes = 0; for (int j = 0; j < (int)dotaAnimData->frameDataList.size(); j++) { Dota_Timeline_Data::iterator iter3 = dataTimelineData2->find(toString(j)); if (iter3 != dataTimelineData2->end()) { Dota_Slot_Data * slotData = iter3->second; if (nBlankKeyframes > 0) { TransformFrame *frame = newBlankKeyframes(nBlankKeyframes, slotData->soundName); timeline->frameList.push_back(frame); nBlankKeyframes = 0; } TransformFrame *frame = newKeyframes(slotData->zOrder, slotData->opacity, slotData->x, slotData->y, slotData->skX, slotData->skY, slotData->scX, slotData->scY, slotData->soundName); timeline->frameList.push_back(frame); } else { nBlankKeyframes++; } } if (nBlankKeyframes > 0) { TransformFrame *frame = newBlankKeyframes(nBlankKeyframes, ""); timeline->frameList.push_back(frame); nBlankKeyframes = 0; } parseTimeline(*timeline); animationData->timelineList.push_back(timeline); } addHideTimeline(animationData, armatureData); transformAnimationData(animationData, armatureData); armatureData->animationDataList.push_back(animationData); } dragonBonesData->armatureDataList.push_back(armatureData); return dragonBonesData; }