/** * Build and returns a new Armature instance. * @example * <listing> * var armature:Armature = factory.buildArmature('dragon'); * </listing> * @param armatureName The name of this Armature instance. * @param The name of this animation * @param The name of this SkeletonData. * @param The name of this textureAtlas. * @param The name of this skin. * @return A Armature instance. */ Armature* BaseFactory::buildArmature(const String &armatureName, const String &animationName, const String &skeletonName, const String &textureAtlasName, const String &skinName) { ArmatureData* armatureData = 0; SkeletonData *data = 0; if(!skeletonName.empty()) { std::map<String , SkeletonData*>::iterator iter = _dataDic.find(skeletonName); if(iter != _dataDic.end()) { data = iter->second; armatureData = data->getArmatureData(armatureName); } } //else //{ // for(skeletonName in _dataDic) // { // data = _dataDic[skeletonName]; // armatureData = data->getArmatureData(armatureName); // if(armatureData) // { // break; // } // } //} if(!armatureData) { return nullptr; } _currentDataName = skeletonName; _currentTextureAtlasName = textureAtlasName.empty() ? skeletonName : textureAtlasName; Armature* armature = generateArmature(); armature->name = armatureName; Bone* bone; for(size_t i = 0 ; i < armatureData->boneDataList.size() ; i ++) { BoneData* boneData = armatureData->boneDataList[i]; bone = new Bone(); bone->name = boneData->name; bone->fixedRotation = boneData->fixedRotation; bone->scaleMode = boneData->scaleMode; bone->origin = boneData->transform; if(armatureData->getBoneData(boneData->parent)) { armature->addBone(bone, boneData->parent); } else { armature->addBone(bone); } } ArmatureData* animationArmatureData = 0; SkinData *skinDataCopy = 0; if(!animationName.empty() && animationName != armatureName) { //ArmatureData* animationArmatureData = data->getArmatureData(animationName); // Get the default animation //if(!animationArmatureData) //{ // for (skeletonName in _dataDic) // { // data = _dataDic[skeletonName]; // animationArmatureData = data->getArmatureData(animationName); // if(animationArmatureData) // { // break; // } // } //} ArmatureData* armatureDataCopy = data->getArmatureData(animationName); if(armatureDataCopy) { skinDataCopy = armatureDataCopy->getSkinData(""); } } if(animationArmatureData) { armature->getAnimation()->setAnimationDataList(animationArmatureData->animationDataList); } else { armature->getAnimation()->setAnimationDataList(armatureData->animationDataList); } SkinData* skinData = armatureData->getSkinData(skinName); if(!skinData) { return nullptr; //throw new ArgumentError(); } Slot* slot; DisplayData* displayData; Armature* childArmature; size_t i; //var helpArray:Array = []; for(size_t j = 0 ; j < skinData->slotDataList.size() ; j ++) { SlotData* slotData = skinData->slotDataList[j]; bone = armature->getBone(slotData->parent); if(!bone) { continue; } slot = generateSlot(); slot->name = slotData->name; slot->setBlendMode(slotData->blendMode); slot->_originZOrder = slotData->zOrder; slot->_dislayDataList = slotData->displayDataList; std::vector<Object*> helpArray; i = slotData->displayDataList.size(); helpArray.resize(i); while(i --) { displayData = slotData->displayDataList[i]; if(displayData->type == DisplayData::ARMATURE) { DisplayData* displayDataCopy = 0; if(skinDataCopy) { SlotData* slotDataCopy = skinDataCopy->getSlotData(slotData->name); if(slotDataCopy) { displayDataCopy = slotDataCopy->displayDataList[i]; } } else { displayDataCopy = 0; } childArmature = buildArmature(displayData->name, displayDataCopy?displayDataCopy->name:"", _currentDataName, _currentTextureAtlasName); if(childArmature) { helpArray[i] = childArmature; } //fix by Wayne Dimart: // break; we don't use break here, or will crach the program due to incomplete helpArray. continue; } else { helpArray[i] = generateDisplay(getTextureAtlas(_currentTextureAtlasName), displayData->name, displayData->pivot.x, displayData->pivot.y); } } slot->setDisplayList(helpArray); slot->changeDisplay(0); bone->addChild(slot); } // i = armature->_boneList.size(); while(i --) { armature->_boneList[i]->update(); } i = armature->_slotList.size(); while(i --) { slot = armature->_slotList[i]; slot->update(); } armature->updateSlotsZOrder(); return armature; }
void BaseFactory::buildSlots(Armature *armature, const ArmatureData *armatureData, const SkinData *skinData, const SkinData *skinDataCopy) const { for (size_t i = 0, l = skinData->slotDataList.size(); i < l; ++i) { SlotData *slotData = skinData->slotDataList[i]; Bone *bone = armature->getBone(slotData->parent); if (!bone) { continue; } Slot *slot = generateSlot(slotData); slot->name = slotData->name; slot->_originZOrder = slotData->zOrder; slot->_slotData = slotData; std::vector<std::pair<void*, DisplayType>> displayList; void *frameDisplay = nullptr; for (size_t j = 0, l = slotData->displayDataList.size(); j < l; ++j) { const DisplayData *displayData = slotData->displayDataList[j]; switch (displayData->type) { case DisplayType::DT_ARMATURE: { DisplayData *displayDataCopy = nullptr; if (skinDataCopy) { const SlotData *slotDataCopy = skinDataCopy->getSlotData(slotData->name); if (slotDataCopy) { displayDataCopy = slotDataCopy->displayDataList[i]; } } std::string currentDragonBonesDataName = _currentDragonBonesDataName; std::string currentTextureAtlasName = _currentTextureAtlasName; Armature *childArmature = buildArmature(displayData->name, "", displayDataCopy ? displayDataCopy->name : "", currentDragonBonesDataName, currentTextureAtlasName); displayList.push_back(std::make_pair(childArmature, DisplayType::DT_ARMATURE)); _currentDragonBonesDataName = currentDragonBonesDataName; _currentTextureAtlasName = currentTextureAtlasName; break; } case DisplayType::DT_IMAGE: { void *display = getTextureDisplay(displayData->name, _currentTextureAtlasName, displayData); displayList.push_back(std::make_pair(display, DisplayType::DT_IMAGE)); break; } case DisplayType::DT_FRAME: { //j //frameDisplay = ; break; } default: break; } } bone->addChild(slot); if (!displayList.empty()) { slot->setDisplayList(displayList, false); } } }