Пример #1
0
    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;
    }
Пример #2
0
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;
}
Пример #3
0
    /**
    * 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;
    }
// 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;
}
Пример #5
0
Armature* BaseFactory::buildArmature(const std::string &armatureName, const std::string &skinName, const std::string &animationName, const std::string &dragonBonesName, const std::string &textureAtlasName) const
{
    DragonBonesData *dragonBonesData = nullptr;
    ArmatureData *armatureData = nullptr;
    ArmatureData *animationArmatureData = nullptr;
    SkinData *skinData = nullptr;
    SkinData *skinDataCopy = nullptr;
    
    if (!dragonBonesName.empty())
    {
        auto iterator = _dragonBonesDataMap.find(dragonBonesName);
        
        if (iterator != _dragonBonesDataMap.end())
        {
            dragonBonesData = iterator->second;
            armatureData = dragonBonesData->getArmatureData(armatureName);
            _currentDragonBonesDataName = dragonBonesName;
            _currentTextureAtlasName = textureAtlasName.empty() ? _currentDragonBonesDataName : textureAtlasName;
        }
    }
    
    if (!armatureData)
    {
        AutoSearchType searchType = (dragonBonesName.empty() ? AutoSearchType::AST_ALL : (autoSearchDragonBonesData ? AutoSearchType::AST_AUTO : AutoSearchType::AST_NONE));
        
        if (searchType != AutoSearchType::AST_NONE)
        {
            for (auto iterator = _dragonBonesDataMap.begin(); iterator != _dragonBonesDataMap.end(); ++iterator)
            {
                dragonBonesData = iterator->second;
                
                if (searchType == AutoSearchType::AST_ALL || dragonBonesData->autoSearch)
                {
                    armatureData = dragonBonesData->getArmatureData(armatureName);
                    
                    if (armatureData)
                    {
                        _currentDragonBonesDataName = iterator->first;
                        _currentTextureAtlasName = _currentDragonBonesDataName;
                        break;
                    }
                }
            }
        }
    }
    
    if (!armatureData)
    {
        return nullptr;
    }
    
    if (!animationName.empty() && animationName != armatureName)
    {
        animationArmatureData = dragonBonesData->getArmatureData(animationName);
        
        if (!animationArmatureData)
        {
            for (auto iterator = _dragonBonesDataMap.begin(); iterator != _dragonBonesDataMap.end(); ++iterator)
            {
                dragonBonesData = iterator->second;
                animationArmatureData = dragonBonesData->getArmatureData(animationName);
                
                if (animationArmatureData)
                {
                    break;
                }
            }
        }
        
        if (animationArmatureData)
        {
            skinDataCopy = animationArmatureData->getSkinData("");
        }
    }
    
    skinData = armatureData->getSkinData(skinName);
    Armature *armature = generateArmature(armatureData);
    armature->name = armatureName;
    
    if (animationArmatureData)
    {
        armature->getAnimation()->setAnimationDataList(animationArmatureData->animationDataList);
    }
    else
    {
        armature->getAnimation()->setAnimationDataList(armatureData->animationDataList);
    }
    
    //
    buildBones(armature, armatureData);
    
    //
    if (skinData)
    {
        buildSlots(armature, armatureData, skinData, skinDataCopy);
    }
    
    // update armature pose
    armature->getAnimation()->play();
    armature->advanceTime(0);
    armature->getAnimation()->stop();
    return armature;
}