2015/05/13
需求:
(1)希望在骨骼上綁定一個粒子特效
(2)獲取骨骼的位置
(3)獲取骨骼動畫的大小
(4)lua
1. cocostudio動畫編輯器
(1)綁定粒子特效(跟隨骨骼的移動移動)
local boneNew = ccs.Bone:create("particle") boneNew:addDisplay(particle, 0) --設置是否跟隨骨骼一起移動 boneNew:setIgnoreMovementBoneData(true) --顯示骨骼上綁定的內容(這里是粒子特效,換裝也是同樣的接口) boneNew:changeDisplayWithIndex(0, true) --設置層級關系 boneNew:setLocalZOrder(1) --Layer22為骨骼動畫中想綁定的骨骼,設置為該骨骼為粒子特效所在骨骼的父骨骼 armature:addBone(boneNew, "Layer22")
* 其他的和骨骼的綁定也是通過此方式實現,感覺比較好用
(2)獲取骨骼位置
修改源代碼,從getWorldInfo中獲取數據,在Bone類中加一個接口
cocos2d::Vec2 Bone::getBonePosition() const { BaseData *pData = getWorldInfo(); return Vec2(pData->x, pData->y); }
使用tolua++導出來之后如下(當然,自己也可以寫一個,就不用導出來這個步驟了):
int lua_cocos2dx_studio_Bone_getBonePosition(lua_State* tolua_S) { int argc = 0; cocostudio::Bone* cobj = nullptr; bool ok = true; #if COCOS2D_DEBUG >= 1 tolua_Error tolua_err; #endif #if COCOS2D_DEBUG >= 1 if (!tolua_isusertype(tolua_S,1,"ccs.Bone",0,&tolua_err)) goto tolua_lerror; #endif cobj = (cocostudio::Bone*)tolua_tousertype(tolua_S,1,0); #if COCOS2D_DEBUG >= 1 if (!cobj) { tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_studio_Bone_getBonePosition'", nullptr); return 0; } #endif argc = lua_gettop(tolua_S)-1; if (argc == 0) { if(!ok) return 0; cocos2d::Vec2 ret = cobj->getBonePosition(); vec2_to_luaval(tolua_S, ret); return 1; } CCLOG("%s has wrong number of arguments: %d, was expecting %d \n", "getBonePosition",argc, 0); return 0; #if COCOS2D_DEBUG >= 1 tolua_lerror: tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_studio_Bone_getBonePosition'.",&tolua_err); #endif return 0; }
(3)獲取骨骼動畫大小
cocostudio導出來加載后的Armature本身就是一個node,直接getContentSize就可以了。但是spine的動畫就不行,getContentSize的結果為0,要使用別的接口,看下面。
2. spine動畫編輯器
(1)綁定粒子特效(跟隨骨骼的移動移動)
沒有辦法做到,但是可以通過獲取骨骼的位置之后,添加一個特效到整個骨骼動畫的這個位置上,不過是不能跟隨骨骼一起移動的,一起移動看到有兩種方法,不過都沒有試過,就先記錄在這里,想用再來試一下
* update函數每幀獲取骨骼的位置,把粒子特效重現設置位置
參考:[1]
* 重寫spine骨骼的的接口,每個骨骼和一個node對應
參考:[2]
(2)獲取骨骼位置
同studio(因為lua沒有導出函數接口),修改代碼,導出lua,在類中增加一個函數:
Vec2 Skeleton::getBonePosition(const char* boneName) const { spBone *pBone = findBone(boneName); if (pBone) return cocos2d::Vec2(pBone->worldX, pBone->worldY); return cocos2d::Vec2(0, 0); }
導出后的c++代碼如下,同樣的可以自己寫:
int lua_cocos2dx_spine_Skeleton_getBonePosition(lua_State* tolua_S) { int argc = 0; spine::Skeleton* cobj = nullptr; bool ok = true; #if COCOS2D_DEBUG >= 1 tolua_Error tolua_err; #endif #if COCOS2D_DEBUG >= 1 if (!tolua_isusertype(tolua_S,1,"sp.Skeleton",0,&tolua_err)) goto tolua_lerror; #endif cobj = (spine::Skeleton*)tolua_tousertype(tolua_S,1,0); #if COCOS2D_DEBUG >= 1 if (!cobj) { tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_spine_Skeleton_getBonePosition'", nullptr); return 0; } #endif argc = lua_gettop(tolua_S)-1; if (argc == 1) { const char* arg0; std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp); arg0 = arg0_tmp.c_str(); if(!ok) return 0; cocos2d::Vec2 ret = cobj->getBonePosition(arg0); vec2_to_luaval(tolua_S, ret); return 1; } CCLOG("%s has wrong number of arguments: %d, was expecting %d \n", "getBonePosition",argc, 1); return 0; #if COCOS2D_DEBUG >= 1 tolua_lerror: tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_spine_Skeleton_getBonePosition'.",&tolua_err); #endif return 0; }
(3)獲取骨骼動畫大小
這個比較重要!!不能使用接口getContentSize,得出來的是0,但是Skeleton類提供了另外一個接口,也導出了lua接口:
Rect Skeleton::getBoundingBox () const { float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN; float scaleX = getScaleX(); float scaleY = getScaleY(); float vertices[8]; for (int i = 0; i < skeleton->slotCount; ++i) { spSlot* slot = skeleton->slots[i]; if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices); minX = min(minX, vertices[VERTEX_X1] * scaleX); minY = min(minY, vertices[VERTEX_Y1] * scaleY); maxX = max(maxX, vertices[VERTEX_X1] * scaleX); maxY = max(maxY, vertices[VERTEX_Y1] * scaleY); minX = min(minX, vertices[VERTEX_X4] * scaleX); minY = min(minY, vertices[VERTEX_Y4] * scaleY); maxX = max(maxX, vertices[VERTEX_X4] * scaleX); maxY = max(maxY, vertices[VERTEX_Y4] * scaleY); minX = min(minX, vertices[VERTEX_X2] * scaleX); minY = min(minY, vertices[VERTEX_Y2] * scaleY); maxX = max(maxX, vertices[VERTEX_X2] * scaleX); maxY = max(maxY, vertices[VERTEX_Y2] * scaleY); minX = min(minX, vertices[VERTEX_X3] * scaleX); minY = min(minY, vertices[VERTEX_Y3] * scaleY); maxX = max(maxX, vertices[VERTEX_X3] * scaleX); maxY = max(maxY, vertices[VERTEX_Y3] * scaleY); } Vec2 position = getPosition(); return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY); }
說明:
* 返回四個值:x, y, height, width
* 說明:(x, y)左下角的坐標,相對於rootbone的原點;height, width就是整個骨骼動畫的大小
* rootbone可以理解為cocos里面的錨點
* 【重要】在調用該接口之前,需要調用update接口初始化一遍數據,不然也是沒有數據的,參考[3]
3. 總結
(1)獲取位置都是需要新加接口的
(2)雖然spine編輯器要好用,但是對於程序來說spine綁定特效還沒有cocostudio方便
(3)cocostudio的位置最好不要直接拿來用,例如轉換為全局坐標,最好直接addBone的方式
(4)spine的坐標也是直接骨骼動畫addChild
4. 參考
[1]http://www.cnblogs.com/mrblue/p/3414158.html
[2]http://blog.csdn.net/n5/article/details/21795265
[3]http://blog.csdn.net/wk3368/article/details/38903095