cocos2dx骨骼动画Armature源码剖析(三)
BigFengFeng 人气:0cocos2dx里骨骼动画代码在cocos -> editor-support -> cocostudio文件夹中,win下通过筛选器,文件结构如下。(mac下没有分,是整个一坨)
armature(目录): animation(目录):动画控制相关。 CCProcessBase(文件): ProcessBase(类):CCTween和ArmatureAnimation的基类。 CCTWeen(文件): Tween(类):控制flash里一个layer的动画。 CCArmatureAnimation(文件): ArmatureAnimation(类):控制整个动画,内有多个Tween。 datas(目录):xml或json转成c++中直接用的数据结构。 CCDatas(文件): BaseData(类):BoneData、FrameData的基类,包含大小位置颜色等信息。 DisplayData(类): SpriteDisplayData、ArmatureDisplayData、ParticleDisplayData的基类。 SpriteDisplayData(类):骨骼中的显示数据。 ArmatureDisplayData(类): ParticleDisplayData(类): BoneData(类):单个骨骼数据,flash中一个layer是一个骨骼。 ArmatureData(类):骨骼数据,整个骨骼结构数据。 FrameData(类):关键帧数据。 MovementBoneData(类):带有关键帧的骨骼数据。 MovementData(类):一个完整动画数据。 AnimationData(类):组动画数据,包含多个MovementData。 ContourData(类): TextureData(类):显示图片数据。 utils(目录): CCArmatureDataManager(文件): RelativeData(类): ArmatureDataManager(类):管理ArmatureData、AnimationData、TextureData。 CCArmatureDefine(文件): CCDataReaderHelper(文件): _AsyncStruct(类): _DataInfo(类): DataReaderHelper(类):这正解析xml或json的类。 CCSpriteFrameCacheHelper(文件): SpriteFrameCacheHelper(类): CCTransformHelp(文件): TransformHelp(类):矩阵运算。 CCUtilMath(文件): CCArmature(文件): Armature(类):控制整个骨骼动画,内有ArmatureAnimation和ArmatureData。 CCBone(文件): Bone(类):骨骼控制类 display(目录):显示的图片管理。 CCBatchNode(文件): BatchNode(类): CCDecorativeDisplay(文件): DecorativeDisplay(类): CCDisplayFactory(文件): DisplayFactory(类): CCDisplayManager(文件): DisplayManager(类): CCSkin(文件): Skin(类): physics(目录):物理引擎相关,不分析。 ColliderFilter(文件): ColliderFilter(类): ColliderBody(类): ColliderDetecotor(类)
数据相关源码
从底层到高层分析一个类一个类分析
再来看下数据相关的UML,总体来说,就是ArmatureDataManager依赖DataReaderHelper把flash导出的xml文件解析成程序直接用的XXData,XXData对应于xml的某个节点,比如FrameData就对应于<f>节点(<animaton><mov><b><f>)。
BaseData
BaseData:用来表示骨骼或帧的位置、旋转、颜色、缩放。
BaseData.h class BaseData : public cocosd::Ref { public: //Calculate two BaseData's between value(to - from) and set to self virtual void subtract(BaseData *from, BaseData *to, bool limit); public: //位置,xml的x,y float x; float y; //xml中z int zOrder; //旋转,xml的kX,kY float skewX; float skewY; //缩放,xml的cX,cY float scaleX; float scaleY; //啥?? float tweenRotate; //颜色的变化属性 bool isUseColorInfo; int a, r, g, b; };
作为FrameData和BoneData的基类,提供骨骼的状态信息。从下文可知BoneData对应xml中的<armature<b>>中的b节点,FrameData对应xml中的<f>节点,BoneData和FrameData都有
<x,y,kX,kY,cX,cY,pX,pY,z>等属性,BaseDa代表了这些属性。
BoneData
BoneData对应xml中的<armature<b>>中的b节点
class BoneData : public BaseData { public: void addDisplayData(DisplayData *displayData); DisplayData *getDisplayData(int index); public: std::string name; //! the bone's name std::string parentName; //! the bone parent's name //! save DisplayData informations for the Bone cocosd::Vector<DisplayData*> displayDataList; //仿射变换,程序里好像没用这个属性 cocosd::AffineTransform boneDataTransform; };
BoneData里有displayDataList,用来放这个骨头上的皮肤(就是DisplayData), DisplayData对应xml节点中的<b<d>>节点,一个BoneData里可以有多个皮肤,换装等功能需要多个皮肤。
FrameData
FrameData对应xml中的<f>节点,就是flash里的关键帧信息。
class FrameData : public BaseData { public: int frameID; //xml中dr,这一帧长度 int duration; //不知要他干啥 bool isTween; //xml中dI,显示哪个图 int displayIndex; };
DisplayData
DisplayData是SpriteDisplayData、ArmatureDisplayData、ParticleDisplayData的父类,用来表示展示节点信息。
ArmatureData
ArmatureData是对应<armature>节点,里面有这个骨骼的所有骨头,可以看成骨骼动画的骨骼。
class ArmatureData : public cocosd::Ref { public: //添加骨骼信息 void addBoneData(BoneData *boneData); BoneData *getBoneData(const std::string& boneName); public: std::string name; //多个骨头信息 cocosd::Map<std::string, BoneData*> boneDataDic; float dataVersion; };
AnimationData
AnimationData对应<animation>节点,里面有多个MovementData,MovementData(下面介绍)对应xml中的mov,为flash中的一个带帧标签的动画。
class AnimationData : public cocosd::Ref { public: void addMovement(MovementData *movData); MovementData *getMovement(const std::string& movementName); ssize_t getMovementCount(); public: //<animation name="Dragon">中的name std::string name; //所有带帧标签的动画map cocosd::Map<std::string, MovementData*> movementDataDic; //所有带帧标签的动画名 std::vector<std::string> movementNames; };
MovementData
MovementData对应xml中<animation<mov>>, 其中有所有的带帧信息的骨骼MovementBoneData(mov中的b)。
class MovementData : public cocosd::Ref { public: void addMovementBoneData(MovementBoneData *movBoneData); MovementBoneData *getMovementBoneData(const std::string& boneName); public: std::string name; //xml 中 dr int duration; //这怎么有个scale?? float scale; //xml中to int durationTo; //xml中drTW int durationTween; //xml中lp bool loop; //带帧信息的骨骼 cocosd::Map<std::string, MovementBoneData*> movBoneDataDic; };
MovementBoneData
MovementBoneData对应xml中<mov<b>>的b,里面有frameList,即为关键帧信息。
class MovementBoneData : public cocosd::Ref { void addFrameData(FrameData *frameData); FrameData *getFrameData(int index); public: //xml中的dl float delay; //xml中的sc float scale; //这个和MovementData中的duration是不是一个?? float duration; std::string name; //关键帧信息 cocosd::Vector<FrameData*> frameList; };
小总结
xml中的各个节点和XXData的对应关系如下表,xml各个字段的意义可以参考上篇文章
再来看产生动画相关的代码
ArmatureDataManager
ArmatureDataManager利用DataReaderHelper解析出armarureDatas、animationDatas和_textureDatas。
ArmatureDataManager是个单例,用到动画时会到ArmatureDataManager取得要生成动画的数据。
class ArmatureDataManager : public cocosd::Ref { public: //单例 static ArmatureDataManager *getInstance(); static void destroyInstance(); public: void addArmatureData(const std::string& id, ArmatureData *armatureData, const std::string& configFilePath = ""); ArmatureData *getArmatureData(const std::string& id); void removeArmatureData(const std::string& id); void addAnimationData(const std::string& id, AnimationData *animationData, const std::string& configFilePath = ""); AnimationData *getAnimationData(const std::string& id); void removeAnimationData(const std::string& id); void addTextureData(const std::string& id, TextureData *textureData, const std::string& configFilePath = ""); TextureData *getTextureData(const std::string& id); void removeTextureData(const std::string& id); void addArmatureFileInfo(const std::string& configFilePath); const cocosd::Map<std::string, ArmatureData*>& getArmatureDatas() const; const cocosd::Map<std::string, AnimationData*>& getAnimationDatas() const; const cocosd::Map<std::string, TextureData*>& getTextureDatas() const; protected: void addRelativeData(const std::string& configFilePath); RelativeData *getRelativeData(const std::string& configFilePath); private: cocosd::Map<std::string, ArmatureData*> _armarureDatas; cocosd::Map<std::string, AnimationData*> _animationDatas; cocosd::Map<std::string, TextureData*> _textureDatas; std::unordered_map<std::string, RelativeData> _relativeDatas; };
主要就是armarureDatas、animationDatas、_textureDatas三个map,那这三个map是怎么产生的呢?当执行
ArmatureDataManager::getInstance()->addArmatureFileInfo(“dragon.xml”);
后,那三个map变生成了。addArmatureFileInfo代码如下
void ArmatureDataManager::addArmatureFileInfo(const std::string& configFilePath) { addRelativeData(configFilePath); _autoLoadSpriteFile = true; DataReaderHelper::getInstance()->addDataFromFile(configFilePath); }
又调用了DataReaderHelper::getInstance()->addDataFromFile(),可知是DataReaderHelper真正完成了数据的解析。
DataReaderHelper类里有一堆decodeXXX()(比如decodeArmature、decodeBone)解析xml的某个节点。看下
addDataFromFile这个代码:
void DataReaderHelper::addDataFromFile(const std::string& filePath) { //省略一些代码 DataInfo dataInfo; dataInfo.filename = filePathStr; dataInfo.asyncStruct = nullptr; dataInfo.baseFilePath = basefilePath; if (str == ".xml") { DataReaderHelper::addDataFromCache(contentStr, &dataInfo); } else if(str == ".json" || str == ".ExportJson") { DataReaderHelper::addDataFromJsonCache(contentStr, &dataInfo); } else if(isbinaryfilesrc) { DataReaderHelper::addDataFromBinaryCache(contentStr.c_str(),&dataInfo); } CC_SAFE_DELETE_ARRAY(pBytes); }
对应不同的文件(xml、json、二进制)解析方式,xml用到是addDataFromCache
void DataReaderHelper::addDataFromCache(const std::string& pFileContent, DataInfo *dataInfo) { tinyxml::XMLDocument document; document.Parse(pFileContent.c_str()); tinyxml::XMLElement *root = document.RootElement(); CCASSERT(root, "XML error or XML is empty."); root->QueryFloatAttribute(VERSION, &dataInfo->flashToolVersion); /* * Begin decode armature data from xml */ tinyxml::XMLElement *armaturesXML = root->FirstChildElement(ARMATURES); tinyxml::XMLElement *armatureXML = armaturesXML->FirstChildElement(ARMATURE); while(armatureXML) { ArmatureData *armatureData = DataReaderHelper::decodeArmature(armatureXML, dataInfo); if (dataInfo->asyncStruct) { _dataReaderHelper->_addDataMutex.lock(); } ArmatureDataManager::getInstance()->addArmatureData(armatureData->name.c_str(), armatureData, dataInfo->filename.c_str()); armatureData->release(); if (dataInfo->asyncStruct) { _dataReaderHelper->_addDataMutex.unlock(); } armatureXML = armatureXML->NextSiblingElement(ARMATURE); } /* * Begin decode animation data from xml */ tinyxml::XMLElement *animationsXML = root->FirstChildElement(ANIMATIONS); tinyxml::XMLElement *animationXML = animationsXML->FirstChildElement(ANIMATION); while(animationXML) { AnimationData *animationData = DataReaderHelper::decodeAnimation(animationXML, dataInfo); if (dataInfo->asyncStruct) { _dataReaderHelper->_addDataMutex.lock(); } ArmatureDataManager::getInstance()->addAnimationData(animationData->name.c_str(), animationData, dataInfo->filename.c_str()); animationData->release(); if (dataInfo->asyncStruct) { _dataReaderHelper->_addDataMutex.unlock(); } animationXML = animationXML->NextSiblingElement(ANIMATION); } /* * Begin decode texture data from xml */ tinyxml::XMLElement *texturesXML = root->FirstChildElement(TEXTURE_ATLAS); tinyxml::XMLElement *textureXML = texturesXML->FirstChildElement(SUB_TEXTURE); while(textureXML) { TextureData *textureData = DataReaderHelper::decodeTexture(textureXML, dataInfo); if (dataInfo->asyncStruct) { _dataReaderHelper->_addDataMutex.lock(); } ArmatureDataManager::getInstance()->addTextureData(textureData->name.c_str(), textureData, dataInfo->filename.c_str()); textureData->release(); if (dataInfo->asyncStruct) { _dataReaderHelper->_addDataMutex.unlock(); } textureXML = textureXML->NextSiblingElement(SUB_TEXTURE); } }
里面有三个while,分别decodeArmature、decodeAnimation、decodeTexture,生成ArmatureData、AnimationData、TextureData之后又ArmatureDataManager::getInstance()->addArmatureData、addAnimationData、addTextureData,加到ArmatureDataManager对应map里。decodeXXX里又会调用各种decodeXX来生成相应的XXXData。
Armature
在载入了xml数据后,调用
armature = Armature::create("Dragon"); armature->getAnimation()->play("walk"); armature->getAnimation()->setSpeedScale(); armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * .f); armature->setScale(.f); addChild(armature);
便展示了动画,那么这是如何做到的呢?
Armature部分代码如下,ArmatureAnimation控制xml的mov节点,Bone中有Tween,这个Tween对应xml中b(MovementBoneData)
class Armature: public cocosd::Node, public cocosd::BlendProtocol { protected: //要展示动画的ArmatureData ArmatureData *_armatureData; BatchNode *_batchNode; Bone *_parentBone; float _version; mutable bool _armatureTransformDirty; //所有Bone cocosd::Map<std::string, Bone*> _boneDic; cocosd::Vector<Bone*> _topBoneList; cocosd::BlendFunc _blendFunc; cocosd::Vec _offsetPoint; cocosd::Vec _realAnchorPointInPoints; //动画控制器 ArmatureAnimation *_animation; };
Bone
部分代码如下,tweenData为当前Bone的状态,每帧都会更新这个值,并用tweenData确定worldInfo,提供Skin显示信息。tween为骨头的整个动画过程。
class Bone: public cocosd::Node { protected: BoneData *_boneData; //! A weak reference to the Armature Armature *_armature; //! A weak reference to the child Armature Armature *_childArmature; DisplayManager *_displayManager; /* * When Armature play an animation, if there is not a MovementBoneData of this bone in this MovementData, this bone will be hidden. * Set IgnoreMovementBoneData to true, then this bone will also be shown. */ bool _ignoreMovementBoneData; cocosd::BlendFunc _blendFunc; bool _blendDirty; Tween *_tween; //! Calculate tween effect //! Used for making tween effect in every frame FrameData *_tweenData; Bone *_parentBone; //! A weak reference to its parent bool _boneTransformDirty; //! Whether or not transform dirty //! self Transform, use this to change display's state cocosd::Mat _worldTransform; BaseData *_worldInfo; //! Armature's parent bone Bone *_armatureParentBone; };
Tween
这个是每个骨头的动画过程,见下面的movementBoneData。tweenData是Bone中tweenData的引用,在这每帧会计算这个tweenData值。
class Tween : public ProcessBase{ protected: //! A weak reference to the current MovementBoneData. The data is in the data pool MovementBoneData *_movementBoneData; FrameData *_tweenData; //! The computational tween frame data, //! A weak reference to the Bone's tweenData FrameData *_from; //! From frame data, used for calculate between value FrameData *_to; //! To frame data, used for calculate between value // total diff guan FrameData *_between; //! Between frame data, used for calculate current FrameData(m_pNode) value Bone *_bone; //! A weak reference to the Bone TweenType _frameTweenEasing; //! Dedermine which tween effect current frame use int _betweenDuration; //! Current key frame will last _betweenDuration frames // 总共运行了多少帧 guan int _totalDuration; int _fromIndex; //! The current frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex int _toIndex; //! The next frame index in FrameList of MovementBoneData, it's different from m_iFrameIndex ArmatureAnimation *_animation; bool _passLastFrame; //! If current frame index is more than the last frame's index };
ArmatureAnimation
控制动画的播放,看到_tweenList,所有骨头的集合就是动画了。
class ArmatureAnimation : public ProcessBase { protected: //! AnimationData save all MovementDatas this animation used. AnimationData *_animationData; MovementData *_movementData; //! MovementData save all MovementFrameDatas this animation used. Armature *_armature; //! A weak reference of armature std::string _movementID; //! Current movment's name int _toIndex; //! The frame index in MovementData->m_pMovFrameDataArr, it's different from m_iFrameIndex. cocos2d::Vector<Tween*> _tweenList; }
如何做到每帧更新骨头的信息?
addChild(armature)后,Armaure中的onEnter(node进入舞台就会调用,比如addchild),onEnter调scheduleUpdate调scheduleUpdateWithPriority调_scheduler->scheduleUpdate。这样就每帧调用armature的update。
void Armature::update(float dt) { _animation->update(dt); for(const auto &bone : _topBoneList) { bone->update(dt); } _armatureTransformDirty = false; }
又调用了animation->update(dt);及遍历调用bone->update(dt);animation->update(dt)如下:
void ArmatureAnimation::update(float dt) { ProcessBase::update(dt); for (const auto &tween : _tweenList) { tween->update(dt); } //省略一堆代码 }
又调用了tween->update(dt); 每一个update都会调用updateHandler(ProcessBase中update调用了update里调用updateHandler)
void Tween::updateHandler() { //省略一堆代码 if (_loopType > ANIMATION_TO_LOOP_BACK) { percent = updateFrameData(percent); } if(_frameTweenEasing != ::cocosd::tweenfunc::TWEEN_EASING_MAX) { tweenNodeTo(percent); } }
tweenNodeTo调用了tweenNodeTo,其中的tweenData其实就是Bone的tweenData。根据percent计算了_tweenData的变化量。
FrameData *Tween::tweenNodeTo(float percent, FrameData *node) { node = node == nullptr ? _tweenData : node; if (!_from->isTween) { percent = ; } node->x = _from->x + percent * _between->x; node->y = _from->y + percent * _between->y; node->scaleX = _from->scaleX + percent * _between->scaleX; node->scaleY = _from->scaleY + percent * _between->scaleY; node->skewX = _from->skewX + percent * _between->skewX; node->skewY = _from->skewY + percent * _between->skewY; _bone->setTransformDirty(true); if (node && _between->isUseColorInfo) { tweenColorTo(percent, node); } return node; }
转了一大圈终于在每帧更新了Bone中的tweenData,最后看Bone的update,其根据tweenData计算了worldInfo、worldTransform。而且updateDisplay更新skin的信息,staticcast<skin*>(display)->updateArmatureTransform();再transform = TransformConcat(_bone->getNodeToArmatureTransform(), _skinTransform);
void Bone::update(float delta) { if (_parentBone) _boneTransformDirty = _boneTransformDirty || _parentBone->isTransformDirty(); if (_armatureParentBone && !_boneTransformDirty) { _boneTransformDirty = _armatureParentBone->isTransformDirty(); } if (_boneTransformDirty) { if (_dataVersion >= VERSION_COMBINED) { TransformHelp::nodeConcat(*_tweenData, *_boneData); _tweenData->scaleX -= ; _tweenData->scaleY -= ; } _worldInfo->copy(_tweenData); _worldInfo->x = _tweenData->x + _position.x; _worldInfo->y = _tweenData->y + _position.y; _worldInfo->scaleX = _tweenData->scaleX * _scaleX; _worldInfo->scaleY = _tweenData->scaleY * _scaleY; _worldInfo->skewX = _tweenData->skewX + _skewX + _rotationZ_X; _worldInfo->skewY = _tweenData->skewY + _skewY - _rotationZ_Y; if(_parentBone) { applyParentTransform(_parentBone); } else { if (_armatureParentBone) { applyParentTransform(_armatureParentBone); } } TransformHelp::nodeToMatrix(*_worldInfo, _worldTransform); if (_armatureParentBone) { _worldTransform = TransformConcat(_worldTransform, _armature->getNodeToParentTransform()); } } DisplayFactory::updateDisplay(this, delta, _boneTransformDirty || _armature->getArmatureTransformDirty()); for(const auto &obj: _children) { Bone *childBone = static_cast<Bone*>(obj); childBone->update(delta); } _boneTransformDirty = false;
如何展示(draw)出图片(skin)
Armature诗歌node,加入父节点后会调用其draw函数,遍历draw了bone的显示元素。
void Armature::draw(cocosd::Renderer *renderer, const Mat &transform, uint_t flags) { if (_parentBone == nullptr && _batchNode == nullptr) { // CC_NODE_DRAW_SETUP(); } for (auto& object : _children) { if (Bone *bone = dynamic_cast<Bone *>(object)) { Node *node = bone->getDisplayRenderNode(); if (nullptr == node) continue; switch (bone->getDisplayRenderNodeType()) { case CS_DISPLAY_SPRITE: { Skin *skin = static_cast<Skin *>(node); skin->updateTransform(); BlendFunc func = bone->getBlendFunc(); if (func.src != _blendFunc.src || func.dst != _blendFunc.dst) { skin->setBlendFunc(bone->getBlendFunc()); } else { skin->setBlendFunc(_blendFunc); } skin->draw(renderer, transform, flags); } break; case CS_DISPLAY_ARMATURE: { node->draw(renderer, transform, flags); } break; default: { node->visit(renderer, transform, flags); // CC_NODE_DRAW_SETUP(); } break; } } else if(Node *node = dynamic_cast<Node *>(object)) { node->visit(renderer, transform, flags); // CC_NODE_DRAW_SETUP(); } } }
再skin->draw(renderer, transform, flags);会用到刚刚更新的_quad,显示出最新的图片信息。
{ Mat mv = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); //TODO implement z order _quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, , mv); renderer->addCommand(&_quadCommand); }
至此,大家对cocos2dx里的骨骼动画应该有了全面的认识,三篇文章介绍的比较粗糙,其实有些细节内容我也没看懂,不过不要在意这些细节,没有实际的改动需求的话,懂80%就可以了,细节可以需要的时候在仔细理解。
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