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cocos2dx骨骼动画Armature源码剖析(三)_javascript技巧

程序员文章站 2022-04-24 08:00:50
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cocos2dx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就对应于节点()。

cocos2dx骨骼动画Armature源码剖析(三)_javascript技巧

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>中的b节点,FrameData对应xml中的节点,BoneData和FrameData都有

等属性,BaseDa代表了这些属性。

BoneData

BoneData对应xml中的>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 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>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<:string bonedata> boneDataDic;
  float dataVersion;
 };

AnimationData

AnimationData对应节点,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:
  //中的name
  std::string name;
  //所有带帧标签的动画map
  cocosd::Map<:string movementdata> movementDataDic;
  //所有带帧标签的动画名
  std::vector<:string> movementNames;
 };

MovementData

MovementData对应xml中>, 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<:string movementbonedata> movBoneDataDic;
 };

MovementBoneData

MovementBoneData对应xml中>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 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

cocos2dx骨骼动画Armature源码剖析(三)_javascript技巧

再来看产生动画相关的代码

cocos2dx骨骼动画Armature源码剖析(三)_javascript技巧

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<:string armaturedata>&  getArmatureDatas() const;
  const cocosd::Map<:string animationdata>& getAnimationDatas() const;
  const cocosd::Map<:string texturedata>&  getTextureDatas() const;
 protected:
  void addRelativeData(const std::string& configFilePath);
  RelativeData *getRelativeData(const std::string& configFilePath);
 private:
  cocosd::Map<:string armaturedata> _armarureDatas;
  cocosd::Map<:string animationdata> _animationDatas;
  cocosd::Map<:string texturedata> _textureDatas;
  std::unordered_map<: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<:string bone> _boneDic;       cocosd::Vector _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 _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(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(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(object))
   {
    Node *node = bone->getDisplayRenderNode();
 
    if (nullptr == node)
     continue;
 
    switch (bone->getDisplayRenderNodeType())
    {
    case CS_DISPLAY_SPRITE:
    {
     Skin *skin = static_cast(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(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。