骨骼的绑定归根结底就是将目标骨骼的位置以及旋转数据,同步给要绑定的显示对象。
先来看BindingTag.as
package away3d.entities{ import away3d.arcane; import away3d.animators.SkeletonAnimator; import away3d.animators.data.JointPose; import away3d.containers.ObjectContainer3D; use namespace arcane public class BindingTag extends ObjectContainer3D { private var _skeletonAnimator:SkeletonAnimator; private var _skeletonIndex:int; /** * * @param skeletonAnimator * @param skeletonIndex 要绑定的骨骼索引 * */ public function BindingTag(skeletonAnimator:SkeletonAnimator, skeletonIndex:int) { super(); _skeletonAnimator = skeletonAnimator; _skeletonIndex = skeletonIndex; } public function notifyBindingTransformChange():void { invalidateTransform(); } override protected function updateSceneTransform():void { if (_parent) { var jointPoses:Vector.<JointPose> = _skeletonAnimator.globalPose.jointPoses; if(jointPoses && jointPoses.length) { //取到骨骼数据并同步给当前对象 _sceneTransform.copyFrom( jointPoses[_skeletonIndex].toMatrix3D() ); _sceneTransform.append( _parent.sceneTransform ); _sceneTransform.prepend(transform); } } _sceneTransformDirty = false; } override public function dispose():void { //TODO: } }}BindingTag即是绑定在指定骨骼上的容器,假如你想绑定武器或特效, 只要将他们addChild到该BindingTag就可以了。 下面看怎样将BindingTag集成到Away3D里面。 为AnimatorBase添加Exit_Frame事件,至于为什么要加这个Exit_Frame事件,后面再来解释。 分别在start()以及stop()方法里添加、移除Exit_Frame事件
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if(!_broadcaster.hasEventListener(Event.EXIT_FRAME)) _broadcaster.addEventListener(Event.ENTER_FRAME, onExitFrame);if(_broadcaster.hasEventListener(Event.EXIT_FRAME)) _broadcaster.removeEventListener(Event.EXIT_FRAME, onExitFrame);protected function onExitFrame(event:Event):void{ //Override} |
为SkeletonAnimator添加addBindingTagByName,addBindingTagByIndex方法 以及复写onExitFrame
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/** * 绑定至通过名字指定的骨骼上 * @param boneName * @return * */ public function addBindingTagByName(boneName:String):BindingTag { var boneIndex : int = globalPose.jointPoseIndexFromName(boneName); if(boneIndex<0)//骨骼不存在 return null; return addBindingTagByIndex(boneIndex); } /** * 绑定至通过骨骼索引指定的骨骼上 * @param boneIndex * @return * */ public function addBindingTagByIndex(boneIndex:int):BindingTag { var bindingTag:BindingTag = new BindingTag(this, boneIndex); for(var i:int = 0; i < _owners.length; i++) { _owners[i].addChild(bindingTag);//将bindingTag添加至骨骼对应的Mesh } if(!_bindingTags)_bindingTags = new Vector.<BindingTag>(); _bindingTags.push(bindingTag); return bindingTag; } override protected function onExitFrame(event:Event):void { if(_bindingTags && _bindingTags.length) { for (var i:int = 0; i < _bindingTags.length; i++) { _bindingTags[i].notifyBindingTransformChange(); } } } |
到这里就已经代码已经都修改添加完成了,下面来说下为什么要在Exit_Frame事件中通知 BindingTag更新.骨骼的更新是在skeletonAnimatior的updateGlobalProperties方法中 进行的,他的更新是在引擎执行完traverse后执行的,所以为了保证每次执行traverse时都能让 BindingTag根据骨骼更新,需在Exit_Frame时通知,否则BindingTag的更新总会延迟一帧, 从而导致跟随出现错位问题。