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
1 2 3 4 5 6 7 8 9 10 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 | /** * 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。