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。