CCArmature添加粒子发射器遇到的BUG,求救~ [编辑器问题反馈]
问题描述:
用最新的骨骼动画编辑器 (CocoStudio v1.0.2.0) 创建的骨骼动画,添加粒子发射器会崩溃
类似这样的代码(代码是从cocos2d-x 的testcpp中抄 机器人的):
CCParticleSystem* emitter1 = CCParticleSun::create();
emitter1->setTexture( CCTextureCache::sharedTextureCache()->addImage("xxx.png") );
CCBone *bone = CCBone::create("p1");
bone->setIgnoreMovementBoneData(true);
bone->addDisplay(emitter1, 0);
bone->changeDisplayByIndex(0, true);
bone->setZOrder(100);
bone->setScale(1.2f);
armature->addBone(bone, "weapon");
编译器输出:
First-chance exception at 0x01285167 in xxxx.exe: 0xC0000005: Access violation reading location 0x00000014.
Unhandled exception at 0x01285167 in xxxx.exe: 0xC0000005: Access violation reading location 0x00000014.
崩溃行:
cocos2d-x-2.2.0\extensions\CocoStudio\Armature\utils\CCTransformHelp.cpp
void CCTransformHelp::nodeConcat(CCBaseData &target, CCBaseData &source)
{
target.x += source.x; // * ----------------- 代码停在这一行 ------------------ 发现 source 是空指针
target.y += source.y;
target.skewX += source.skewX;
target.skewY += source.skewY;
target.scaleX += source.scaleX;
target.scaleY += source.scaleY;
}
查看函数调用栈:
CCBone.cpp
void CCBone::update(float delta)
{
if (m_pParentBone)
m_bBoneTransformDirty = m_bBoneTransformDirty || m_pParentBone->isTransformDirty();
CCBone *armatureParentBone = m_pArmature->getParentBone();
if (armatureParentBone && !m_bBoneTransformDirty)
{
m_bBoneTransformDirty = armatureParentBone->isTransformDirty();
}
if (m_bBoneTransformDirty)
{
if (m_pArmature->getArmatureData()->dataVersion >= VERSION_COMBINED)
{
CCTransformHelp::nodeConcat(*m_pTweenData, *m_pBoneData); // ----------------- 从这一行进入 ------------------
m_pTweenData->scaleX -= 1;
m_pTweenData->scaleY -= 1;
}
// ....
}
}
而发现 机器人的例子,不会进入那一行
原因是 机器人那个骨骼动画文件的版本是 0.1 >= 0.3 条件为false,就跳过了
if (m_pArmature->getArmatureData()->dataVersion >= VERSION_COMBINED)
{
}
而最新创建的版本号为:
m_pArmature->getArmatureData()->dataVersion == 1.0200000
进入就会崩溃!
此外还有一个问题:
就是获取某个Bone,然后对这个Bone直接添加粒子动画,粒子动画显示是错乱的,然后很快就消失了
我的问题代码类似:
CCParticleSystem* emitter1 = CCParticleSun::create();
emitter1->setTexture( CCTextureCache::sharedTextureCache()->addImage("particle/fire.png") );
sp->getBone("weapon")->addDisplay(emitter1, 0);
sp->getBone("weapon")->changeDisplayByIndex(0, true);
sp->getBone("weapon")->setZOrder(1000);
sp->getBone("weapon")->setScale(4.0f);
sp->getBone("weapon")->setVisible(true);
sp->getBone("weapon")->setIgnoreMovementBoneData(true);
不会崩溃,但是粒子动画显示是错乱的,然后很快就消失了,也达不到我动态添加粒子动画到某个骨头的需求~~~
感谢关注该问题,辛苦啦~
我在cocoachina的论坛里,死活发不出来,一直提示如下图标,郁闷 又没有给出危险字符是哪几个 ,所以才发到这里来的。。。汗,
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