cocostudio骨骼动画 -- 原点

1、如果把一个元素如CCSprite加入到CCArmature中,那么必须先要知道CCArmature的原点位置,

经过测试发现:原点大致在(下图所示),x居中,y位于底部。


2、

CCArmature本身继承与CCNode,所以可以设置

锚点和位置,但是CCArmature的大小,也可以说是上下左右的边界如何计算还不是很明白。

看下面的代码:

void CCArmature::updateOffsetPoint()
{
    // Set contentsize and Calculate anchor point.
    CCRect rect = boundingBox(); //计算大小
    setContentSize(rect.size);
    m_pOffsetPoint = ccp(-rect.origin.x,  -rect.origin.y);
    if (rect.size.width != 0 && rect.size.height != 0)
    {
        setAnchorPoint(ccp(m_pOffsetPoint.x / rect.size.width, m_pOffsetPoint.y / rect.size.height));
    }
}


-->>

CCRect CCSkeleton::boundingBox () {
	float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
	float scaleX = getScaleX();
	float scaleY = getScaleY();
	float vertices[8];
	for (int i = 0; i < skeleton->slotCount; ++i) {
		Slot* slot = skeleton->slots[i];
		if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
		RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
		RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
		minX = min(minX, vertices[VERTEX_X1] * scaleX);
		minY = min(minY, vertices[VERTEX_Y1] * scaleY);
		maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
		maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
		minX = min(minX, vertices[VERTEX_X4] * scaleX);
		minY = min(minY, vertices[VERTEX_Y4] * scaleY);
		maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
		maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
		minX = min(minX, vertices[VERTEX_X2] * scaleX);
		minY = min(minY, vertices[VERTEX_Y2] * scaleY);
		maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
		maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
		minX = min(minX, vertices[VERTEX_X3] * scaleX);
		minY = min(minY, vertices[VERTEX_Y3] * scaleY);
		maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
		maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
	}
	CCPoint position = getPosition();
	return CCRectMake(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
}


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