mirror of https://github.com/axmolengine/axmol.git
178 lines
4.9 KiB
C++
178 lines
4.9 KiB
C++
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/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "editor-support/cocostudio/CCBatchNode.h"
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#include "editor-support/cocostudio/CCArmature.h"
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#include "editor-support/cocostudio/CCSkin.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGroupCommand.h"
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#include "base/CCDirector.h"
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using namespace cocos2d;
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namespace cocostudio {
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BatchNode *BatchNode::create()
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{
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BatchNode *batchNode = new (std::nothrow) BatchNode();
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if (batchNode && batchNode->init())
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{
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batchNode->autorelease();
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return batchNode;
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}
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CC_SAFE_DELETE(batchNode);
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return nullptr;
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}
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BatchNode::BatchNode()
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: _groupCommand(nullptr)
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{
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}
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BatchNode::~BatchNode()
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{
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CC_SAFE_DELETE(_groupCommand);
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}
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bool BatchNode::init()
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{
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bool ret = Node::init();
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return ret;
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}
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void BatchNode::addChild(Node *child, int zOrder, int tag)
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{
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Node::addChild(child, zOrder, tag);
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Armature *armature = dynamic_cast<Armature *>(child);
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if (armature != nullptr)
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{
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armature->setBatchNode(this);
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if (_groupCommand == nullptr)
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{
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_groupCommand = new (std::nothrow) GroupCommand();
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}
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}
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}
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void BatchNode::addChild(cocos2d::Node *child, int zOrder, const std::string &name)
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{
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Node::addChild(child, zOrder, name);
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Armature *armature = dynamic_cast<Armature *>(child);
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if (armature != nullptr)
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{
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armature->setBatchNode(this);
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if (_groupCommand == nullptr)
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{
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_groupCommand = new (std::nothrow) GroupCommand();
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}
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}
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}
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void BatchNode::removeChild(Node* child, bool cleanup)
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{
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Armature *armature = dynamic_cast<Armature *>(child);
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if (armature != nullptr)
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{
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armature->setBatchNode(nullptr);
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}
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Node::removeChild(child, cleanup);
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}
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void BatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
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{
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// quick return if not visible. children won't be drawn.
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if (!_visible)
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{
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return;
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}
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
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if (isVisitableByVisitingCamera())
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{
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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Director* director = Director::getInstance();
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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sortAllChildren();
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draw(renderer, _modelViewTransform, flags);
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// FIX ME: Why need to set _orderOfArrival to 0??
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// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
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// setOrderOfArrival(0);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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}
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void BatchNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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if (_children.empty())
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{
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return;
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}
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// CC_NODE_DRAW_SETUP();
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bool pushed = false;
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for(auto object : _children)
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{
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Armature *armature = dynamic_cast<Armature *>(object);
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if (armature)
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{
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if (!pushed)
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{
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generateGroupCommand();
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pushed = true;
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}
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armature->visit(renderer, transform, flags);
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}
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else
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{
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renderer->popGroup();
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pushed = false;
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((Node *)object)->visit(renderer, transform, flags);
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}
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}
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}
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void BatchNode::generateGroupCommand()
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{
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Renderer* renderer = Director::getInstance()->getRenderer();
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_groupCommand->init(_globalZOrder);
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renderer->addCommand(_groupCommand);
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renderer->pushGroup(_groupCommand->getRenderQueueID());
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}
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}
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