mirror of https://github.com/axmolengine/axmol.git
116 lines
4.0 KiB
C
116 lines
4.0 KiB
C
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/****************************************************************************
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Copyright (c) 2014 cocos2d-x.org
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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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#ifndef __CCSKELETONNODE_H__
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#define __CCSKELETONNODE_H__
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#include "CCTimelineMacro.h"
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#include "renderer/CCRenderer.h"
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#include "cocostudio/CocosStudioExport.h"
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#include "base/CCMap.h"
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#include "CCBoneNode.h"
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NS_TIMELINE_BEGIN
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class CC_STUDIO_DLL SkeletonNode : public BoneNode
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{
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friend class BoneNode;
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public:
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static SkeletonNode* create();
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/**
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*get bonenode in skeleton node by bone name
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*/
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BoneNode* getBoneNode(const std::string& boneName);
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/**
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*get All bones in this skeleton, <bone's name, BoneNode>
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*/
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const cocos2d::Map<std::string, BoneNode*>& getAllSubBonesMap() const;
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/**
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*@brief: change displays
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*@param: boneSkinNameMap, map <name of bone, name of skin to display which added to bone>
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*/
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void changeSkins(const std::map<std::string, std::string>& boneSkinNameMap);
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/**
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*@brief: change displays
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*@param: skinGroupName have
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*/
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void changeSkins(const std::string& skinGroupName);
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/**
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*@brief: add a boneSkinNameMap as a SkinGroup named groupName
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*@param: groupName, key
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*@param: boneSkinNameMap, map <name of bone, name of skin to display which added to bone>
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*/
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void addSkinGroup(std::string groupName, std::map<std::string, std::string> boneSkinNameMap);
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cocos2d::Rect getBoundingBox() const override;
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protected:
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SkeletonNode();
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virtual ~SkeletonNode();
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virtual bool init() override;
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virtual void updateVertices() override;
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virtual void updateColor() override;
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virtual void visit(cocos2d::Renderer *renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags) override;
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virtual void onDraw(const cocos2d::Mat4 &transform, uint32_t flags) override;
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protected:
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cocos2d::Map<std::string, BoneNode*> _subBonesMap;
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private:
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cocos2d::Vec2 _squareVertices[8];
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cocos2d::Color4F _squareColors[8];
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cocos2d::Vec3 _noMVPVertices[8];
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std::map<std::string, std::map<std::string, std::string> > _skinGroupMap; // map< suit name, map< bone name, skin name> >
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CC_DISALLOW_COPY_AND_ASSIGN(SkeletonNode);
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// for batch draw sub bones
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bool _subDrawBonesDirty;
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bool _subDrawBonesOrderDirty;
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cocos2d::Vector<BoneNode*> _subDrawBones; // for draw faster, cache a list from _subBonesMap, sorted by render order
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std::vector<cocos2d::Vec3> _batchedBoneVetices;
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std::vector<cocos2d::Color4F> _batchedBoneColors;
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int _batchedVeticesCount;
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cocos2d::CustomCommand _batchBoneCommand;
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void updateAllDrawBones();
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void sortAllDrawBones();
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void batchDrawAllSubBones(const cocos2d::Mat4 &transform);
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void batchSubBone(BoneNode* bone);
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};
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NS_TIMELINE_END
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#endif //__CCSKELETONNODE_H__
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