2019-11-23 20:27:39 +08:00
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/****************************************************************************
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2020-10-17 16:32:16 +08:00
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2019-11-23 20:27:39 +08:00
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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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2020-10-21 10:12:00 +08:00
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#include "CCDisplayFactory.h"
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#include "CCBone.h"
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#include "CCArmature.h"
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#include "CCSkin.h"
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#include "CCArmatureDataManager.h"
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#include "CCTransformHelp.h"
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2019-11-23 20:27:39 +08:00
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#include "2d/CCParticleSystemQuad.h"
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using namespace cocos2d;
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namespace cocostudio {
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void DisplayFactory::addDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
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{
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switch(displayData->displayType)
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{
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case CS_DISPLAY_SPRITE:
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addSpriteDisplay(bone, decoDisplay, displayData);
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break;
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case CS_DISPLAY_PARTICLE:
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addParticleDisplay(bone, decoDisplay, displayData);
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break;
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case CS_DISPLAY_ARMATURE:
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addArmatureDisplay(bone, decoDisplay, displayData);
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break;
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default:
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break;
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}
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}
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void DisplayFactory::createDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
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{
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switch(decoDisplay->getDisplayData()->displayType)
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{
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case CS_DISPLAY_SPRITE:
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createSpriteDisplay(bone, decoDisplay);
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break;
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case CS_DISPLAY_PARTICLE:
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createParticleDisplay(bone, decoDisplay);
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break;
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case CS_DISPLAY_ARMATURE:
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createArmatureDisplay(bone, decoDisplay);
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break;
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default:
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break;
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}
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}
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void DisplayFactory::updateDisplay(Bone *bone, float dt, bool dirty)
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{
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Node *display = bone->getDisplayRenderNode();
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CS_RETURN_IF(!display);
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switch(bone->getDisplayRenderNodeType())
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{
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case CS_DISPLAY_SPRITE:
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if (dirty)
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{
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static_cast<Skin*>(display)->updateArmatureTransform();
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}
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break;
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case CS_DISPLAY_PARTICLE:
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updateParticleDisplay(bone, display, dt);
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break;
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case CS_DISPLAY_ARMATURE:
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updateArmatureDisplay(bone, display, dt);
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break;
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default:
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{
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Mat4 transform = bone->getNodeToArmatureTransform();
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display->setAdditionalTransform(&transform);
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}
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break;
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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if (dirty)
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{
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DecorativeDisplay *decoDisplay = bone->getDisplayManager()->getCurrentDecorativeDisplay();
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ColliderDetector *detector = decoDisplay->getColliderDetector();
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if (detector)
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{
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do
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{
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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CC_BREAK_IF(!detector->getBody());
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#endif
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Mat4 displayTransform = display->getNodeToParentTransform();
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Vec2 anchorPoint = display->getAnchorPointInPoints();
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anchorPoint = PointApplyTransform(anchorPoint, displayTransform);
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displayTransform.m[12] = anchorPoint.x;
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displayTransform.m[13] = anchorPoint.y;
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Mat4 t = TransformConcat( bone->getArmature()->getNodeToParentTransform(),displayTransform);
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detector->updateTransform(t);
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}
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while (0);
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}
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}
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#endif
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}
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void DisplayFactory::addSpriteDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
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{
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SpriteDisplayData *sdp = SpriteDisplayData::create();
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sdp->copy((SpriteDisplayData *)displayData);
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decoDisplay->setDisplayData(sdp);
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createSpriteDisplay(bone, decoDisplay);
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}
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void DisplayFactory::createSpriteDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
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{
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Skin *skin = nullptr;
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SpriteDisplayData *displayData = (SpriteDisplayData *)decoDisplay->getDisplayData();
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std::string textureName = displayData->displayName;
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2020-10-17 16:32:16 +08:00
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size_t startPos = textureName.find_last_of(".");
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2019-11-23 20:27:39 +08:00
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if(startPos != std::string::npos)
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{
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textureName = textureName.erase(startPos);
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}
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//! create display
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if(textureName.empty())
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{
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skin = Skin::create();
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}
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else
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{
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skin = Skin::createWithSpriteFrameName((textureName + ".png"));
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}
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decoDisplay->setDisplay(skin);
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if (skin == nullptr)
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{
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return;
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}
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skin->setBone(bone);
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initSpriteDisplay(bone, decoDisplay, displayData->displayName.c_str(), skin);
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Armature *armature = bone->getArmature();
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if (armature)
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{
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if (armature->getArmatureData()->dataVersion >= VERSION_COMBINED)
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{
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skin->setSkinData(displayData->skinData);
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}
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else
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{
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skin->setSkinData(*bone->getBoneData());
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}
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}
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}
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void DisplayFactory::initSpriteDisplay(Bone *bone, DecorativeDisplay *decoDisplay, const char *displayName, Skin *skin)
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{
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//! remove .xxx
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std::string textureName = displayName;
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2020-10-17 16:32:16 +08:00
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size_t startPos = textureName.find_last_of(".");
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2019-11-23 20:27:39 +08:00
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if(startPos != std::string::npos)
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{
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textureName = textureName.erase(startPos);
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}
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TextureData *textureData = ArmatureDataManager::getInstance()->getTextureData(textureName);
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if(textureData)
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{
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//! Init display anchorPoint, every Texture have a anchor point
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skin->setAnchorPoint(Vec2( textureData->pivotX, textureData->pivotY));
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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if (textureData && textureData->contourDataList.size() > 0)
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{
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//! create ContourSprite
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ColliderDetector *colliderDetector = ColliderDetector::create(bone);
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colliderDetector->addContourDataList(textureData->contourDataList);
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decoDisplay->setColliderDetector(colliderDetector);
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}
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#endif
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}
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void DisplayFactory::addArmatureDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
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{
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ArmatureDisplayData *adp = ArmatureDisplayData::create();
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adp->copy((ArmatureDisplayData *)displayData);
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decoDisplay->setDisplayData(adp);
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createArmatureDisplay(bone, decoDisplay);
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}
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void DisplayFactory::createArmatureDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
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{
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ArmatureDisplayData *displayData = (ArmatureDisplayData *)decoDisplay->getDisplayData();
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Armature *armature = Armature::create(displayData->displayName, bone);
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decoDisplay->setDisplay(armature);
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}
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void DisplayFactory::updateArmatureDisplay(Bone* /*bone*/, Node *display, float dt)
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{
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Armature *armature = (Armature *)display;
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if(armature)
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{
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armature->sortAllChildren();
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armature->update(dt);
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}
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}
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void DisplayFactory::addParticleDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
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{
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ParticleDisplayData *adp = ParticleDisplayData::create();
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adp->copy((ParticleDisplayData *)displayData);
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decoDisplay->setDisplayData(adp);
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createParticleDisplay(bone, decoDisplay);
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}
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void DisplayFactory::createParticleDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
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{
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ParticleDisplayData *displayData = (ParticleDisplayData *)decoDisplay->getDisplayData();
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ParticleSystem *system = ParticleSystemQuad::create(displayData->displayName);
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system->removeFromParent();
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system->cleanup();
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Armature *armature = bone->getArmature();
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if (armature)
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{
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system->setParent(armature);
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}
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decoDisplay->setDisplay(system);
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}
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void DisplayFactory::updateParticleDisplay(Bone *bone, Node *display, float dt)
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{
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ParticleSystem *system = (ParticleSystem *)display;
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BaseData node;
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TransformHelp::matrixToNode(bone->getNodeToArmatureTransform(), node);
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system->setPosition(node.x, node.y);
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system->setScaleX(node.scaleX);
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system->setScaleY(node.scaleY);
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system->update(dt);
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}
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}
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