mirror of https://github.com/axmolengine/axmol.git
culling working for both 2d and 3d projections
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15
CHANGELOG
15
CHANGELOG
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@ -1,11 +1,18 @@
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cocos2d-x-3.0rc0 Feb.?? 2014
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[All]
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[NEW] Adds more console commands: director resume|pause|stopanimation|startanimation.
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[NEW] Adds Dutch Language support.
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[NEW] Action: RotateBy supports 3D rotations
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[NEW] Bindings: Using python to automatically generate script bindings
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[NEW] Bindings: Added JS bindings support for Linux
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[NEW] Console: Added 'resolution', 'projection' commands. Improved API
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[NEW] Console: Added more commands: director resume|pause|stopanimation|startanimation.
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[NEW] Director: Displays 'Vertices drawn' in the stats. Useful to measure performance.
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[NEW] Using python to automatically generate script bindings codes.
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[NEW] Linux javascript bindings support.
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[NEW] Node: Added set/get Position3D() and set/get Rotation3D()
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Node: Calculates rotation X and Y correctly.
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Node: set/get VertexZ() -> set/get PositionZ()
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Node: setRotationX() -> setRotationSkewX()
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Node: setRotationY() -> setRotationSkewY()
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[NEW] Language: Added Dutch support.
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[NEW] Sprite: Added auto-culling support
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[FIX] Character would not be aligned on the baseline when label using distance field.
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[FIX] Adds a macro to disable inserting script binding relevant codes.
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@ -452,14 +452,15 @@ void Director::setProjection(Projection projection)
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kmGLMultMatrix(&matrixPerspective);
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kmGLMatrixMode(KM_GL_MODELVIEW);
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kmGLLoadIdentity();
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kmVec3 eye, center, up;
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kmVec3Fill(&eye, size.width/2, size.height/2, zeye);
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kmVec3Fill(¢er, size.width/2, size.height/2, 0.0f);
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kmVec3Fill(&up, 0.0f, 1.0f, 0.0f);
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kmMat4LookAt(&matrixLookup, &eye, ¢er, &up);
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kmGLMultMatrix(&matrixLookup);
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kmGLMatrixMode(KM_GL_MODELVIEW);
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kmGLLoadIdentity();
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break;
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}
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@ -352,8 +352,15 @@ public:
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virtual void setPositionY(float y);
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virtual float getPositionY(void) const;
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/**
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* Sets the X, Y, and Z axis position
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*/
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virtual void setPosition3D(const Vertex3F& position);
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/**
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* returns the X, Y and Z axis position
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*/
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virtual Vertex3F getPosition3D() const;
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/**
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* Sets the 'z' axis in the position. It is the OpenGL Z vertex value.
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*
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@ -391,13 +398,16 @@ public:
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/**
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* Changes the X skew angle of the node in degrees.
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*
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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*
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* This angle describes the shear distortion in the X direction.
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* Thus, it is the angle between the Y axis and the left edge of the shape
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* The default skewX angle is 0. Positive values distort the node in a CW direction.
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*
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* @param fSkewX The X skew angle of the node in degrees.
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* @param skewX The X skew angle of the node in degrees.
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*/
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virtual void setSkewX(float fSkewX);
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virtual void setSkewX(float skewX);
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/**
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* Returns the X skew angle of the node in degrees.
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*
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@ -411,13 +421,16 @@ public:
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/**
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* Changes the Y skew angle of the node in degrees.
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*
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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*
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* This angle describes the shear distortion in the Y direction.
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* Thus, it is the angle between the X axis and the bottom edge of the shape
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* The default skewY angle is 0. Positive values distort the node in a CCW direction.
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*
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* @param fSkewY The Y skew angle of the node in degrees.
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* @param skewY The Y skew angle of the node in degrees.
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*/
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virtual void setSkewY(float fSkewY);
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virtual void setSkewY(float skewY);
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/**
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* Returns the Y skew angle of the node in degrees.
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*
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@ -514,12 +527,22 @@ public:
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*/
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virtual float getRotation() const;
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/**
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* Sets the X, Y and Z axis rotation
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* Useful for 3d rotations
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*/
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virtual void setRotation3D(const Vertex3F& rotation);
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/**
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* returns the X, Y and Z axis rotation
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*/
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virtual Vertex3F getRotation3D() const;
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/**
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* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
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*
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* The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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*
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* 0 is the default rotation angle.
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* Positive values rotate node clockwise, and negative values for anti-clockwise.
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*
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@ -541,6 +564,9 @@ public:
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/**
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* Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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*
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* The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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*
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* 0 is the default rotation angle.
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* Positive values rotate node clockwise, and negative values for anti-clockwise.
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*
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@ -599,7 +599,7 @@ void Sprite::updateTransform(void)
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Point( _quad.tr.vertices.x, _quad.tr.vertices.y ),
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Point( _quad.tl.vertices.x, _quad.tl.vertices.y ),
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};
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ccDrawPoly(vertices, 4, true);
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DrawPrimitives::drawPoly(vertices, 4, true);
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#endif // CC_SPRITE_DEBUG_DRAW
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}
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@ -618,19 +618,27 @@ void Sprite::draw(void)
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bool Sprite::culling() const
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{
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Size s = Director::getInstance()->getWinSize();
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kmVec3 v3 = {_contentSize.width*0.5f, _contentSize.height*0.5f, 0};
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kmVec3Transform(&v3, &v3, &_modelViewTransform);
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float hcsx = _contentSize.width * 0.5f;
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float hcsy = _contentSize.height * 0.5f;
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float cshw = _contentSize.width * fmaxf(fabsf(_modelViewTransform.mat[0] + _modelViewTransform.mat[4]), fabsf(_modelViewTransform.mat[0] - _modelViewTransform.mat[4]));
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float cshh = _contentSize.height * fmaxf(fabsf(_modelViewTransform.mat[1] + _modelViewTransform.mat[5]), fabsf(_modelViewTransform.mat[1] - _modelViewTransform.mat[5]));
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// convert to world coordinates
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float x = hcsx * _modelViewTransform.mat[0] + hcsy * _modelViewTransform.mat[4] + _modelViewTransform.mat[12];
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float y = hcsx * _modelViewTransform.mat[1] + hcsy * _modelViewTransform.mat[5] + _modelViewTransform.mat[13];
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return ( (fabsf(v3.x)-cshw) < s.width/2 && (fabsf(v3.y)-cshh) < s.height/2);
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// center of screen is (0,0)
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x -= s.width/2;
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y -= s.height/2;
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// convert content size to world coordinates
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float wchw = hcsx * fmaxf(fabsf(_modelViewTransform.mat[0] + _modelViewTransform.mat[4]), fabsf(_modelViewTransform.mat[0] - _modelViewTransform.mat[4]));
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float wchh = hcsy * fmaxf(fabsf(_modelViewTransform.mat[1] + _modelViewTransform.mat[5]), fabsf(_modelViewTransform.mat[1] - _modelViewTransform.mat[5]));
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float tmpx = (fabsf(x)-wchw);
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float tmpy = (fabsf(y)-wchh);
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return (tmpx < s.width/2 && tmpy < s.height/2);
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}
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// Node overrides
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void Sprite::addChild(Node *child, int zOrder, int tag)
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{
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CCASSERT(child != nullptr, "Argument must be non-nullptr");
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SET_DIRTY_RECURSIVELY();
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}
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void Sprite::setRotationX(float fRotationX)
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void Sprite::setRotationSkewX(float fRotationX)
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{
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Node::setRotationX(fRotationX);
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Node::setRotationSkewX(fRotationX);
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SET_DIRTY_RECURSIVELY();
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}
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void Sprite::setRotationY(float fRotationY)
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void Sprite::setRotationSkewY(float fRotationY)
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{
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Node::setRotationY(fRotationY);
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Node::setRotationSkewY(fRotationY);
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SET_DIRTY_RECURSIVELY();
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}
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SET_DIRTY_RECURSIVELY();
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}
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void Sprite::setVertexZ(float fVertexZ)
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void Sprite::setPositionZ(float fVertexZ)
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{
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Node::setVertexZ(fVertexZ);
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Node::setPositionZ(fVertexZ);
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SET_DIRTY_RECURSIVELY();
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}
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virtual void setPosition(const Point& pos) override;
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virtual void setPosition(float x, float y) override;
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virtual void setRotation(float rotation) override;
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virtual void setRotationX(float rotationX) override;
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virtual void setRotationY(float rotationY) override;
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virtual void setRotationSkewX(float rotationX) override;
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virtual void setRotationSkewY(float rotationY) override;
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virtual void setSkewX(float sx) override;
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virtual void setSkewY(float sy) override;
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virtual void removeChild(Node* child, bool cleanup) override;
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virtual void addChild(Node *child, int zOrder, int tag) override;
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virtual void sortAllChildren() override;
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virtual void setScale(float scale) override;
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virtual void setVertexZ(float vertexZ) override;
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virtual void setPositionZ(float positionZ) override;
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virtual void setAnchorPoint(const Point& anchor) override;
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virtual void ignoreAnchorPointForPosition(bool value) override;
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virtual void setVisible(bool bVisible) override;
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