mirror of https://github.com/axmolengine/axmol.git
migrate Vertex3f to Vector3
This commit is contained in:
parent
4e93943347
commit
49de7511f5
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@ -103,19 +103,19 @@ GridBase* Grid3DAction::getGrid()
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return Grid3D::create(_gridSize);
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}
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Vertex3F Grid3DAction::getVertex(const Point& position) const
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Vector3 Grid3DAction::getVertex(const Point& position) const
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{
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Grid3D *g = (Grid3D*)_gridNodeTarget->getGrid();
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return g->getVertex(position);
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}
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Vertex3F Grid3DAction::getOriginalVertex(const Point& position) const
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Vector3 Grid3DAction::getOriginalVertex(const Point& position) const
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{
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Grid3D *g = (Grid3D*)_gridNodeTarget->getGrid();
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return g->getOriginalVertex(position);
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}
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void Grid3DAction::setVertex(const Point& position, const Vertex3F& vertex)
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void Grid3DAction::setVertex(const Point& position, const Vector3& vertex)
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{
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Grid3D *g = (Grid3D*)_gridNodeTarget->getGrid();
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g->setVertex(position, vertex);
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@ -82,31 +82,31 @@ public:
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* @js NA
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* @lua NA
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*/
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Vertex3F getVertex(const Point& position) const;
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Vector3 getVertex(const Point& position) const;
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/** @deprecated Use getVertex() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE inline Vertex3F vertex(const Point& position) { return getVertex(position); }
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CC_DEPRECATED_ATTRIBUTE inline Vector3 vertex(const Point& position) { return getVertex(position); }
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/** returns the non-transformed vertex than belongs to certain position in the grid
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* @js NA
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* @lua NA
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*/
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Vertex3F getOriginalVertex(const Point& position) const;
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Vector3 getOriginalVertex(const Point& position) const;
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/** @deprecated Use getOriginalVertex() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE inline Vertex3F originalVertex(const Point& position) { return getOriginalVertex(position); }
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CC_DEPRECATED_ATTRIBUTE inline Vector3 originalVertex(const Point& position) { return getOriginalVertex(position); }
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/** sets a new vertex to a certain position of the grid
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* @js NA
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* @lua NA
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*/
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void setVertex(const Point& position, const Vertex3F& vertex);
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void setVertex(const Point& position, const Vector3& vertex);
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// Overrides
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virtual Grid3DAction * clone() const override = 0;
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@ -79,7 +79,7 @@ void Waves3D::update(float time)
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{
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for (j = 0; j < _gridSize.height + 1; ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i ,j));
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Vector3 v = getOriginalVertex(Point(i ,j));
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v.z += (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * 0.01f) * _amplitude * _amplitudeRate);
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//CCLOG("v.z offset is %f\n", (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * .01f) * _amplitude * _amplitudeRate));
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setVertex(Point(i, j), v);
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@ -142,7 +142,7 @@ void FlipX3D::update(float time)
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angle = angle / 2.0f; // x calculates degrees from 0 to 90
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float mx = cosf(angle);
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Vertex3F v0, v1, v, diff;
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Vector3 v0, v1, v, diff;
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v0 = getOriginalVertex(Point(1, 1));
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v1 = getOriginalVertex(Point(0, 0));
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@ -236,7 +236,7 @@ void FlipY3D::update(float time)
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angle = angle / 2.0f; // x calculates degrees from 0 to 90
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float my = cosf(angle);
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Vertex3F v0, v1, v, diff;
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Vector3 v0, v1, v, diff;
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v0 = getOriginalVertex(Point(1, 1));
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v1 = getOriginalVertex(Point(0, 0));
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@ -361,7 +361,7 @@ void Lens3D::update(float time)
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{
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for (j = 0; j < _gridSize.height + 1; ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i, j));
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Vector3 v = getOriginalVertex(Point(i, j));
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Point vect = _position - Point(v.x, v.y);
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float r = vect.getLength();
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@ -453,7 +453,7 @@ void Ripple3D::update(float time)
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{
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for (j = 0; j < (_gridSize.height+1); ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i, j));
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Vector3 v = getOriginalVertex(Point(i, j));
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Point vect = _position - Point(v.x,v.y);
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float r = vect.getLength();
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@ -521,7 +521,7 @@ void Shaky3D::update(float time)
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{
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for (j = 0; j < (_gridSize.height+1); ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i ,j));
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Vector3 v = getOriginalVertex(Point(i ,j));
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v.x += (rand() % (_randrange*2)) - _randrange;
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v.y += (rand() % (_randrange*2)) - _randrange;
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if (_shakeZ)
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@ -586,7 +586,7 @@ void Liquid::update(float time)
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{
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for (j = 1; j < _gridSize.height; ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i, j));
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Vector3 v = getOriginalVertex(Point(i, j));
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v.x = (v.x + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
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v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.y * .01f) * _amplitude * _amplitudeRate));
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setVertex(Point(i, j), v);
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@ -648,7 +648,7 @@ void Waves::update(float time)
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{
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for (j = 0; j < _gridSize.height + 1; ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i, j));
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Vector3 v = getOriginalVertex(Point(i, j));
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if (_vertical)
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{
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@ -724,7 +724,7 @@ void Twirl::update(float time)
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{
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for (j = 0; j < (_gridSize.height+1); ++j)
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{
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Vertex3F v = getOriginalVertex(Point(i ,j));
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Vector3 v = getOriginalVertex(Point(i ,j));
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Point avg = Point(i-(_gridSize.width/2.0f), j-(_gridSize.height/2.0f));
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float r = avg.getLength();
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@ -856,7 +856,7 @@ RotateBy* RotateBy::create(float duration, float deltaAngleX, float deltaAngleY)
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return rotateBy;
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}
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RotateBy* RotateBy::create(float duration, const Vertex3F& deltaAngle3D)
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RotateBy* RotateBy::create(float duration, const Vector3& deltaAngle3D)
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{
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RotateBy *rotateBy = new RotateBy();
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rotateBy->initWithDuration(duration, deltaAngle3D);
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@ -893,7 +893,7 @@ bool RotateBy::initWithDuration(float duration, float deltaAngleX, float deltaAn
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return false;
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}
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bool RotateBy::initWithDuration(float duration, const Vertex3F& deltaAngle3D)
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bool RotateBy::initWithDuration(float duration, const Vector3& deltaAngle3D)
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{
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if (ActionInterval::initWithDuration(duration))
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{
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@ -939,7 +939,7 @@ void RotateBy::update(float time)
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{
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if(_is3D)
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{
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Vertex3F v;
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Vector3 v;
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v.x = _startAngle3D.x + _angle3D.x * time;
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v.y = _startAngle3D.y + _angle3D.y * time;
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v.z = _startAngle3D.z + _angle3D.z * time;
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@ -957,7 +957,7 @@ RotateBy* RotateBy::reverse() const
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{
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if(_is3D)
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{
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Vertex3F v;
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Vector3 v;
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v.x = - _angle3D.x;
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v.y = - _angle3D.y;
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v.z = - _angle3D.z;
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@ -370,7 +370,7 @@ public:
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/** creates the action */
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static RotateBy* create(float duration, float deltaAngle);
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static RotateBy* create(float duration, float deltaAngleZ_X, float deltaAngleZ_Y);
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static RotateBy* create(float duration, const Vertex3F& deltaAngle3D);
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static RotateBy* create(float duration, const Vector3& deltaAngle3D);
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//
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// Override
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@ -387,7 +387,7 @@ CC_CONSTRUCTOR_ACCESS:
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/** initializes the action */
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bool initWithDuration(float duration, float deltaAngle);
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bool initWithDuration(float duration, float deltaAngleZ_X, float deltaAngleZ_Y);
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bool initWithDuration(float duration, const Vertex3F& deltaAngle3D);
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bool initWithDuration(float duration, const Vector3& deltaAngle3D);
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protected:
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float _angleZ_X;
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@ -396,8 +396,8 @@ protected:
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float _startAngleZ_Y;
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bool _is3D;
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Vertex3F _angle3D;
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Vertex3F _startAngle3D;
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Vector3 _angle3D;
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Vector3 _startAngle3D;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(RotateBy);
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@ -76,7 +76,7 @@ void PageTurn3D::update(float time)
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for (int j = 0; j <= _gridSize.height; ++j)
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{
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// Get original vertex
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Vertex3F p = getOriginalVertex(Point(i ,j));
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Vector3 p = getOriginalVertex(Point(i ,j));
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float R = sqrtf((p.x * p.x) + ((p.y - ay) * (p.y - ay)));
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float r = R * sinTheta;
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@ -460,9 +460,9 @@ CC_DEPRECATED_ATTRIBUTE static inline Vertex2F vertex2(const float x, const floa
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return c;
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}
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CC_DEPRECATED_ATTRIBUTE static inline Vertex3F vertex3(const float x, const float y, const float z)
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CC_DEPRECATED_ATTRIBUTE static inline Vector3 vertex3(const float x, const float y, const float z)
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{
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Vertex3F c(x, y, z);
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Vector3 c(x, y, z);
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return c;
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}
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@ -776,7 +776,8 @@ CC_DEPRECATED_ATTRIBUTE typedef Color3B ccColor3B;
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CC_DEPRECATED_ATTRIBUTE typedef Color4F ccColor4F;
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CC_DEPRECATED_ATTRIBUTE typedef Color4B ccColor4B;
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CC_DEPRECATED_ATTRIBUTE typedef Vertex2F ccVertex2F;
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CC_DEPRECATED_ATTRIBUTE typedef Vertex3F ccVertex3F;
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CC_DEPRECATED_ATTRIBUTE typedef Vector3 ccVertex3F;
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CC_DEPRECATED_ATTRIBUTE typedef Vector3 Vertex3F;
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CC_DEPRECATED_ATTRIBUTE typedef Tex2F ccTex2F;
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CC_DEPRECATED_ATTRIBUTE typedef PointSprite ccPointSprite;
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CC_DEPRECATED_ATTRIBUTE typedef Quad2 ccQuad2;
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@ -330,7 +330,7 @@ void Grid3D::blit(void)
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unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
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// position
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setGLBufferData(_vertices, numOfPoints * sizeof(Vertex3F), 0);
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setGLBufferData(_vertices, numOfPoints * sizeof(Vector3), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// texCoords
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@ -365,8 +365,8 @@ void Grid3D::calculateVertexPoints(void)
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unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
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_vertices = malloc(numOfPoints * sizeof(Vertex3F));
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_originalVertices = malloc(numOfPoints * sizeof(Vertex3F));
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_vertices = malloc(numOfPoints * sizeof(Vector3));
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_originalVertices = malloc(numOfPoints * sizeof(Vector3));
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_texCoordinates = malloc(numOfPoints * sizeof(Vertex2F));
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_indices = (GLushort*)malloc(_gridSize.width * _gridSize.height * sizeof(GLushort) * 6);
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@ -395,12 +395,12 @@ void Grid3D::calculateVertexPoints(void)
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memcpy(&idxArray[6*idx], tempidx, 6*sizeof(GLushort));
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int l1[4] = {a*3, b*3, c*3, d*3};
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Vertex3F e(x1, y1, 0);
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Vertex3F f(x2, y1, 0);
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Vertex3F g(x2, y2, 0);
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Vertex3F h(x1, y2, 0);
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Vector3 e(x1, y1, 0);
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Vector3 f(x2, y1, 0);
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Vector3 g(x2, y2, 0);
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Vector3 h(x1, y2, 0);
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Vertex3F l2[4] = {e, f, g, h};
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Vector3 l2[4] = {e, f, g, h};
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int tex1[4] = {a*2, b*2, c*2, d*2};
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Point Tex2F[4] = {Point(x1, y1), Point(x2, y1), Point(x2, y2), Point(x1, y2)};
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@ -424,34 +424,34 @@ void Grid3D::calculateVertexPoints(void)
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}
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}
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memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vertex3F));
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memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vector3));
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}
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Vertex3F Grid3D::getVertex(const Point& pos) const
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Vector3 Grid3D::getVertex(const Point& pos) const
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{
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CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
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int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
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float *vertArray = (float*)_vertices;
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Vertex3F vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
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Vector3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
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return vert;
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}
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Vertex3F Grid3D::getOriginalVertex(const Point& pos) const
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Vector3 Grid3D::getOriginalVertex(const Point& pos) const
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{
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CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
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int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
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float *vertArray = (float*)_originalVertices;
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Vertex3F vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
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Vector3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
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return vert;
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}
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void Grid3D::setVertex(const Point& pos, const Vertex3F& vertex)
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void Grid3D::setVertex(const Point& pos, const Vector3& vertex)
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{
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CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
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int index = (pos.x * (_gridSize.height + 1) + pos.y) * 3;
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@ -465,7 +465,7 @@ void Grid3D::reuse(void)
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{
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if (_reuseGrid > 0)
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{
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memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vertex3F));
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memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vector3));
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--_reuseGrid;
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}
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}
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@ -545,7 +545,7 @@ void TiledGrid3D::blit(void)
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int numQuads = _gridSize.width * _gridSize.height;
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// position
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setGLBufferData(_vertices, (numQuads*4*sizeof(Vertex3F)), 0);
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setGLBufferData(_vertices, (numQuads*4*sizeof(Vector3)), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// texCoords
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@ -580,8 +580,8 @@ void TiledGrid3D::calculateVertexPoints(void)
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CC_SAFE_FREE(_texCoordinates);
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CC_SAFE_FREE(_indices);
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_vertices = malloc(numQuads*4*sizeof(Vertex3F));
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_originalVertices = malloc(numQuads*4*sizeof(Vertex3F));
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_vertices = malloc(numQuads*4*sizeof(Vector3));
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_originalVertices = malloc(numQuads*4*sizeof(Vector3));
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_texCoordinates = malloc(numQuads*4*sizeof(Vertex2F));
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_indices = (GLushort*)malloc(numQuads*6*sizeof(GLushort));
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@ -132,28 +132,28 @@ public:
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* @js NA
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* @lua NA
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*/
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Vertex3F getVertex(const Point& pos) const;
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Vector3 getVertex(const Point& pos) const;
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/** @deprecated Use getVertex() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE Vertex3F vertex(const Point& pos) const { return getVertex(pos); }
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CC_DEPRECATED_ATTRIBUTE Vector3 vertex(const Point& pos) const { return getVertex(pos); }
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/** returns the original (non-transformed) vertex at a given position
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* @js NA
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* @lua NA
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*/
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Vertex3F getOriginalVertex(const Point& pos) const;
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Vector3 getOriginalVertex(const Point& pos) const;
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/** @deprecated Use getOriginalVertex() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE Vertex3F originalVertex(const Point& pos) const { return getOriginalVertex(pos); }
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CC_DEPRECATED_ATTRIBUTE Vector3 originalVertex(const Point& pos) const { return getOriginalVertex(pos); }
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/** sets a new vertex at a given position
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* @js NA
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* @lua NA
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*/
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void setVertex(const Point& pos, const Vertex3F& vertex);
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void setVertex(const Point& pos, const Vector3& vertex);
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// Overrides
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virtual void blit() override;
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@ -592,7 +592,7 @@ void LayerColor::draw(Renderer *renderer, const kmMat4 &transform, bool transfor
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kmVec3 pos;
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pos.x = _squareVertices[i].x; pos.y = _squareVertices[i].y; pos.z = _positionZ;
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kmVec3TransformCoord(&pos, &pos, &_modelViewTransform);
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_noMVPVertices[i] = Vertex3F(pos.x,pos.y,pos.z);
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_noMVPVertices[i] = Vector3(pos.x,pos.y,pos.z);
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}
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}
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||||
|
@ -606,7 +606,7 @@ void LayerColor::onDraw(const kmMat4& transform, bool transformUpdated)
|
|||
// Attributes
|
||||
//
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData(_noMVPVertices, 4 * sizeof(Vertex3F), 0);
|
||||
setGLBufferData(_noMVPVertices, 4 * sizeof(Vector3), 0);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
setGLBufferData(_squareColors, 4 * sizeof(Color4F), 1);
|
||||
|
|
|
@ -304,7 +304,7 @@ protected:
|
|||
Vertex2F _squareVertices[4];
|
||||
Color4F _squareColors[4];
|
||||
CustomCommand _customCommand;
|
||||
Vertex3F _noMVPVertices[4];
|
||||
Vector3 _noMVPVertices[4];
|
||||
private:
|
||||
CC_DISALLOW_COPY_AND_ASSIGN(LayerColor);
|
||||
|
||||
|
|
|
@ -280,7 +280,7 @@ float Node::getRotationSkewX() const
|
|||
return _rotationZ_X;
|
||||
}
|
||||
|
||||
void Node::setRotation3D(const Vertex3F& rotation)
|
||||
void Node::setRotation3D(const Vector3& rotation)
|
||||
{
|
||||
if (_rotationX == rotation.x &&
|
||||
_rotationY == rotation.y &&
|
||||
|
@ -303,12 +303,12 @@ void Node::setRotation3D(const Vertex3F& rotation)
|
|||
#endif
|
||||
}
|
||||
|
||||
Vertex3F Node::getRotation3D() const
|
||||
Vector3 Node::getRotation3D() const
|
||||
{
|
||||
// rotation Z is decomposed in 2 to simulate Skew for Flash animations
|
||||
CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y");
|
||||
|
||||
return Vertex3F(_rotationX,_rotationY,_rotationZ_X);
|
||||
return Vector3(_rotationX,_rotationY,_rotationZ_X);
|
||||
}
|
||||
|
||||
void Node::setRotationSkewX(float rotationX)
|
||||
|
@ -447,15 +447,15 @@ void Node::setPosition(float x, float y)
|
|||
setPosition(Point(x, y));
|
||||
}
|
||||
|
||||
void Node::setPosition3D(const Vertex3F& position)
|
||||
void Node::setPosition3D(const Vector3& position)
|
||||
{
|
||||
_positionZ = position.z;
|
||||
setPosition(Point(position.x, position.y));
|
||||
}
|
||||
|
||||
Vertex3F Node::getPosition3D() const
|
||||
Vector3 Node::getPosition3D() const
|
||||
{
|
||||
Vertex3F ret;
|
||||
Vector3 ret;
|
||||
ret.x = _position.x;
|
||||
ret.y = _position.y;
|
||||
ret.z = _positionZ;
|
||||
|
|
|
@ -40,6 +40,7 @@
|
|||
#include "CCEventDispatcher.h"
|
||||
#include "CCVector.h"
|
||||
#include "kazmath/kazmath.h"
|
||||
#include "CCMath.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
|
@ -72,6 +73,8 @@ enum {
|
|||
kNodeOnCleanup
|
||||
};
|
||||
|
||||
USING_NS_CC_MATH;
|
||||
|
||||
bool nodeComparisonLess(Node* n1, Node* n2);
|
||||
|
||||
class EventListener;
|
||||
|
@ -331,11 +334,11 @@ public:
|
|||
/**
|
||||
* Sets the position (X, Y, and Z) in its parent's coordinate system
|
||||
*/
|
||||
virtual void setPosition3D(const Vertex3F& position);
|
||||
virtual void setPosition3D(const Vector3& position);
|
||||
/**
|
||||
* returns the position (X,Y,Z) in its parent's coordinate system
|
||||
*/
|
||||
virtual Vertex3F getPosition3D() const;
|
||||
virtual Vector3 getPosition3D() const;
|
||||
|
||||
/**
|
||||
* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.
|
||||
|
@ -499,11 +502,11 @@ public:
|
|||
* Sets the rotation (X,Y,Z) in degrees.
|
||||
* Useful for 3d rotations
|
||||
*/
|
||||
virtual void setRotation3D(const Vertex3F& rotation);
|
||||
virtual void setRotation3D(const Vector3& rotation);
|
||||
/**
|
||||
* returns the rotation (X,Y,Z) in degrees.
|
||||
*/
|
||||
virtual Vertex3F getRotation3D() const;
|
||||
virtual Vector3 getRotation3D() const;
|
||||
|
||||
/**
|
||||
* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
|
||||
|
|
|
@ -404,10 +404,10 @@ void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimme
|
|||
float y2 = y1 + _rect.size.height;
|
||||
|
||||
// Don't update Z.
|
||||
_quad.bl.vertices = Vertex3F(x1, y1, 0);
|
||||
_quad.br.vertices = Vertex3F(x2, y1, 0);
|
||||
_quad.tl.vertices = Vertex3F(x1, y2, 0);
|
||||
_quad.tr.vertices = Vertex3F(x2, y2, 0);
|
||||
_quad.bl.vertices = Vector3(x1, y1, 0);
|
||||
_quad.br.vertices = Vector3(x2, y1, 0);
|
||||
_quad.tl.vertices = Vector3(x1, y2, 0);
|
||||
_quad.tr.vertices = Vector3(x2, y2, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -510,7 +510,7 @@ void Sprite::updateTransform(void)
|
|||
// If it is not visible, or one of its ancestors is not visible, then do nothing:
|
||||
if( !_visible || ( _parent && _parent != _batchNode && static_cast<Sprite*>(_parent)->_shouldBeHidden) )
|
||||
{
|
||||
_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vertex3F(0,0,0);
|
||||
_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vector3(0,0,0);
|
||||
_shouldBeHidden = true;
|
||||
}
|
||||
else
|
||||
|
@ -559,10 +559,10 @@ void Sprite::updateTransform(void)
|
|||
float dx = x1 * cr - y2 * sr2 + x;
|
||||
float dy = x1 * sr + y2 * cr2 + y;
|
||||
|
||||
_quad.bl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ );
|
||||
_quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ );
|
||||
_quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ );
|
||||
_quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ );
|
||||
_quad.bl.vertices = Vector3( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ );
|
||||
_quad.br.vertices = Vector3( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ );
|
||||
_quad.tl.vertices = Vector3( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ );
|
||||
_quad.tr.vertices = Vector3( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ );
|
||||
}
|
||||
|
||||
// MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
|
||||
|
@ -1028,10 +1028,10 @@ void Sprite::setBatchNode(SpriteBatchNode *spriteBatchNode)
|
|||
float y1 = _offsetPosition.y;
|
||||
float x2 = x1 + _rect.size.width;
|
||||
float y2 = y1 + _rect.size.height;
|
||||
_quad.bl.vertices = Vertex3F( x1, y1, 0 );
|
||||
_quad.br.vertices = Vertex3F( x2, y1, 0 );
|
||||
_quad.tl.vertices = Vertex3F( x1, y2, 0 );
|
||||
_quad.tr.vertices = Vertex3F( x2, y2, 0 );
|
||||
_quad.bl.vertices = Vector3( x1, y1, 0 );
|
||||
_quad.br.vertices = Vector3( x2, y1, 0 );
|
||||
_quad.tl.vertices = Vector3( x1, y2, 0 );
|
||||
_quad.tr.vertices = Vector3( x2, y2, 0 );
|
||||
|
||||
} else {
|
||||
|
||||
|
|
|
@ -31,9 +31,12 @@ THE SOFTWARE.
|
|||
#include <string>
|
||||
#include "CCGeometry.h"
|
||||
#include "CCGL.h"
|
||||
#include "CCMath.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
USING_NS_CC_MATH;
|
||||
|
||||
struct Color4B;
|
||||
struct Color4F;
|
||||
|
||||
|
@ -163,20 +166,20 @@ struct Vertex2F
|
|||
/** A vertex composed of 2 floats: x, y
|
||||
@since v3.0
|
||||
*/
|
||||
struct Vertex3F
|
||||
{
|
||||
Vertex3F(float _x, float _y, float _z)
|
||||
: x(_x)
|
||||
, y(_y)
|
||||
, z(_z)
|
||||
{}
|
||||
// struct Vertex3F
|
||||
// {
|
||||
// Vertex3F(float _x, float _y, float _z)
|
||||
// : x(_x)
|
||||
// , y(_y)
|
||||
// , z(_z)
|
||||
// {}
|
||||
|
||||
Vertex3F(): x(0.f), y(0.f), z(0.f) {}
|
||||
// Vertex3F(): x(0.f), y(0.f), z(0.f) {}
|
||||
|
||||
GLfloat x;
|
||||
GLfloat y;
|
||||
GLfloat z;
|
||||
};
|
||||
// GLfloat x;
|
||||
// GLfloat y;
|
||||
// GLfloat z;
|
||||
// };
|
||||
|
||||
/** A texcoord composed of 2 floats: u, y
|
||||
@since v3.0
|
||||
|
@ -211,10 +214,10 @@ struct Quad2
|
|||
|
||||
//! A 3D Quad. 4 * 3 floats
|
||||
struct Quad3 {
|
||||
Vertex3F bl;
|
||||
Vertex3F br;
|
||||
Vertex3F tl;
|
||||
Vertex3F tr;
|
||||
Vector3 bl;
|
||||
Vector3 br;
|
||||
Vector3 tl;
|
||||
Vector3 tr;
|
||||
};
|
||||
|
||||
//! a Point with a vertex point, a tex coord point and a color 4B
|
||||
|
@ -243,7 +246,7 @@ struct V2F_C4F_T2F
|
|||
struct V3F_C4B_T2F
|
||||
{
|
||||
//! vertices (3F)
|
||||
Vertex3F vertices; // 12 bytes
|
||||
Vector3 vertices; // 12 bytes
|
||||
|
||||
//! colors (4B)
|
||||
Color4B colors; // 4 bytes
|
||||
|
|
|
@ -153,7 +153,7 @@ void Skin::updateTransform()
|
|||
// If it is not visible, or one of its ancestors is not visible, then do nothing:
|
||||
if( !_visible)
|
||||
{
|
||||
_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vertex3F(0, 0, 0);
|
||||
_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vector3(0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue