fix bug:use wrong _modelviewTransform in director to draw bone

This commit is contained in:
geron-cn 2015-07-24 19:48:05 +08:00
parent 4327e4a532
commit a5d41aac0d
2 changed files with 62 additions and 15 deletions

View File

@ -145,29 +145,75 @@ void SkeletonNode::updateColor()
_transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
}
void SkeletonNode::visit(cocos2d::Renderer *renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags)
{
BoneNode::visit(renderer, parentTransform, parentFlags);
if (_visible && _isRackShow)
// quick return if not visible. children won't be drawn.
if (!_visible)
{
_customCommand.init(_globalZOrder, parentTransform, parentFlags);
_customCommand.func = CC_CALLBACK_0(SkeletonNode::onDraw, this, parentTransform, parentFlags);
renderer->addCommand(&_customCommand);
for (int i = 0; i < 8; ++i)
return;
}
uint32_t flags = processParentFlags(parentTransform, parentFlags);
// IMPORTANT:
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
_director->pushMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
bool visibleByCamera = isVisitableByVisitingCamera();
int i = 0;
if (!_children.empty())
{
sortAllChildren();
// draw children zOrder < 0
for (; i < _children.size(); i++)
{
cocos2d::Vec4 pos;
pos.x = _squareVertices[i].x; pos.y = _squareVertices[i].y; pos.z = _positionZ;
pos.w = 1;
_modelViewTransform.transformVector(&pos);
_noMVPVertices[i] = cocos2d::Vec3(pos.x, pos.y, pos.z) / pos.w;
auto node = _children.at(i);
if (node && node->getLocalZOrder() < 0)
node->visit(renderer, _modelViewTransform, flags);
else
break;
}
this->draw(renderer, parentTransform, parentFlags);
_batchBoneCommand.init(_globalZOrder, parentTransform, parentFlags);
_batchBoneCommand.func = CC_CALLBACK_0(SkeletonNode::batchDrawAllSubBones, this, parentTransform);
for (auto it = _children.cbegin() + i; it != _children.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, flags);
}
if (visibleByCamera)
{
this->draw(renderer, _modelViewTransform, flags);
// batch draw all sub bones
_batchBoneCommand.init(_globalZOrder, _modelViewTransform, parentFlags);
_batchBoneCommand.func = CC_CALLBACK_0(SkeletonNode::batchDrawAllSubBones, this, _modelViewTransform);
renderer->addCommand(&_batchBoneCommand);
}
_director->popMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
// FIX ME: Why need to set _orderOfArrival to 0??
// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
// reset for next frame
// _orderOfArrival = 0;
}
void SkeletonNode::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
{
if (!_isRackShow)
return;
_customCommand.init(_globalZOrder, transform, flags);
_customCommand.func = CC_CALLBACK_0(SkeletonNode::onDraw, this, transform, flags);
renderer->addCommand(&_customCommand);
for (int i = 0; i < 8; ++i)
{
cocos2d::Vec4 pos;
pos.x = _squareVertices[i].x; pos.y = _squareVertices[i].y; pos.z = _positionZ;
pos.w = 1;
_modelViewTransform.transformVector(&pos);
_noMVPVertices[i] = cocos2d::Vec3(pos.x, pos.y, pos.z) / pos.w;
}
}
void SkeletonNode::batchDrawAllSubBones(const cocos2d::Mat4 &transform)

View File

@ -82,6 +82,7 @@ protected:
virtual void updateColor() override;
virtual void visit(cocos2d::Renderer *renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags) override;
virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
virtual void onDraw(const cocos2d::Mat4 &transform, uint32_t flags) override;
protected: