mirror of https://github.com/axmolengine/axmol.git
fixed #1743: Adding an additional transform for CCNode.
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@ -86,7 +86,8 @@ CCNode::CCNode(void)
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, m_uOrderOfArrival(0)
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, m_eGLServerState(ccGLServerState(0))
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, m_bReorderChildDirty(false)
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, m_sOtherTransform(CCAffineTransformMakeIdentity())
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, m_sAdditionalTransform(CCAffineTransformMakeIdentity())
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, m_bAdditionalTransformDirty(false)
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{
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// set default scheduler and actionManager
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CCDirector *director = CCDirector::sharedDirector();
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@ -1159,17 +1160,26 @@ CCAffineTransform CCNode::nodeToParentTransform(void)
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m_sTransform = CCAffineTransformTranslate(m_sTransform, -m_obAnchorPointInPoints.x, -m_obAnchorPointInPoints.y);
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}
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}
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m_sTransform = CCAffineTransformConcat(m_sTransform, m_sOtherTransform);
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if (m_bAdditionalTransformDirty)
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{
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m_sTransform = CCAffineTransformConcat(m_sTransform, m_sAdditionalTransform);
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m_bAdditionalTransformDirty = false;
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}
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m_bTransformDirty = false;
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}
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return m_sTransform;
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}
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void CCNode::translateFormOtherNode(CCAffineTransform &transform)
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void CCNode::setAdditionalTransform(const CCAffineTransform& additionalTransform)
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{
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m_sOtherTransform = CCAffineTransformMake(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
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m_bTransformDirty = true;
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m_sAdditionalTransform = additionalTransform;
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m_bTransformDirty = true;
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m_bAdditionalTransformDirty = true;
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}
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CCAffineTransform CCNode::parentToNodeTransform(void)
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{
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if ( m_bInverseDirty ) {
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@ -1257,9 +1257,54 @@ public:
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CCPoint convertTouchToNodeSpaceAR(CCTouch * touch);
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/**
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* Additional a transformation matrix, Used in is not parent-child relationship but we still need to maintain transformation parent-child
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* Sets the additional transform.
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*
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* @note The additional transform will be concatenated at the end of nodeToParentTransform.
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* It could be used to simulate `parent-child` relationship between two nodes (e.g. one is in BatchNode, another isn't).
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* @code
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// create a batchNode
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CCSpriteBatchNode* batch= CCSpriteBatchNode::create("Icon-114.png");
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this->addChild(batch);
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// create two sprites, spriteA will be added to batchNode, they are using different textures.
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CCSprite* spriteA = CCSprite::createWithTexture(batch->getTexture());
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CCSprite* spriteB = CCSprite::create("Icon-72.png");
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batch->addChild(spriteA);
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// We can't make spriteB as spriteA's child since they use different textures. So just add it to layer.
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// But we want to simulate `parent-child` relationship for these two node.
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this->addChild(spriteB);
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//position
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spriteA->setPosition(ccp(200, 200));
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// Gets the spriteA's transform.
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CCAffineTransform t = spriteA->nodeToParentTransform();
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// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
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spriteB->setAdditionalTransform(t);
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//scale
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spriteA->setScale(2);
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// Gets the spriteA's transform.
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t = spriteA->nodeToParentTransform();
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// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
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spriteB->setAdditionalTransform(t);
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//rotation
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spriteA->setRotation(20);
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// Gets the spriteA's transform.
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t = spriteA->nodeToParentTransform();
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// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
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spriteB->setAdditionalTransform(t);
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* @endcode
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*/
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void translateFormOtherNode(CCAffineTransform &transform);
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void setAdditionalTransform(const CCAffineTransform& additionalTransform);
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/// @} end of Coordinate Converters
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private:
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@ -1294,7 +1339,8 @@ protected:
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CCSize m_obContentSize; ///< untransformed size of the node
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CCAffineTransform m_sOtherTransform;///< transform
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CCAffineTransform m_sAdditionalTransform; ///< transform
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CCAffineTransform m_sTransform; ///< transform
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CCAffineTransform m_sInverse; ///< transform
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@ -1326,7 +1372,7 @@ protected:
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bool m_bTransformDirty; ///< transform dirty flag
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bool m_bInverseDirty; ///< transform dirty flag
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bool m_bAdditionalTransformDirty; ///< The flag to check whether the additional transform is dirty
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bool m_bVisible; ///< is this node visible
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bool m_bIgnoreAnchorPointForPosition; ///< true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise.
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