Merge branch 'develop' of https://github.com/2youyouo2/cocos2d-x into develop

Conflicts:
	extensions/CocoStudio/Armature/CCArmature.cpp
	extensions/CocoStudio/Armature/CCBone.cpp
	extensions/CocoStudio/Armature/CCBone.h
	extensions/CocoStudio/Armature/display/CCDisplayManager.cpp
	extensions/CocoStudio/Armature/display/CCSkin.cpp
	extensions/CocoStudio/Armature/utils/CCDataReaderHelper.cpp
This commit is contained in:
yinkaile 2013-10-29 16:18:00 +08:00
commit dfc40d354e
6 changed files with 3568 additions and 0 deletions

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCArmature.h"
#include "utils/CCArmatureDataManager.h"
#include "utils/CCArmatureDefine.h"
#include "utils/CCDataReaderHelper.h"
#include "datas/CCDatas.h"
#include "display/CCSkin.h"
#if ENABLE_PHYSICS_BOX2D_DETECT
#include "Box2D/Box2D.h"
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
#include "chipmunk.h"
#endif
NS_CC_EXT_ARMATURE_BEGIN
Armature *Armature::create()
{
Armature *armature = new Armature();
if (armature && armature->init())
{
armature->autorelease();
return armature;
}
CC_SAFE_DELETE(armature);
return NULL;
}
Armature *Armature::create(const char *name)
{
Armature *armature = new Armature();
if (armature && armature->init(name))
{
armature->autorelease();
return armature;
}
CC_SAFE_DELETE(armature);
return NULL;
}
Armature *Armature::create(const char *name, Bone *parentBone)
{
Armature *armature = new Armature();
if (armature && armature->init(name, parentBone))
{
armature->autorelease();
return armature;
}
CC_SAFE_DELETE(armature);
return NULL;
}
Armature::Armature()
: _armatureData(NULL)
, _batchNode(NULL)
, _atlas(NULL)
, _parentBone(NULL)
, _armatureTransformDirty(true)
, _boneDic(NULL)
, _topBoneList(NULL)
, _animation(NULL)
{
}
Armature::~Armature(void)
{
if(NULL != _boneDic)
{
_boneDic->removeAllObjects();
CC_SAFE_DELETE(_boneDic);
}
if (NULL != _topBoneList)
{
_topBoneList->removeAllObjects();
CC_SAFE_DELETE(_topBoneList);
}
CC_SAFE_DELETE(_animation);
}
bool Armature::init()
{
return init(NULL);
}
bool Armature::init(const char *name)
{
bool bRet = false;
do
{
removeAllChildren();
CC_SAFE_DELETE(_animation);
_animation = new ArmatureAnimation();
_animation->init(this);
CC_SAFE_DELETE(_boneDic);
_boneDic = new Dictionary();
CC_SAFE_DELETE(_topBoneList);
_topBoneList = new Array();
_topBoneList->init();
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
_name = name == NULL ? "" : name;
ArmatureDataManager *armatureDataManager = ArmatureDataManager::getInstance();
if(_name.length() != 0)
{
_name = name;
AnimationData *animationData = armatureDataManager->getAnimationData(name);
CCASSERT(animationData, "AnimationData not exist! ");
_animation->setAnimationData(animationData);
ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
CCASSERT(armatureData, "");
_armatureData = armatureData;
DictElement *_element = NULL;
Dictionary *boneDataDic = &armatureData->boneDataDic;
CCDICT_FOREACH(boneDataDic, _element)
{
Bone *bone = createBone(_element->getStrKey());
//! init bone's Tween to 1st movement's 1st frame
do
{
MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
CC_BREAK_IF(!movData);
MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
CC_BREAK_IF(!movBoneData || movBoneData->frameList.count() <= 0);
FrameData *frameData = movBoneData->getFrameData(0);
CC_BREAK_IF(!frameData);
bone->getTweenData()->copy(frameData);
bone->changeDisplayByIndex(frameData->displayIndex, false);
}
while (0);
}
update(0);
updateOffsetPoint();
}
else
{
_name = "new_armature";
_armatureData = ArmatureData::create();
_armatureData->name = _name;
AnimationData *animationData = AnimationData::create();
animationData->name = _name;
armatureDataManager->addArmatureData(_name.c_str(), _armatureData);
armatureDataManager->addAnimationData(_name.c_str(), animationData);
_animation->setAnimationData(animationData);
}
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
unscheduleUpdate();
scheduleUpdate();
setCascadeOpacityEnabled(true);
setCascadeColorEnabled(true);
bRet = true;
}
while (0);
return bRet;
}
bool Armature::init(const char *name, Bone *parentBone)
{
_parentBone = parentBone;
return init(name);
}
Bone *Armature::createBone(const char *boneName)
{
Bone *existedBone = getBone(boneName);
if(existedBone != NULL)
return existedBone;
BoneData *boneData = (BoneData *)_armatureData->getBoneData(boneName);
std::string parentName = boneData->parentName;
Bone *bone = NULL;
if( parentName.length() != 0 )
{
createBone(parentName.c_str());
bone = Bone::create(boneName);
addBone(bone, parentName.c_str());
}
else
{
bone = Bone::create(boneName);
addBone(bone, "");
}
bone->setBoneData(boneData);
bone->getDisplayManager()->changeDisplayByIndex(-1, false);
return bone;
}
void Armature::addBone(Bone *bone, const char *parentName)
{
CCASSERT( bone != NULL, "Argument must be non-nil");
CCASSERT(_boneDic->objectForKey(bone->getName()) == NULL, "bone already added. It can't be added again");
if (NULL != parentName)
{
Bone *boneParent = (Bone *)_boneDic->objectForKey(parentName);
if (boneParent)
{
boneParent->addChildBone(bone);
}
else
{
_topBoneList->addObject(bone);
}
}
else
{
_topBoneList->addObject(bone);
}
bone->setArmature(this);
_boneDic->setObject(bone, bone->getName());
addChild(bone);
}
void Armature::removeBone(Bone *bone, bool recursion)
{
CCASSERT(bone != NULL, "bone must be added to the bone dictionary!");
bone->setArmature(NULL);
bone->removeFromParent(recursion);
if (_topBoneList->containsObject(bone))
{
_topBoneList->removeObject(bone);
}
_boneDic->removeObjectForKey(bone->getName());
removeChild(bone, true);
}
Bone *Armature::getBone(const char *name) const
{
return (Bone *)_boneDic->objectForKey(name);
}
void Armature::changeBoneParent(Bone *bone, const char *parentName)
{
CCASSERT(bone != NULL, "bone must be added to the bone dictionary!");
if(bone->getParentBone())
{
bone->getParentBone()->getChildren()->removeObject(bone);
bone->setParentBone(NULL);
}
if (parentName != NULL)
{
Bone *boneParent = (Bone *)_boneDic->objectForKey(parentName);
if (boneParent)
{
boneParent->addChildBone(bone);
if (_topBoneList->containsObject(bone))
{
_topBoneList->removeObject(bone);
}
}
else
{
_topBoneList->addObject(bone);
}
}
}
Dictionary *Armature::getBoneDic()
{
return _boneDic;
}
const AffineTransform &Armature::getNodeToParentTransform() const
{
if (_transformDirty)
{
_armatureTransformDirty = true;
// Translate values
float x = _position.x;
float y = _position.y;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
// Rotation values
// Change rotation code to handle X and Y
// If we skew with the exact same value for both x and y then we're simply just rotating
float cx = 1, sx = 0, cy = 1, sy = 0;
if (_rotationX || _rotationY)
{
float radiansX = -CC_DEGREES_TO_RADIANS(_rotationX);
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationY);
cx = cosf(radiansX);
sx = sinf(radiansX);
cy = cosf(radiansY);
sy = sinf(radiansY);
}
// Add offset point
x += cy * _offsetPoint.x * _scaleX + -sx * _offsetPoint.y * _scaleY;
y += sy * _offsetPoint.x * _scaleX + cx * _offsetPoint.y * _scaleY;
bool needsSkewMatrix = ( _skewX || _skewY );
// optimization:
// inline anchor point calculation if skew is not needed
// Adjusted transform calculation for rotational skew
if (! needsSkewMatrix && !_anchorPointInPoints.equals(Point::ZERO))
{
x += cy * -_anchorPointInPoints.x * _scaleX + -sx * -_anchorPointInPoints.y * _scaleY;
y += sy * -_anchorPointInPoints.x * _scaleX + cx * -_anchorPointInPoints.y * _scaleY;
}
// Build Transform Matrix
// Adjusted transform calculation for rotational skew
_transform = AffineTransformMake( cy * _scaleX, sy * _scaleX,
-sx * _scaleY, cx * _scaleY,
x, y );
// XXX: Try to inline skew
// If skew is needed, apply skew and then anchor point
if (needsSkewMatrix)
{
AffineTransform skewMatrix = AffineTransformMake(1.0f, tanf(CC_DEGREES_TO_RADIANS(_skewY)),
tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1.0f,
0.0f, 0.0f );
_transform = AffineTransformConcat(skewMatrix, _transform);
// adjust anchor point
if (!_anchorPointInPoints.equals(Point::ZERO))
{
_transform = AffineTransformTranslate(_transform, -_anchorPointInPoints.x, -_anchorPointInPoints.y);
}
}
if (_additionalTransformDirty)
{
_transform = AffineTransformConcat(_transform, _additionalTransform);
_additionalTransformDirty = false;
}
_transformDirty = false;
}
return _transform;
}
void Armature::updateOffsetPoint()
{
// Set contentsize and Calculate anchor point.
Rect rect = getBoundingBox();
setContentSize(rect.size);
_offsetPoint = Point(-rect.origin.x, -rect.origin.y);
if (rect.size.width != 0 && rect.size.height != 0)
{
setAnchorPoint(Point(_offsetPoint.x / rect.size.width, _offsetPoint.y / rect.size.height));
}
}
void Armature::setAnimation(ArmatureAnimation *animation)
{
_animation = animation;
}
ArmatureAnimation *Armature::getAnimation()
{
return _animation;
}
bool Armature::getArmatureTransformDirty()
{
return _armatureTransformDirty;
}
void Armature::update(float dt)
{
_animation->update(dt);
Object *object = NULL;
CCARRAY_FOREACH(_topBoneList, object)
{
static_cast<Bone *>(object)->update(dt);
}
_armatureTransformDirty = false;
}
void Armature::draw()
{
if (_parentBone == NULL)
{
CC_NODE_DRAW_SETUP();
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
}
Object *object = NULL;
CCARRAY_FOREACH(_children, object)
{
if (Bone *bone = dynamic_cast<Bone *>(object))
{
DisplayManager *displayManager = bone->getDisplayManager();
Node *node = displayManager->getDisplayRenderNode();
if (NULL == node)
continue;
switch (displayManager->getCurrentDecorativeDisplay()->getDisplayData()->displayType)
{
case CS_DISPLAY_SPRITE:
{
Skin *skin = static_cast<Skin *>(node);
TextureAtlas *textureAtlas = skin->getTextureAtlas();
BlendType blendType = bone->getBlendType();
if(_atlas != textureAtlas || blendType != BLEND_NORMAL)
{
if (_atlas)
{
_atlas->drawQuads();
_atlas->removeAllQuads();
}
}
_atlas = textureAtlas;
if (_atlas->getCapacity() == _atlas->getTotalQuads() && !_atlas->resizeCapacity(_atlas->getCapacity() * 2))
return;
skin->updateTransform();
if (blendType != BLEND_NORMAL)
{
updateBlendType(blendType);
_atlas->drawQuads();
_atlas->removeAllQuads();
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
}
}
break;
case CS_DISPLAY_ARMATURE:
{
Armature *armature = static_cast<Armature *>(node);
TextureAtlas *textureAtlas = armature->getTextureAtlas();
if(_atlas != textureAtlas)
{
if (_atlas)
{
_atlas->drawQuads();
_atlas->removeAllQuads();
}
}
armature->draw();
_atlas = armature->getTextureAtlas();
}
break;
default:
{
if (_atlas)
{
_atlas->drawQuads();
_atlas->removeAllQuads();
}
node->visit();
CC_NODE_DRAW_SETUP();
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
}
break;
}
}
else if(Node *node = dynamic_cast<Node *>(object))
{
if (_atlas)
{
_atlas->drawQuads();
_atlas->removeAllQuads();
}
node->visit();
CC_NODE_DRAW_SETUP();
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
}
}
if(_atlas && !_batchNode && _parentBone == NULL)
{
_atlas->drawQuads();
_atlas->removeAllQuads();
}
}
void Armature::updateBlendType(BlendType blendType)
{
BlendFunc blendFunc;
switch (blendType)
{
case BLEND_NORMAL:
{
blendFunc.src = CC_BLEND_SRC;
blendFunc.dst = CC_BLEND_DST;
}
break;
case BLEND_ADD:
{
blendFunc.src = GL_SRC_ALPHA;
blendFunc.dst = GL_ONE;
}
break;
case BLEND_MULTIPLY:
{
blendFunc.src = GL_DST_COLOR;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
break;
case BLEND_SCREEN:
{
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
}
break;
default:
{
blendFunc.src = CC_BLEND_SRC;
blendFunc.dst = CC_BLEND_DST;
}
break;
}
GL::blendFunc(blendFunc.src, blendFunc.dst);
}
void Armature::visit()
{
// quick return if not visible. children won't be drawn.
if (!_visible)
{
return;
}
kmGLPushMatrix();
if (_grid && _grid->isActive())
{
_grid->beforeDraw();
}
transform();
sortAllChildren();
draw();
updateEventPriorityIndex();
// reset for next frame
_orderOfArrival = 0;
if (_grid && _grid->isActive())
{
_grid->afterDraw(this);
}
kmGLPopMatrix();
}
Rect Armature::getBoundingBox() const
{
float minx, miny, maxx, maxy = 0;
bool first = true;
Rect boundingBox = Rect(0, 0, 0, 0);
Object *object = NULL;
CCARRAY_FOREACH(_children, object)
{
if (Bone *bone = dynamic_cast<Bone *>(object))
{
Rect r = bone->getDisplayManager()->getBoundingBox();
if(first)
{
minx = r.getMinX();
miny = r.getMinY();
maxx = r.getMaxX();
maxy = r.getMaxY();
first = false;
}
else
{
minx = r.getMinX() < boundingBox.getMinX() ? r.getMinX() : boundingBox.getMinX();
miny = r.getMinY() < boundingBox.getMinY() ? r.getMinY() : boundingBox.getMinY();
maxx = r.getMaxX() > boundingBox.getMaxX() ? r.getMaxX() : boundingBox.getMaxX();
maxy = r.getMaxY() > boundingBox.getMaxY() ? r.getMaxY() : boundingBox.getMaxY();
}
boundingBox.setRect(minx, miny, maxx - minx, maxy - miny);
}
}
return boundingBox;
}
Bone *Armature::getBoneAtPoint(float x, float y)
{
int length = _children->count();
Bone *bs;
for(int i = length - 1; i >= 0; i--)
{
bs = static_cast<Bone *>( _children->getObjectAtIndex(i) );
if(bs->getDisplayManager()->containPoint(x, y))
{
return bs;
}
}
return NULL;
}
#if ENABLE_PHYSICS_BOX2D_DETECT
b2Body *Armature::getBody()
{
return _body;
}
void Armature::setBody(b2Body *body)
{
if (_body == body)
{
return;
}
_body = body;
_body->SetUserData(this);
Object *object = NULL;
CCARRAY_FOREACH(_children, object)
{
if (Bone *bone = dynamic_cast<Bone *>(object))
{
Array *displayList = bone->getDisplayManager()->getDecorativeDisplayList();
Object *displayObject = NULL;
CCARRAY_FOREACH(displayList, displayObject)
{
ColliderDetector *detector = ((DecorativeDisplay *)displayObject)->getColliderDetector();
if (detector != NULL)
{
detector->setBody(_body);
}
}
}
}
}
b2Fixture *Armature::getShapeList()
{
if (_body)
{
return _body->GetFixtureList();
}
else
{
return NULL;
}
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
cpBody *Armature::getBody()
{
return _body;
}
void Armature::setBody(cpBody *body)
{
if (_body == body)
{
return;
}
_body = body;
_body->data = this;
Object *object = NULL;
CCARRAY_FOREACH(_children, object)
{
if (Bone *bone = dynamic_cast<Bone *>(object))
{
Array *displayList = bone->getDisplayManager()->getDecorativeDisplayList();
Object *displayObject = NULL;
CCARRAY_FOREACH(displayList, displayObject)
{
ColliderDetector *detector = ((DecorativeDisplay *)displayObject)->getColliderDetector();
if (detector != NULL)
{
detector->setBody(_body);
}
}
}
}
}
cpShape *Armature::getShapeList()
{
if (_body)
{
return _body->shapeList_private;
}
else
{
return NULL;
}
}
#endif
NS_CC_EXT_ARMATURE_END

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCBone.h"
#include "CCArmature.h"
#include "utils/CCUtilMath.h"
#include "utils/CCArmatureDataManager.h"
#include "utils/CCTransformHelp.h"
#include "display/CCDisplayManager.h"
NS_CC_EXT_ARMATURE_BEGIN
Bone *Bone::create()
{
Bone *pBone = new Bone();
if (pBone && pBone->init())
{
pBone->autorelease();
return pBone;
}
CC_SAFE_DELETE(pBone);
return NULL;
}
Bone *Bone::create(const char *name)
{
Bone *pBone = new Bone();
if (pBone && pBone->init(name))
{
pBone->autorelease();
return pBone;
}
CC_SAFE_DELETE(pBone);
return NULL;
}
Bone::Bone()
{
_tweenData = NULL;
_parentBone = NULL;
_armature = NULL;
_childArmature = NULL;
_boneData = NULL;
_tween = NULL;
_tween = NULL;
_children = NULL;
_displayManager = NULL;
_ignoreMovementBoneData = false;
_worldTransform = AffineTransformMake(1, 0, 0, 1, 0, 0);
_boneTransformDirty = true;
_blendType = BLEND_NORMAL;
}
Bone::~Bone(void)
{
CC_SAFE_DELETE(_tweenData);
CC_SAFE_DELETE(_children);
CC_SAFE_DELETE(_tween);
CC_SAFE_DELETE(_displayManager);
if(_boneData)
{
_boneData->release();
}
CC_SAFE_RELEASE(_childArmature);
}
bool Bone::init()
{
return Bone::init(NULL);
}
bool Bone::init(const char *name)
{
bool bRet = false;
do
{
if(NULL != name)
{
_name = name;
}
CC_SAFE_DELETE(_tweenData);
_tweenData = new FrameData();
CC_SAFE_DELETE(_tween);
_tween = new Tween();
_tween->init(this);
CC_SAFE_DELETE(_displayManager);
_displayManager = new DisplayManager();
_displayManager->init(this);
bRet = true;
}
while (0);
return bRet;
}
void Bone::setBoneData(BoneData *boneData)
{
CCASSERT(NULL != boneData, "_boneData must not be NULL");
_boneData = boneData;
_boneData->retain();
_name = _boneData->name;
_ZOrder = _boneData->zOrder;
_displayManager->initDisplayList(boneData);
}
BoneData *Bone::getBoneData()
{
return _boneData;
}
void Bone::setArmature(Armature *armature)
{
_armature = armature;
if (_armature)
{
_tween->setAnimation(_armature->getAnimation());
}
}
Armature *Bone::getArmature()
{
return _armature;
}
void Bone::update(float delta)
{
if (_parentBone)
_boneTransformDirty = _boneTransformDirty || _parentBone->isTransformDirty();
CCBone *armatureParentBone = _armature->getParentBone();
if (armatureParentBone && !_boneTransformDirty)
{
_boneTransformDirty = armatureParentBone->isTransformDirty();
}
if (_boneTransformDirty)
{
if (_armature->getArmatureData()->dataVersion >= VERSION_COMBINED)
{
TransformHelp::nodeConcat(*_tweenData, *_boneData);
_tweenData->scaleX -= 1;
_tweenData->scaleY -= 1;
}
TransformHelp::nodeToMatrix(*_tweenData, _worldTransform);
_worldTransform = AffineTransformConcat(getNodeToParentTransform(), _worldTransform);
if(_parentBone)
{
_worldTransform = AffineTransformConcat(_worldTransform, _parentBone->_worldTransform);
}
else
{
if (armatureParentBone)
{
_worldTransform = CCAffineTransformConcat(_worldTransform, armatureParentBone->getNodeToArmatureTransform());
}
}
}
DisplayFactory::updateDisplay(this, _displayManager->getCurrentDecorativeDisplay(), delta, _boneTransformDirty || _armature->getArmatureTransformDirty());
Object *object = NULL;
CCARRAY_FOREACH(_children, object)
{
Bone *childBone = (Bone *)object;
childBone->update(delta);
}
_boneTransformDirty = false;
}
void Bone::updateDisplayedColor(const Color3B &parentColor)
{
_realColor = Color3B(255, 255, 255);
NodeRGBA::updateDisplayedColor(parentColor);
updateColor();
}
void Bone::updateDisplayedOpacity(GLubyte parentOpacity)
{
_realOpacity = 255;
NodeRGBA::updateDisplayedOpacity(parentOpacity);
updateColor();
}
void Bone::setColor(const Color3B &color)
{
CCNodeRGBA::setColor(color);
updateColor();
}
void Bone::setOpacity(GLubyte opacity)
{
CCNodeRGBA::setOpacity(opacity);
updateColor();
}
void Bone::updateColor()
{
Node *display = _displayManager->getDisplayRenderNode();
RGBAProtocol *protocol = dynamic_cast<RGBAProtocol *>(display);
if(protocol != NULL)
{
protocol->setColor(Color3B(_displayedColor.r * _tweenData->r / 255, _displayedColor.g * _tweenData->g / 255, _displayedColor.b * _tweenData->b / 255));
protocol->setOpacity(_displayedOpacity * _tweenData->a / 255);
}
}
void Bone::updateZOrder()
{
if (_armature->getArmatureData()->dataVersion >= VERSION_COMBINED)
{
int zorder = _tweenData->zOrder + _boneData->zOrder;
setZOrder(zorder);
}
else
{
setZOrder(_tweenData->zOrder);
}
}
void Bone::addChildBone(Bone *child)
{
CCASSERT( NULL != child, "Argument must be non-nil");
CCASSERT( NULL == child->_parentBone, "child already added. It can't be added again");
if(!_children)
{
_children = Array::createWithCapacity(4);
_children->retain();
}
if (_children->getIndexOfObject(child) == UINT_MAX)
{
_children->addObject(child);
child->setParentBone(this);
}
}
void Bone::removeChildBone(Bone *bone, bool recursion)
{
if ( _children->getIndexOfObject(bone) != UINT_MAX )
{
if(recursion)
{
Array *_ccbones = bone->_children;
Object *_object = NULL;
CCARRAY_FOREACH(_ccbones, _object)
{
Bone *_ccBone = (Bone *)_object;
bone->removeChildBone(_ccBone, recursion);
}
}
bone->setParentBone(NULL);
bone->getDisplayManager()->setCurrentDecorativeDisplay(NULL);
_children->removeObject(bone);
}
}
void Bone::removeFromParent(bool recursion)
{
if (NULL != _parentBone)
{
_parentBone->removeChildBone(this, recursion);
}
}
void Bone::setParentBone(Bone *parent)
{
_parentBone = parent;
}
Bone *Bone::getParentBone()
{
return _parentBone;
}
void Bone::setChildArmature(Armature *armature)
{
if (_childArmature != armature)
{
CC_SAFE_RETAIN(armature);
CC_SAFE_RELEASE(_childArmature);
_childArmature = armature;
}
}
Armature *Bone::getChildArmature()
{
return _childArmature;
}
Tween *Bone::getTween()
{
return _tween;
}
void Bone::setZOrder(int zOrder)
{
if (_ZOrder != zOrder)
Node::setZOrder(zOrder);
}
void Bone::setTransformDirty(bool dirty)
{
_boneTransformDirty = dirty;
}
bool Bone::isTransformDirty()
{
return _boneTransformDirty;
}
AffineTransform Bone::getNodeToArmatureTransform() const
{
return _worldTransform;
}
AffineTransform Bone::getNodeToWorldTransform() const
{
return AffineTransformConcat(_worldTransform, _armature->getNodeToWorldTransform());
}
Node *Bone::getDisplayRenderNode()
{
return _displayManager->getDisplayRenderNode();
}
void Bone::addDisplay(DisplayData *displayData, int index)
{
_displayManager->addDisplay(displayData, index);
}
void Bone::addDisplay(Node *display, int index)
{
_displayManager->addDisplay(display, index);
}
void Bone::changeDisplayByIndex(int index, bool force)
{
_displayManager->changeDisplayByIndex(index, force);
}
Array *Bone::getColliderBodyList()
{
if (DecorativeDisplay *decoDisplay = _displayManager->getCurrentDecorativeDisplay())
{
if (ColliderDetector *detector = decoDisplay->getColliderDetector())
{
return detector->getColliderBodyList();
}
}
return NULL;
}
NS_CC_EXT_ARMATURE_END

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CCBONE_H__
#define __CCBONE_H__
#include "utils/CCArmatureDefine.h"
#include "datas/CCDatas.h"
#include "animation/CCTween.h"
#include "display/CCDecorativeDisplay.h"
#include "display/CCDisplayManager.h"
NS_CC_EXT_ARMATURE_BEGIN
class Armature;
class Bone : public NodeRGBA
{
public:
/**
* Allocates and initializes a bone.
* @return A initialized bone which is marked as "autorelease".
*/
static Bone *create();
/**
* Allocates and initializes a bone.
*
* @param name If name is not null, then set name to the bone's name
* @return A initialized bone which is marked as "autorelease".
*/
static Bone *create(const char *name);
public:
Bone();
/**
* @js NA
* @lua NA
*/
virtual ~Bone(void);
/**
* Initializes an empty Bone with nothing init.
*/
virtual bool init();
/**
* Initializes a Bone with the specified name
* @param name Bone's name.
*/
virtual bool init(const char *name);
/**
* Add display and use displayData to init the display.
* If index already have a display, then replace it.
* If index is current display index, then also change display to _index
*
* @param displayData it include the display information, like DisplayType.
* If you want to create a sprite display, then create a SpriteDisplayData param
*
* @param index the index of the display you want to replace or add to
* -1 : append display from back
*/
void addDisplay(DisplayData *displayData, int index);
void addDisplay(Node *display, int index);
void changeDisplayByIndex(int index, bool force);
/**
* Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent
* @param child the child you want to add
*/
void addChildBone(Bone *child);
/**
* Set parent bone.
* If parent is NUll, then also remove this bone from armature.
* It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone *bone, const char* parentName).
*
* @param parent the parent bone.
* NULL : remove this bone from armature
*/
void setParentBone(Bone *parent);
/**
* Get parent bone
* @return parent bone
*/
Bone *getParentBone();
/**
* Remove itself from its parent.
* @param recursion whether or not to remove childBone's display
*/
void removeFromParent(bool recursion);
/**
* Removes a child Bone
* @param bone the bone you want to remove
*/
void removeChildBone(Bone *bone, bool recursion);
void update(float delta) override;
virtual void updateDisplayedColor(const Color3B &parentColor) override;
virtual void updateDisplayedOpacity(GLubyte parentOpacity) override;
virtual void setColor(const Color3B& color) override;
virtual void setOpacity(GLubyte opacity) override;
//! Update color to render display
virtual void updateColor();
//! Update zorder
virtual void updateZOrder();
virtual void setZOrder(int zOrder) override;
Tween *getTween();
/*
* Whether or not the bone's transform property changed. if true, the bone will update the transform.
*/
virtual void setTransformDirty(bool dirty);
virtual bool isTransformDirty();
virtual AffineTransform getNodeToArmatureTransform() const;
virtual AffineTransform getNodeToWorldTransform() const override;
Node *getDisplayRenderNode();
/*
* Get the ColliderBody list in this bone. The object in the Array is ColliderBody.
*/
virtual Array *getColliderBodyList();
public:
/*
* The origin state of the Bone. Display's state is effected by _boneData, m_pNode, _tweenData
* when call setData function, it will copy from the BoneData.
*/
CC_PROPERTY(BoneData *, _boneData, BoneData);
//! A weak reference to the Armature
CC_PROPERTY(Armature *, _armature, Armature);
//! A weak reference to the child Armature
CC_PROPERTY(Armature *, _childArmature, ChildArmature);
CC_SYNTHESIZE(DisplayManager *, _displayManager, DisplayManager)
/*
* When Armature play an animation, if there is not a MovementBoneData of this bone in this MovementData, this bone will be hidden.
* Set IgnoreMovementBoneData to true, then this bone will also be shown.
*/
CC_SYNTHESIZE(bool, _ignoreMovementBoneData, IgnoreMovementBoneData)
CC_SYNTHESIZE(BlendType, _blendType, BlendType)
protected:
Tween *_tween; //! Calculate tween effect
//! Used for making tween effect in every frame
CC_SYNTHESIZE_READONLY(FrameData *, _tweenData, TweenData);
CC_SYNTHESIZE(std::string, _name, Name);
Bone *_parentBone; //! A weak reference to its parent
bool _boneTransformDirty; //! Whether or not transform dirty
//! self Transform, use this to change display's state
AffineTransform _worldTransform;
};
NS_CC_EXT_ARMATURE_END
#endif /*__CCBONE_H__*/

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCDisplayManager.h"
#include "../CCBone.h"
#include "../CCArmature.h"
#include "../utils/CCUtilMath.h"
#include "../display/CCSkin.h"
NS_CC_EXT_ARMATURE_BEGIN
DisplayManager *DisplayManager::create(Bone *bone)
{
DisplayManager *pDisplayManager = new DisplayManager();
if (pDisplayManager && pDisplayManager->init(bone))
{
pDisplayManager->autorelease();
return pDisplayManager;
}
CC_SAFE_DELETE(pDisplayManager);
return NULL;
}
DisplayManager::DisplayManager()
: _decoDisplayList(NULL)
, _displayRenderNode(NULL)
, _currentDecoDisplay(NULL)
, _displayIndex(-1)
, _forceChangeDisplay(false)
, _visible(true)
, _bone(NULL)
{
}
DisplayManager::~DisplayManager()
{
CC_SAFE_DELETE(_decoDisplayList);
if( _displayRenderNode )
{
_displayRenderNode->removeFromParentAndCleanup(true);
if(_displayRenderNode->retainCount() > 0)
CC_SAFE_RELEASE_NULL(_displayRenderNode);
}
}
bool DisplayManager::init(Bone *bone)
{
bool ret = false;
do
{
_bone = bone;
initDisplayList(bone->getBoneData());
ret = true;
}
while (0);
return ret;
}
void DisplayManager::addDisplay(DisplayData *displayData, int index)
{
DecorativeDisplay *decoDisplay = NULL;
if(index >= 0 && (unsigned int)index < _decoDisplayList->count())
{
decoDisplay = (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(index);
}
else
{
decoDisplay = DecorativeDisplay::create();
_decoDisplayList->addObject(decoDisplay);
}
DisplayFactory::addDisplay(_bone, decoDisplay, displayData);
//! if changed display index is current display index, then change current display to the new display
if(index == _displayIndex)
{
_displayIndex = -1;
changeDisplayByIndex(index, false);
}
}
void DisplayManager::addDisplay(Node *display, int index)
{
DecorativeDisplay *decoDisplay = NULL;
if(index >= 0 && (unsigned int)index < _decoDisplayList->count())
{
decoDisplay = (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(index);
}
else
{
decoDisplay = DecorativeDisplay::create();
_decoDisplayList->addObject(decoDisplay);
}
DisplayData *displayData = NULL;
if (Skin *skin = dynamic_cast<Skin *>(display))
{
skin->setBone(_bone);
displayData = SpriteDisplayData::create();
DisplayFactory::initSpriteDisplay(_bone, decoDisplay, skin->getDisplayName().c_str(), skin);
if (SpriteDisplayData *spriteDisplayData = (SpriteDisplayData *)decoDisplay->getDisplayData())
{
skin->setSkinData(spriteDisplayData->skinData);
((CCSpriteDisplayData *)displayData)->skinData = spriteDisplayData->skinData;
}
else
{
BaseData baseData;
skin->setSkinData(baseData);
}
}
else if (dynamic_cast<ParticleSystemQuad *>(display))
{
displayData = ParticleDisplayData::create();
}
else if(Armature *armature = dynamic_cast<Armature *>(display))
{
displayData = ArmatureDisplayData::create();
armature->setParentBone(_bone);
}
else
{
displayData = DisplayData::create();
}
decoDisplay->setDisplay(display);
decoDisplay->setDisplayData(displayData);
//! if changed display index is current display index, then change current display to the new display
if(index == _displayIndex)
{
_displayIndex = -1;
changeDisplayByIndex(index, false);
}
}
void DisplayManager::removeDisplay(int index)
{
_decoDisplayList->removeObjectAtIndex(index);
if(index == _displayIndex)
{
setCurrentDecorativeDisplay(NULL);
}
}
Array *DisplayManager::getDecorativeDisplayList()
{
return _decoDisplayList;
}
void DisplayManager::changeDisplayByIndex(int index, bool force)
{
CCASSERT( (_decoDisplayList ? index < (int)_decoDisplayList->count() : true), "the _index value is out of range");
_forceChangeDisplay = force;
//! If index is equal to current display index,then do nothing
if ( _displayIndex == index)
return;
_displayIndex = index;
//! If displayIndex < 0, it means you want to hide you display
if (_displayIndex < 0)
{
if(_displayRenderNode)
{
_displayRenderNode->removeFromParentAndCleanup(true);
setCurrentDecorativeDisplay(NULL);
}
return;
}
DecorativeDisplay *decoDisplay = (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(_displayIndex);
setCurrentDecorativeDisplay(decoDisplay);
}
void DisplayManager::setCurrentDecorativeDisplay(DecorativeDisplay *decoDisplay)
{
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
if (_currentDecoDisplay && _currentDecoDisplay->getColliderDetector())
{
_currentDecoDisplay->getColliderDetector()->setActive(false);
}
#endif
_currentDecoDisplay = decoDisplay;
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
if (_currentDecoDisplay && _currentDecoDisplay->getColliderDetector())
{
_currentDecoDisplay->getColliderDetector()->setActive(true);
}
#endif
Node *displayRenderNode = _currentDecoDisplay == NULL ? NULL : _currentDecoDisplay->getDisplay();
if (_displayRenderNode)
{
if (dynamic_cast<Armature *>(_displayRenderNode) != NULL)
{
_bone->setChildArmature(NULL);
}
_displayRenderNode->removeFromParentAndCleanup(true);
_displayRenderNode->release();
}
_displayRenderNode = displayRenderNode;
if(_displayRenderNode)
{
if (Armature *armature = dynamic_cast<Armature *>(_displayRenderNode))
{
_bone->setChildArmature(armature);
}
else if (ParticleSystemQuad *particle = dynamic_cast<ParticleSystemQuad *>(_displayRenderNode))
{
particle->resetSystem();
}
if (RGBAProtocol *rgbaProtocaol = dynamic_cast<RGBAProtocol *>(_displayRenderNode))
{
rgbaProtocaol->setColor(_bone->getDisplayedColor());
rgbaProtocaol->setOpacity(_bone->getDisplayedOpacity());
}
_displayRenderNode->retain();
_displayRenderNode->setVisible(_visible);
}
}
Node *DisplayManager::getDisplayRenderNode()
{
return _displayRenderNode;
}
int DisplayManager::getCurrentDisplayIndex()
{
return _displayIndex;
}
DecorativeDisplay *DisplayManager::getCurrentDecorativeDisplay()
{
return _currentDecoDisplay;
}
DecorativeDisplay *DisplayManager::getDecorativeDisplayByIndex( int index)
{
return (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(index);
}
void DisplayManager::initDisplayList(BoneData *boneData)
{
CC_SAFE_DELETE(_decoDisplayList);
_decoDisplayList = Array::create();
_decoDisplayList->retain();
CS_RETURN_IF(!boneData);
Object *object = NULL;
Array *displayDataList = &boneData->displayDataList;
CCARRAY_FOREACH(displayDataList, object)
{
DisplayData *displayData = (DisplayData *)object;
DecorativeDisplay *decoDisplay = DecorativeDisplay::create();
decoDisplay->setDisplayData(displayData);
DisplayFactory::createDisplay(_bone, decoDisplay);
_decoDisplayList->addObject(decoDisplay);
}
}
bool DisplayManager::containPoint(Point &point)
{
if(!_visible || _displayIndex < 0)
{
return false;
}
bool ret = false;
switch (_currentDecoDisplay->getDisplayData()->displayType)
{
case CS_DISPLAY_SPRITE:
{
/*
* First we first check if the point is in the sprite content rect. If false, then we continue to check
* the contour point. If this step is also false, then we can say the bone not contain this point.
*
*/
Point outPoint = Point(0, 0);
Sprite *sprite = (Sprite *)_currentDecoDisplay->getDisplay();
sprite = (Sprite *)sprite->getChildByTag(0);
ret = CC_SPRITE_CONTAIN_POINT_WITH_RETURN(sprite, point, outPoint);
}
break;
default:
break;
}
return ret;
}
bool DisplayManager::containPoint(float x, float y)
{
Point p = Point(x, y);
return containPoint(p);
}
void DisplayManager::setVisible(bool visible)
{
if(!_displayRenderNode)
return;
_visible = visible;
_displayRenderNode->setVisible(visible);
}
bool DisplayManager::isVisible()
{
return _visible;
}
Size DisplayManager::getContentSize()
{
CS_RETURN_IF(!_displayRenderNode) Size(0, 0);
return _displayRenderNode->getContentSize();
}
Rect DisplayManager::getBoundingBox()
{
CS_RETURN_IF(!_displayRenderNode) Rect(0, 0, 0, 0);
return _displayRenderNode->getBoundingBox();
}
Point DisplayManager::getAnchorPoint()
{
CS_RETURN_IF(!_displayRenderNode) Point(0, 0);
return _displayRenderNode->getAnchorPoint();
}
Point DisplayManager::getAnchorPointInPoints()
{
CS_RETURN_IF(!_displayRenderNode) Point(0, 0);
return _displayRenderNode->getAnchorPointInPoints();
}
NS_CC_EXT_ARMATURE_END

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCSkin.h"
#include "../utils/CCTransformHelp.h"
#include "../utils/CCSpriteFrameCacheHelper.h"
#include "../CCArmature.h"
NS_CC_EXT_ARMATURE_BEGIN
#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
#define RENDER_IN_SUBPIXEL
#else
#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
#endif
Skin *Skin::create()
{
Skin *skin = new Skin();
if(skin && skin->init())
{
skin->autorelease();
return skin;
}
CC_SAFE_DELETE(skin);
return NULL;
}
Skin *Skin::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
Skin *skin = new Skin();
if(skin && skin->initWithSpriteFrameName(pszSpriteFrameName))
{
skin->autorelease();
return skin;
}
CC_SAFE_DELETE(skin);
return NULL;
}
Skin *Skin::create(const char *pszFileName)
{
Skin *skin = new Skin();
if(skin && skin->initWithFile(pszFileName))
{
skin->autorelease();
return skin;
}
CC_SAFE_DELETE(skin);
return NULL;
}
Skin::Skin()
: _bone(NULL)
, _displayName("")
{
_skinTransform = AffineTransformIdentity;
}
bool Skin::initWithSpriteFrameName(const char *pszSpriteFrameName)
{
bool ret = Sprite::initWithSpriteFrameName(pszSpriteFrameName);
if (ret)
{
TextureAtlas *atlas = SpriteFrameCacheHelper::getInstance()->getTexureAtlasWithTexture(_texture);
setTextureAtlas(atlas);
_displayName = pszSpriteFrameName;
}
return ret;
}
bool Skin::initWithFile(const char *pszFilename)
{
bool ret = Sprite::initWithFile(pszFilename);
if (ret)
{
TextureAtlas *atlas = SpriteFrameCacheHelper::getInstance()->getTexureAtlasWithTexture(_texture);
setTextureAtlas(atlas);
_displayName = pszFilename;
}
return ret;
}
void Skin::setSkinData(const BaseData &var)
{
_skinData = var;
setScaleX(_skinData.scaleX);
setScaleY(_skinData.scaleY);
setRotation(CC_RADIANS_TO_DEGREES(_skinData.skewX));
setPosition(Point(_skinData.x, _skinData.y));
_skinTransform = getNodeToParentTransform();
updateArmatureTransform();
}
const BaseData &Skin::getSkinData() const
{
return _skinData;
}
void Skin::updateArmatureTransform()
{
_transform = AffineTransformConcat(_skinTransform, _bone->getNodeToArmatureTransform());
}
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);
}
else
{
//
// calculate the Quad based on the Affine Matrix
//
Size &size = _rect.size;
float x1 = _offsetPosition.x;
float y1 = _offsetPosition.y;
float x2 = x1 + size.width;
float y2 = y1 + size.height;
float x = _transform.tx;
float y = _transform.ty;
float cr = _transform.a;
float sr = _transform.b;
float cr2 = _transform.d;
float sr2 = -_transform.c;
float ax = x1 * cr - y1 * sr2 + x;
float ay = x1 * sr + y1 * cr2 + y;
float bx = x2 * cr - y1 * sr2 + x;
float by = x2 * sr + y1 * cr2 + y;
float cx = x2 * cr - y2 * sr2 + x;
float cy = x2 * sr + y2 * cr2 + y;
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), _vertexZ );
_quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _vertexZ );
_quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _vertexZ );
_quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _vertexZ );
}
// MARMALADE CHANGE: ADDED CHECK FOR NULL, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
if (_textureAtlas)
{
_textureAtlas->updateQuad(&_quad, _textureAtlas->getTotalQuads());
}
}
AffineTransform Skin::getNodeToWorldTransform() const
{
return AffineTransformConcat(_transform, _bone->getArmature()->getNodeToWorldTransform());
}
AffineTransform Skin::getNodeToWorldTransformAR() const
{
AffineTransform displayTransform = _transform;
Point anchorPoint = _anchorPointInPoints;
anchorPoint = PointApplyAffineTransform(anchorPoint, displayTransform);
displayTransform.tx = anchorPoint.x;
displayTransform.ty = anchorPoint.y;
return AffineTransformConcat(displayTransform, _bone->getArmature()->getNodeToWorldTransform());
}
NS_CC_EXT_ARMATURE_END

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