/**************************************************************************** Copyright (c) 2013-2017 Chukong Technologies Inc. https://axmolengine.github.io/ 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 "CCDisplayFactory.h" #include "CCBone.h" #include "CCArmature.h" #include "CCSkin.h" #include "CCArmatureDataManager.h" #include "CCTransformHelp.h" #include "2d/CCParticleSystemQuad.h" USING_NS_AX; namespace cocostudio { void DisplayFactory::addDisplay(Bone* bone, DecorativeDisplay* decoDisplay, DisplayData* displayData) { switch (displayData->displayType) { case CS_DISPLAY_SPRITE: addSpriteDisplay(bone, decoDisplay, displayData); break; case CS_DISPLAY_PARTICLE: addParticleDisplay(bone, decoDisplay, displayData); break; case CS_DISPLAY_ARMATURE: addArmatureDisplay(bone, decoDisplay, displayData); break; default: break; } } void DisplayFactory::createDisplay(Bone* bone, DecorativeDisplay* decoDisplay) { switch (decoDisplay->getDisplayData()->displayType) { case CS_DISPLAY_SPRITE: createSpriteDisplay(bone, decoDisplay); break; case CS_DISPLAY_PARTICLE: createParticleDisplay(bone, decoDisplay); break; case CS_DISPLAY_ARMATURE: createArmatureDisplay(bone, decoDisplay); break; default: break; } } void DisplayFactory::updateDisplay(Bone* bone, float dt, bool dirty) { Node* display = bone->getDisplayRenderNode(); CS_RETURN_IF(!display); switch (bone->getDisplayRenderNodeType()) { case CS_DISPLAY_SPRITE: if (dirty) { static_cast(display)->updateArmatureTransform(); } break; case CS_DISPLAY_PARTICLE: updateParticleDisplay(bone, display, dt); break; case CS_DISPLAY_ARMATURE: updateArmatureDisplay(bone, display, dt); break; default: { Mat4 transform = bone->getNodeToArmatureTransform(); display->setAdditionalTransform(&transform); } break; } #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX if (dirty) { DecorativeDisplay* decoDisplay = bone->getDisplayManager()->getCurrentDecorativeDisplay(); ColliderDetector* detector = decoDisplay->getColliderDetector(); if (detector) { do { # if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT AX_BREAK_IF(!detector->getBody()); # endif Mat4 displayTransform = display->getNodeToParentTransform(); Vec2 anchorPoint = display->getAnchorPointInPoints(); anchorPoint = PointApplyTransform(anchorPoint, displayTransform); displayTransform.m[12] = anchorPoint.x; displayTransform.m[13] = anchorPoint.y; Mat4 t = TransformConcat(bone->getArmature()->getNodeToParentTransform(), displayTransform); detector->updateTransform(t); } while (0); } } #endif } void DisplayFactory::addSpriteDisplay(Bone* bone, DecorativeDisplay* decoDisplay, DisplayData* displayData) { SpriteDisplayData* sdp = SpriteDisplayData::create(); sdp->copy((SpriteDisplayData*)displayData); decoDisplay->setDisplayData(sdp); createSpriteDisplay(bone, decoDisplay); } void DisplayFactory::createSpriteDisplay(Bone* bone, DecorativeDisplay* decoDisplay) { Skin* skin = nullptr; SpriteDisplayData* displayData = (SpriteDisplayData*)decoDisplay->getDisplayData(); std::string textureName = displayData->displayName; size_t startPos = textureName.find_last_of("."); if (startPos != std::string::npos) { textureName = textureName.erase(startPos); } //! create display if (textureName.empty()) { skin = Skin::create(); } else { skin = Skin::createWithSpriteFrameName((textureName + ".png")); } decoDisplay->setDisplay(skin); if (skin == nullptr) { return; } skin->setBone(bone); initSpriteDisplay(bone, decoDisplay, displayData->displayName.c_str(), skin); Armature* armature = bone->getArmature(); if (armature) { if (armature->getArmatureData()->dataVersion >= VERSION_COMBINED) { skin->setSkinData(displayData->skinData); } else { skin->setSkinData(*bone->getBoneData()); } } } void DisplayFactory::initSpriteDisplay(Bone* bone, DecorativeDisplay* decoDisplay, const char* displayName, Skin* skin) { //! remove .xxx std::string textureName = displayName; size_t startPos = textureName.find_last_of("."); if (startPos != std::string::npos) { textureName = textureName.erase(startPos); } TextureData* textureData = ArmatureDataManager::getInstance()->getTextureData(textureName); if (textureData) { //! Init display anchorPoint, every Texture have a anchor point skin->setAnchorPoint(Vec2(textureData->pivotX, textureData->pivotY)); } #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX if (textureData && textureData->contourDataList.size() > 0) { //! create ContourSprite ColliderDetector* colliderDetector = ColliderDetector::create(bone); colliderDetector->addContourDataList(textureData->contourDataList); decoDisplay->setColliderDetector(colliderDetector); } #endif } void DisplayFactory::addArmatureDisplay(Bone* bone, DecorativeDisplay* decoDisplay, DisplayData* displayData) { ArmatureDisplayData* adp = ArmatureDisplayData::create(); adp->copy((ArmatureDisplayData*)displayData); decoDisplay->setDisplayData(adp); createArmatureDisplay(bone, decoDisplay); } void DisplayFactory::createArmatureDisplay(Bone* bone, DecorativeDisplay* decoDisplay) { ArmatureDisplayData* displayData = (ArmatureDisplayData*)decoDisplay->getDisplayData(); Armature* armature = Armature::create(displayData->displayName, bone); decoDisplay->setDisplay(armature); } void DisplayFactory::updateArmatureDisplay(Bone* /*bone*/, Node* display, float dt) { Armature* armature = (Armature*)display; if (armature) { armature->sortAllChildren(); armature->update(dt); } } void DisplayFactory::addParticleDisplay(Bone* bone, DecorativeDisplay* decoDisplay, DisplayData* displayData) { ParticleDisplayData* adp = ParticleDisplayData::create(); adp->copy((ParticleDisplayData*)displayData); decoDisplay->setDisplayData(adp); createParticleDisplay(bone, decoDisplay); } void DisplayFactory::createParticleDisplay(Bone* bone, DecorativeDisplay* decoDisplay) { ParticleDisplayData* displayData = (ParticleDisplayData*)decoDisplay->getDisplayData(); ParticleSystem* system = ParticleSystemQuad::create(displayData->displayName); system->removeFromParent(); system->cleanup(); Armature* armature = bone->getArmature(); if (armature) { system->setParent(armature); } decoDisplay->setDisplay(system); } void DisplayFactory::updateParticleDisplay(Bone* bone, Node* display, float dt) { ParticleSystem* system = (ParticleSystem*)display; BaseData node; TransformHelp::matrixToNode(bone->getNodeToArmatureTransform(), node); system->setPosition(node.x, node.y); system->setScaleX(node.scaleX); system->setScaleY(node.scaleY); system->update(dt); } } // namespace cocostudio