/**************************************************************************** Copyright (c) 2014 Chukong Technologies Inc. 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 "3d/CCBillBoard.h" #include "2d/CCSpriteFrameCache.h" #include "base/CCDirector.h" #include "2d/CCCamera.h" #include "renderer/CCRenderer.h" #include "renderer/CCGLProgramCache.h" NS_CC_BEGIN BillBoard::BillBoard() : _mode(Mode::VIEW_POINT_ORIENTED) , _modeDirty(false) { Node::setAnchorPoint(Vec2(0.5f,0.5f)); } BillBoard::~BillBoard() { } BillBoard* BillBoard::createWithTexture(Texture2D *texture, Mode mode) { BillBoard *billborad = new (std::nothrow) BillBoard(); if (billborad && billborad->initWithTexture(texture)) { billborad->_mode = mode; billborad->autorelease(); return billborad; } CC_SAFE_DELETE(billborad); return nullptr; } BillBoard* BillBoard::create(const std::string& filename, Mode mode) { BillBoard *billborad = new (std::nothrow) BillBoard(); if (billborad && billborad->initWithFile(filename)) { billborad->_mode = mode; billborad->autorelease(); return billborad; } CC_SAFE_DELETE(billborad); return nullptr; } BillBoard* BillBoard::create(const std::string& filename, const Rect& rect, Mode mode) { BillBoard *billborad = new (std::nothrow) BillBoard(); if (billborad && billborad->initWithFile(filename, rect)) { billborad->_mode = mode; billborad->autorelease(); return billborad; } CC_SAFE_DELETE(billborad); return nullptr; } BillBoard* BillBoard::create(Mode mode) { BillBoard *billborad = new (std::nothrow) BillBoard(); if (billborad && billborad->init()) { billborad->_mode = mode; billborad->autorelease(); return billborad; } CC_SAFE_DELETE(billborad); return nullptr; } void BillBoard::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags) { // quick return if not visible. children won't be drawn. if (!_visible) { return; } bool visibleByCamera = isVisitableByVisitingCamera(); if (!visibleByCamera && _children.empty()) return; uint32_t flags = processParentFlags(parentTransform, parentFlags); //Add 3D flag so all the children will be rendered as 3D object flags |= FLAGS_RENDER_AS_3D; //Update Billboard transform bool dirty = calculateBillbaordTransform(); if(dirty) { flags |= FLAGS_TRANSFORM_DIRTY; } Director* director = Director::getInstance(); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform); int i = 0; if(!_children.empty()) { sortAllChildren(); // draw children zOrder < 0 for( ; i < _children.size(); i++ ) { auto node = _children.at(i); if (node && node->getLocalZOrder() < 0) node->visit(renderer, _modelViewTransform, flags); else break; } // self draw if (visibleByCamera) this->draw(renderer, _modelViewTransform, flags); for(auto it=_children.cbegin()+i; it != _children.cend(); ++it) (*it)->visit(renderer, _modelViewTransform, flags); } else if (visibleByCamera) { this->draw(renderer, _modelViewTransform, flags); } director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } bool BillBoard::calculateBillbaordTransform() { //Get camera world position auto camera = Camera::getVisitingCamera(); const Mat4& camWorldMat = camera->getNodeToWorldTransform(); //TODO: use math lib to calculate math lib Make it easier to read and maintain if (memcmp(_camWorldMat.m, camWorldMat.m, sizeof(float) * 16) != 0 || memcmp(_mvTransform.m, _modelViewTransform.m, sizeof(float) * 16) != 0 || _modeDirty || true) { //Rotate based on anchor point Vec3 anchorPoint(_anchorPointInPoints.x , _anchorPointInPoints.y , 0.0f); Mat4 localToWorld = _modelViewTransform; localToWorld.translate(anchorPoint); //Decide billboard mode Vec3 camDir; switch (_mode) { case Mode::VIEW_POINT_ORIENTED: camDir = Vec3(localToWorld.m[12] - camWorldMat.m[12], localToWorld.m[13] - camWorldMat.m[13], localToWorld.m[14] - camWorldMat.m[14]); break; case Mode::VIEW_PLANE_ORIENTED: camWorldMat.transformVector(Vec3(0.0f, 0.0f, -1.0f), &camDir); break; default: CCASSERT(false, "invalid billboard mode"); break; } _modeDirty = false; if (camDir.length() < MATH_TOLERANCE) { camDir.set(camWorldMat.m[8], camWorldMat.m[9], camWorldMat.m[10]); } camDir.normalize(); Quaternion rotationQuaternion; this->getNodeToWorldTransform().getRotation(&rotationQuaternion); Mat4 rotationMatrix; rotationMatrix.setIdentity(); Vec3 upAxis = Vec3(rotationMatrix.m[4],rotationMatrix.m[5],rotationMatrix.m[6]); Vec3 x, y; camWorldMat.transformVector(upAxis, &y); Vec3::cross(camDir, y, &x); x.normalize(); Vec3::cross(x, camDir, &y); y.normalize(); float xlen = sqrtf(localToWorld.m[0] * localToWorld.m[0] + localToWorld.m[1] * localToWorld.m[1] + localToWorld.m[2] * localToWorld.m[2]); float ylen = sqrtf(localToWorld.m[4] * localToWorld.m[4] + localToWorld.m[5] * localToWorld.m[5] + localToWorld.m[6] * localToWorld.m[6]); float zlen = sqrtf(localToWorld.m[8] * localToWorld.m[8] + localToWorld.m[9] * localToWorld.m[9] + localToWorld.m[10] * localToWorld.m[10]); Mat4 billboardTransform; billboardTransform.m[0] = x.x * xlen; billboardTransform.m[1] = x.y * xlen; billboardTransform.m[2] = x.z * xlen; billboardTransform.m[4] = y.x * ylen; billboardTransform.m[5] = y.y * ylen; billboardTransform.m[6] = y.z * ylen; billboardTransform.m[8] = -camDir.x * zlen; billboardTransform.m[9] = -camDir.y * zlen; billboardTransform.m[10] = -camDir.z * zlen; billboardTransform.m[12] = localToWorld.m[12]; billboardTransform.m[13] = localToWorld.m[13]; billboardTransform.m[14] = localToWorld.m[14]; billboardTransform.translate(-anchorPoint); _mvTransform = _modelViewTransform = billboardTransform; _camWorldMat = camWorldMat; return true; } return false; } void BillBoard::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { //FIXME: frustum culling here _quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, _modelViewTransform, flags); _quadCommand.setTransparent(true); _quadCommand.setSkipBatching(true); renderer->addCommand(&_quadCommand); } void BillBoard::setMode( Mode mode ) { _mode = mode; _modeDirty = true; } BillBoard::Mode BillBoard::getMode() const { return _mode; } NS_CC_END