/**************************************************************************** Copyright (c) 2013-2017 Chukong Technologies Inc. Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md). 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 "2d/SpriteFrame.h" #include "2d/SpriteFrameCache.h" #include "base/Director.h" #include "renderer/Renderer.h" #include "Skin.h" #include "TransformHelp.h" #include "Armature.h" USING_NS_AX; namespace cocostudio { #if AX_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->init()) { skin->autorelease(); return skin; } AX_SAFE_DELETE(skin); return nullptr; } Skin* Skin::createWithSpriteFrameName(std::string_view pszSpriteFrameName) { Skin* skin = new Skin(); if (skin->initWithSpriteFrameName(pszSpriteFrameName)) { skin->autorelease(); return skin; } AX_SAFE_DELETE(skin); return nullptr; } Skin* Skin::create(std::string_view pszFileName) { Skin* skin = new Skin(); if (skin->initWithFile(pszFileName)) { skin->autorelease(); return skin; } AX_SAFE_DELETE(skin); return nullptr; } Skin::Skin() : _bone(nullptr), _armature(nullptr), _displayName(), _skinTransform(Mat4::IDENTITY) {} bool Skin::initWithSpriteFrameName(std::string_view spriteFrameName) { AXASSERT(spriteFrameName != "", ""); SpriteFrame* pFrame = SpriteFrameCache::getInstance()->findFrame(spriteFrameName); bool ret = true; if (pFrame != nullptr) { ret = initWithSpriteFrame(pFrame); } else { AXLOG("Can't find CCSpriteFrame with %s. Please check your .plist file", spriteFrameName.data()); ret = false; } _displayName = spriteFrameName; return ret; } bool Skin::initWithFile(std::string_view filename) { bool ret = Sprite::initWithFile(filename); _displayName = filename; return ret; } void Skin::setSkinData(const BaseData& var) { _skinData = var; setScaleX(_skinData.scaleX); setScaleY(_skinData.scaleY); setRotationSkewX(AX_RADIANS_TO_DEGREES(_skinData.skewX)); setRotationSkewY(AX_RADIANS_TO_DEGREES(-_skinData.skewY)); setPosition(_skinData.x, _skinData.y); _skinTransform = getNodeToParentTransform(); updateArmatureTransform(); } const BaseData& Skin::getSkinData() const { return _skinData; } void Skin::updateArmatureTransform() { _transform = TransformConcat(_bone->getNodeToArmatureTransform(), _skinTransform); // if(_armature && _armature->getBatchNode()) // { // _transform = TransformConcat(_transform, _armature->getNodeToParentTransform()); // } } void Skin::updateTransform() { // If it is not visible, or one of its ancestors is not visible, then do nothing: if (!_visible) { _quad.br.vertices.setZero(); _quad.tl.vertices.setZero(); _quad.tr.vertices.setZero(); _quad.bl.vertices.setZero(); } else { // // calculate the Quad based on the Affine Matrix // Mat4 transform = getNodeToParentTransform(); Size& size = _rect.size; float x1 = _offsetPosition.x; float y1 = _offsetPosition.y; float x2 = x1 + size.width; float y2 = y1 + size.height; if (_flippedX) { std::swap(x1, x2); } if (_flippedY) { std::swap(y1, y2); } float x = transform.m[12]; float y = transform.m[13]; float cr = transform.m[0]; float sr = transform.m[1]; float cr2 = transform.m[5]; float sr2 = -transform.m[4]; 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.set(RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ); _quad.br.vertices.set(RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ); _quad.tl.vertices.set(RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ); _quad.tr.vertices.set(RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ); } // MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS if (_textureAtlas) { _textureAtlas->updateQuad(_quad, _textureAtlas->getTotalQuads()); } } Mat4 Skin::getNodeToWorldTransform() const { return TransformConcat(_bone->getArmature()->getNodeToWorldTransform(), _transform); } Mat4 Skin::getNodeToWorldTransformAR() const { Mat4 displayTransform = _transform; Vec2 anchorPoint = _anchorPointInPoints; anchorPoint = PointApplyTransform(anchorPoint, displayTransform); displayTransform.m[12] = anchorPoint.x; displayTransform.m[13] = anchorPoint.y; return TransformConcat(_bone->getArmature()->getNodeToWorldTransform(), displayTransform); } void Skin::draw(Renderer* renderer, const Mat4& /*transform*/, uint32_t flags) { auto mv = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); auto& pipelineDescriptor = _quadCommand.getPipelineDescriptor(); pipelineDescriptor.programState = getProgramState(); // TODO: implement z order _quadCommand.init(_globalZOrder, _texture, _blendFunc, &_quad, 1, mv, flags); renderer->addCommand(&_quadCommand); } void Skin::setBone(Bone* bone) { _bone = bone; if (Armature* armature = _bone->getArmature()) { _armature = armature; } } Bone* Skin::getBone() const { return _bone; } } // namespace cocostudio