/**************************************************************************** Copyright (c) 2015-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. 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 __CCSKELETONNODE_H__ #define __CCSKELETONNODE_H__ #include "editor-support/cocostudio/ActionTimeline/CCTimelineMacro.h" #include "renderer/CCRenderer.h" #include "editor-support/cocostudio/CocosStudioExport.h" #include "base/CCMap.h" #include "editor-support/cocostudio/ActionTimeline/CCBoneNode.h" NS_TIMELINE_BEGIN class CC_STUDIO_DLL SkeletonNode : public BoneNode { friend class BoneNode; public: static SkeletonNode* create(); /** *get bonenode in skeleton node by bone name */ BoneNode* getBoneNode(const std::string& boneName); /** *get All bones in this skeleton, */ const cocos2d::Map& getAllSubBonesMap() const; /** *@brief: change displays *@param: boneSkinNameMap, map */ void changeSkins(const std::map& boneSkinNameMap); /** *@brief: change displays *@param: skinGroupName have */ void changeSkins(const std::string& skinGroupName); /** *@brief: add a boneSkinNameMap as a SkinGroup named groupName *@param: groupName, key *@param: boneSkinNameMap, map */ void addSkinGroup(std::string groupName, std::map boneSkinNameMap); cocos2d::Rect getBoundingBox() const override; CC_CONSTRUCTOR_ACCESS: SkeletonNode(); virtual ~SkeletonNode(); virtual bool init() override; protected: virtual void updateVertices() override; virtual void updateColor() override; virtual void visit(cocos2d::Renderer *renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags) override; virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) override; virtual void onDraw(const cocos2d::Mat4 &transform, uint32_t flags) override; protected: cocos2d::Map _subBonesMap; private: cocos2d::Vec2 _squareVertices[8]; cocos2d::Color4F _squareColors[8]; cocos2d::Vec3 _noMVPVertices[8]; std::map > _skinGroupMap; // map< suit name, map< bone name, skin name> > CC_DISALLOW_COPY_AND_ASSIGN(SkeletonNode); void checkSubBonesDirty(); // for draw skins as ordered bones' local z cocos2d::Vector _subOrderedAllBones; void updateOrderedAllbones(); void sortOrderedAllBones(); // for batch draw sub bones bool _subBonesDirty; bool _subBonesOrderDirty; std::vector _batchedBoneVetices; std::vector _batchedBoneColors; int _batchedVeticesCount; cocos2d::CustomCommand _batchBoneCommand; void batchDrawAllSubBones(const cocos2d::Mat4 &transform); }; NS_TIMELINE_END #endif //__CCSKELETONNODE_H__