/**************************************************************************** Copyright (c) 2013-2014 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 "cocostudio/CCArmature.h" #include "cocostudio/CCArmatureDataManager.h" #include "cocostudio/CCArmatureDefine.h" #include "cocostudio/CCDataReaderHelper.h" #include "cocostudio/CCDatas.h" #include "cocostudio/CCSkin.h" #include "renderer/CCRenderer.h" #include "renderer/CCGroupCommand.h" #include "renderer/CCGLProgramState.h" #include "2d/CCDrawingPrimitives.h" #include "base/CCDirector.h" #if ENABLE_PHYSICS_BOX2D_DETECT #include "Box2D/Box2D.h" #elif ENABLE_PHYSICS_CHIPMUNK_DETECT #include "chipmunk.h" #endif using namespace cocos2d; namespace cocostudio { Armature *Armature::create() { Armature *armature = new Armature(); if (armature && armature->init()) { armature->autorelease(); return armature; } CC_SAFE_DELETE(armature); return nullptr; } Armature *Armature::create(const std::string& name) { Armature *armature = new Armature(); if (armature && armature->init(name)) { armature->autorelease(); return armature; } CC_SAFE_DELETE(armature); return nullptr; } Armature *Armature::create(const std::string& name, Bone *parentBone) { Armature *armature = new Armature(); if (armature && armature->init(name, parentBone)) { armature->autorelease(); return armature; } CC_SAFE_DELETE(armature); return nullptr; } Armature::Armature() : _armatureData(nullptr) , _batchNode(nullptr) , _parentBone(nullptr) , _armatureTransformDirty(true) , _animation(nullptr) { } Armature::~Armature(void) { _boneDic.clear(); _topBoneList.clear(); CC_SAFE_DELETE(_animation); } bool Armature::init() { return init(""); } bool Armature::init(const std::string& name) { bool bRet = false; do { removeAllChildren(); CC_SAFE_DELETE(_animation); _animation = new ArmatureAnimation(); _animation->init(this); _boneDic.clear(); _topBoneList.clear(); _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; _name = name; ArmatureDataManager *armatureDataManager = ArmatureDataManager::getInstance(); if(!_name.empty()) { AnimationData *animationData = armatureDataManager->getAnimationData(name); CCASSERT(animationData, "AnimationData not exist! "); _animation->setAnimationData(animationData); ArmatureData *armatureData = armatureDataManager->getArmatureData(name); CCASSERT(armatureData, ""); _armatureData = armatureData; for (auto& element : armatureData->boneDataDic) { Bone *bone = createBone(element.first.c_str()); //! 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.size() <= 0); FrameData *frameData = movBoneData->getFrameData(0); CC_BREAK_IF(!frameData); bone->getTweenData()->copy(frameData); bone->changeDisplayWithIndex(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); } setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); setCascadeOpacityEnabled(true); setCascadeColorEnabled(true); bRet = true; } while (0); return bRet; } bool Armature::init(const std::string& name, Bone *parentBone) { _parentBone = parentBone; return init(name); } Bone *Armature::createBone(const std::string& boneName) { Bone *existedBone = getBone(boneName); if(existedBone != nullptr) return existedBone; BoneData *boneData = (BoneData *)_armatureData->getBoneData(boneName); std::string parentName = boneData->parentName; Bone *bone = nullptr; 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()->changeDisplayWithIndex(-1, false); return bone; } void Armature::addBone(Bone *bone, const std::string& parentName) { CCASSERT( bone != nullptr, "Argument must be non-nil"); CCASSERT(_boneDic.at(bone->getName()) == nullptr, "bone already added. It can't be added again"); if (!parentName.empty()) { Bone *boneParent = _boneDic.at(parentName); if (boneParent) { boneParent->addChildBone(bone); } else { _topBoneList.pushBack(bone); } } else { _topBoneList.pushBack(bone); } bone->setArmature(this); _boneDic.insert(bone->getName(), bone); addChild(bone); } void Armature::removeBone(Bone *bone, bool recursion) { CCASSERT(bone != nullptr, "bone must be added to the bone dictionary!"); bone->setArmature(nullptr); bone->removeFromParent(recursion); if (_topBoneList.contains(bone)) { _topBoneList.eraseObject(bone); } _boneDic.erase(bone->getName()); removeChild(bone, true); } Bone *Armature::getBone(const std::string& name) const { return _boneDic.at(name); } void Armature::changeBoneParent(Bone *bone, const std::string& parentName) { CCASSERT(bone != nullptr, "bone must be added to the bone dictionary!"); if(bone->getParentBone()) { bone->getParentBone()->getChildren().eraseObject(bone); bone->setParentBone(nullptr); } if (!parentName.empty()) { Bone *boneParent = _boneDic.at(parentName); if (boneParent) { boneParent->addChildBone(bone); if (_topBoneList.contains(bone)) { _topBoneList.eraseObject(bone); } } else { _topBoneList.pushBack(bone); } } } const cocos2d::Map& Armature::getBoneDic() const { return _boneDic; } const Mat4& Armature::getNodeToParentTransform() const { if (_transformDirty) _armatureTransformDirty = true; return Node::getNodeToParentTransform(); } void Armature::updateOffsetPoint() { // Set contentsize and Calculate anchor point. Rect rect = getBoundingBox(); setContentSize(rect.size); _offsetPoint = Vec2(-rect.origin.x, -rect.origin.y); if (rect.size.width != 0 && rect.size.height != 0) { setAnchorPoint(Vec2(_offsetPoint.x / rect.size.width, _offsetPoint.y / rect.size.height)); } } void Armature::setAnchorPoint(const Vec2& point) { if( ! point.equals(_anchorPoint)) { _anchorPoint = point; _anchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x - _offsetPoint.x, _contentSize.height * _anchorPoint.y - _offsetPoint.y); _realAnchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y); _transformDirty = _inverseDirty = true; } } const Vec2& Armature::getAnchorPointInPoints() const { return _realAnchorPointInPoints; } void Armature::setAnimation(ArmatureAnimation *animation) { _animation = animation; } ArmatureAnimation *Armature::getAnimation() const { return _animation; } bool Armature::getArmatureTransformDirty() const { return _armatureTransformDirty; } void Armature::update(float dt) { _animation->update(dt); for(const auto &bone : _topBoneList) { bone->update(dt); } _armatureTransformDirty = false; } void Armature::draw(cocos2d::Renderer *renderer, const Mat4 &transform, uint32_t flags) { if (_parentBone == nullptr && _batchNode == nullptr) { // CC_NODE_DRAW_SETUP(); } for (auto& object : _children) { if (Bone *bone = dynamic_cast(object)) { Node *node = bone->getDisplayRenderNode(); if (nullptr == node) continue; switch (bone->getDisplayRenderNodeType()) { case CS_DISPLAY_SPRITE: { Skin *skin = static_cast(node); skin->updateTransform(); BlendFunc func = bone->getBlendFunc(); if (func.src != BlendFunc::ALPHA_PREMULTIPLIED.src || func.dst != BlendFunc::ALPHA_PREMULTIPLIED.dst) { skin->setBlendFunc(bone->getBlendFunc()); } else { if (_blendFunc == BlendFunc::ALPHA_PREMULTIPLIED && !skin->getTexture()->hasPremultipliedAlpha()) { skin->setBlendFunc(_blendFunc.ALPHA_NON_PREMULTIPLIED); } else { skin->setBlendFunc(_blendFunc); } } skin->draw(renderer, transform, flags); } break; case CS_DISPLAY_ARMATURE: { node->draw(renderer, transform, flags); } break; default: { node->visit(renderer, transform, flags); // CC_NODE_DRAW_SETUP(); } break; } } else if(Node *node = dynamic_cast(object)) { node->visit(renderer, transform, flags); // CC_NODE_DRAW_SETUP(); } } } void Armature::onEnter() { #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeJavascript) { if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return; } #endif Node::onEnter(); scheduleUpdate(); } void Armature::onExit() { Node::onExit(); unscheduleUpdate(); } void Armature::visit(cocos2d::Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) { // quick return if not visible. children won't be drawn. if (!_visible) { return; } uint32_t flags = processParentFlags(parentTransform, parentFlags); // IMPORTANT: // To ease the migration to v3.0, we still support the Mat4 stack, // but it is deprecated and your code should not rely on it Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform); sortAllChildren(); draw(renderer, _modelViewTransform, flags); // reset for next frame _orderOfArrival = 0; director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } Rect Armature::getBoundingBox() const { float minx, miny, maxx, maxy = 0; bool first = true; Rect boundingBox = Rect(0, 0, 0, 0); for (const auto& object : _children) { if (Bone *bone = dynamic_cast(object)) { Rect r = bone->getDisplayManager()->getBoundingBox(); if (r.equals(Rect::ZERO)) continue; 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 RectApplyTransform(boundingBox, getNodeToParentTransform()); } Bone *Armature::getBoneAtPoint(float x, float y) const { long length = _children.size(); Bone *bs; for(long i = length - 1; i >= 0; i--) { bs = static_cast( _children.at(i) ); if(bs->getDisplayManager()->containPoint(x, y)) { return bs; } } return nullptr; } void Armature::setParentBone(Bone *parentBone) { _parentBone = parentBone; for (auto& element : _boneDic) { element.second->setArmature(this); } } Bone *Armature::getParentBone() const { return _parentBone; } #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT void CCArmature::setColliderFilter(ColliderFilter *filter) { for (auto& element : _boneDic) { element.second->setColliderFilter(filter); } } #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX void CCArmature::drawContour() { for(auto& element : _boneDic) { Bone *bone = element.second; ColliderDetector *detector = bone->getColliderDetector(); if (!detector) continue; const cocos2d::Vector& bodyList = detector->getColliderBodyList(); for (auto& object : bodyList) { ColliderBody *body = static_cast(object); const std::vector &vertexList = body->getCalculatedVertexList(); unsigned long length = vertexList.size(); Vec2 *points = new Vec2[length]; for (unsigned long i = 0; iSetUserData(this); for(auto& object : _children) { if (Bone *bone = dynamic_cast(object)) { auto displayList = bone->getDisplayManager()->getDecorativeDisplayList(); for(auto displayObject : displayList) { ColliderDetector *detector = static_cast(displayObject)->getColliderDetector(); if (detector != nullptr) { detector->setBody(_body); } } } } } b2Fixture *Armature::getShapeList() { if (_body) { return _body->GetFixtureList(); } else { return nullptr; } } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT cpBody *Armature::getBody() const { return _body; } void Armature::setBody(cpBody *body) { if (_body == body) { return; } _body = body; _body->data = this; for (const auto& object : _children) { if (Bone *bone = dynamic_cast(object)) { auto displayList = bone->getDisplayManager()->getDecorativeDisplayList(); for (const auto& displayObject : displayList) { auto detector = displayObject->getColliderDetector(); if (detector != nullptr) { detector->setBody(body); } }); } } } cpShape *Armature::getShapeList() { if (_body) { return _body->shapeList_private; } else { return nullptr; } } #endif }