mirror of https://github.com/axmolengine/axmol.git
123 lines
3.8 KiB
C++
123 lines
3.8 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2017 Chukong Technologies Inc.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCSKELETONNODE_H__
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#define __CCSKELETONNODE_H__
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#include "ActionTimeline/CCTimelineMacro.h"
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#include "renderer/CCRenderer.h"
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#include "CocosStudioExport.h"
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#include "base/CCMap.h"
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#include "ActionTimeline/CCBoneNode.h"
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NS_TIMELINE_BEGIN
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class CCS_DLL SkeletonNode : public BoneNode
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{
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friend class BoneNode;
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public:
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static SkeletonNode* create();
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/**
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*get bonenode in skeleton node by bone name
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*/
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BoneNode* getBoneNode(std::string_view boneName);
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/**
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*get All bones in this skeleton, <bone's name, BoneNode>
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*/
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const ax::StringMap<BoneNode*>& getAllSubBonesMap() const;
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/**
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*@brief: change displays
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*@param: boneSkinNameMap, map <name of bone, name of skin to display which added to bone>
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*/
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void changeSkins(const hlookup::string_map<std::string>& boneSkinNameMap);
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/**
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*@brief: change displays
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*@param: skinGroupName have
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*/
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void changeSkins(std::string_view skinGroupName);
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/**
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*@brief: add a boneSkinNameMap as a SkinGroup named groupName
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*@param: groupName, key
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*@param: boneSkinNameMap, map <name of bone, name of skin to display which added to bone>
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*/
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void addSkinGroup(std::string groupName, hlookup::string_map<std::string> boneSkinNameMap);
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ax::Rect getBoundingBox() const override;
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SkeletonNode();
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virtual ~SkeletonNode();
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virtual bool init() override;
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protected:
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virtual void updateVertices() override;
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virtual void updateColor() override;
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virtual void visit(ax::Renderer* renderer,
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const ax::Mat4& parentTransform,
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uint32_t parentFlags) override;
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virtual void draw(ax::Renderer* renderer, const ax::Mat4& transform, uint32_t flags) override;
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protected:
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ax::StringMap<BoneNode*> _subBonesMap;
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private:
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struct VertexData
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{
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ax::Vec3 vertex;
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ax::Color4F color;
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};
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ax::Vec2 _squareVertices[8];
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VertexData _vertexData[8];
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hlookup::string_map<hlookup::string_map<std::string>>
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_skinGroupMap; // map< suit name, map< bone name, skin name> >
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AX_DISALLOW_COPY_AND_ASSIGN(SkeletonNode);
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void checkSubBonesDirty();
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// for draw skins as ordered bones' local z
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ax::Vector<BoneNode*> _subOrderedAllBones;
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void updateOrderedAllbones();
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void sortOrderedAllBones();
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// for batch draw sub bones
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bool _subBonesDirty;
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bool _subBonesOrderDirty;
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std::vector<VertexData> _batchedBoneVertexData;
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int _batchedVeticesCount;
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ax::CustomCommand _batchBoneCommand;
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void batchDrawAllSubBones();
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};
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NS_TIMELINE_END
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#endif //__CCSKELETONNODE_H__
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