mirror of https://github.com/axmolengine/axmol.git
366 lines
9.5 KiB
C++
366 lines
9.5 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axis-project.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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#include "2d/CCScene.h"
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#include "base/CCDirector.h"
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#include "2d/CCCamera.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/ccUTF8.h"
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#include "renderer/CCRenderer.h"
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#if AX_USE_PHYSICS
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# include "physics/CCPhysicsWorld.h"
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#endif
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#if AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION
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# include "physics3d/CCPhysics3DWorld.h"
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# include "physics3d/CCPhysics3DComponent.h"
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#endif
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#if AX_USE_NAVMESH
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# include "navmesh/CCNavMesh.h"
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#endif
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NS_AX_BEGIN
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Scene::Scene()
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: _event(_director->getEventDispatcher()->addCustomEventListener(
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Director::EVENT_PROJECTION_CHANGED,
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std::bind(&Scene::onProjectionChanged, this, std::placeholders::_1)))
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{
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_event->retain();
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_ignoreAnchorPointForPosition = true;
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setAnchorPoint(Vec2(0.5f, 0.5f));
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Camera::_visitingCamera = nullptr;
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}
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Scene::~Scene()
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{
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#if AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION
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AX_SAFE_RELEASE(_physics3DWorld);
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AX_SAFE_RELEASE(_physics3dDebugCamera);
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#endif
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#if AX_USE_NAVMESH
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AX_SAFE_RELEASE(_navMesh);
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#endif
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_director->getEventDispatcher()->removeEventListener(_event);
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AX_SAFE_RELEASE(_event);
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#if AX_USE_PHYSICS
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delete _physicsWorld;
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#endif
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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
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if (sEngine)
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{
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sEngine->releaseAllChildrenRecursive(this);
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}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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}
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#if AX_USE_NAVMESH
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void Scene::setNavMesh(NavMesh* navMesh)
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{
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if (_navMesh != navMesh)
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{
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AX_SAFE_RETAIN(navMesh);
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AX_SAFE_RELEASE(_navMesh);
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_navMesh = navMesh;
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}
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}
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#endif
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bool Scene::init()
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{
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auto size = _director->getWinSize();
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return initWithSize(size);
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}
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bool Scene::initWithSize(const Vec2& size)
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{
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initDefaultCamera();
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setContentSize(size);
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return true;
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}
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void Scene::initDefaultCamera()
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{
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if (!_defaultCamera)
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{
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_defaultCamera = Camera::create();
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addChild(_defaultCamera);
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}
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}
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Scene* Scene::create()
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{
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Scene* ret = new Scene();
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if (ret->init())
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{
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ret->autorelease();
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return ret;
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}
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else
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{
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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}
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Scene* Scene::createWithSize(const Vec2& size)
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{
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Scene* ret = new Scene();
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if (ret->initWithSize(size))
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{
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ret->autorelease();
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return ret;
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}
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else
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{
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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}
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std::string Scene::getDescription() const
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{
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return StringUtils::format("<Scene | tag = %d>", _tag);
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}
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void Scene::onProjectionChanged(EventCustom* /*event*/)
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{
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if (_defaultCamera)
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{
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_defaultCamera->initDefault();
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}
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}
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static bool camera_cmp(const Camera* a, const Camera* b)
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{
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return a->getRenderOrder() < b->getRenderOrder();
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}
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const std::vector<Camera*>& Scene::getCameras()
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{
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if (_cameraOrderDirty)
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{
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stable_sort(_cameras.begin(), _cameras.end(), camera_cmp);
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_cameraOrderDirty = false;
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}
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return _cameras;
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}
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void Scene::render(Renderer* renderer, const Mat4& eyeTransform, const Mat4* eyeProjection)
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{
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Camera* defaultCamera = nullptr;
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const auto& transform = getNodeToParentTransform();
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for (const auto& camera : getCameras())
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{
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if (!camera->isVisible())
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continue;
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Camera::_visitingCamera = camera;
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if (Camera::_visitingCamera->getCameraFlag() == CameraFlag::DEFAULT)
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{
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defaultCamera = Camera::_visitingCamera;
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}
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// There are two ways to modify the "default camera" with the eye Transform:
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// a) modify the "nodeToParentTransform" matrix
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// b) modify the "additional transform" matrix
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// both alternatives are correct, if the user manually modifies the camera with a camera->setPosition()
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// then the "nodeToParent transform" will be lost.
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// And it is important that the change is "permanent", because the matrix might be used for calculate
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// culling and other stuff.
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if (eyeProjection)
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camera->setAdditionalProjection(*eyeProjection * camera->getProjectionMatrix().getInversed());
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camera->setAdditionalTransform(eyeTransform.getInversed());
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,
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Camera::_visitingCamera->getViewProjectionMatrix());
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camera->apply();
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// clear background with max depth
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camera->clearBackground();
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// visit the scene
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visit(renderer, transform, 0);
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#if AX_USE_NAVMESH
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if (_navMesh && _navMeshDebugCamera == camera)
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{
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_navMesh->debugDraw(renderer);
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}
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#endif
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renderer->render();
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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// we shouldn't restore the transform matrix since it could be used
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// from "update" or other parts of the game to calculate culling or something else.
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// camera->setNodeToParentTransform(eyeCopy);
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}
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#if AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION
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if (_physics3DWorld && _physics3DWorld->isDebugDrawEnabled())
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{
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Camera* physics3dDebugCamera = _physics3dDebugCamera != nullptr ? _physics3dDebugCamera : defaultCamera;
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if (eyeProjection)
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physics3dDebugCamera->setAdditionalProjection(*eyeProjection *
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physics3dDebugCamera->getProjectionMatrix().getInversed());
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physics3dDebugCamera->setAdditionalTransform(eyeTransform.getInversed());
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,
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physics3dDebugCamera->getViewProjectionMatrix());
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physics3dDebugCamera->apply();
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physics3dDebugCamera->clearBackground();
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_physics3DWorld->debugDraw(renderer);
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renderer->render();
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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}
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#endif
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Camera::_visitingCamera = nullptr;
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}
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void Scene::removeAllChildren()
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{
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if (_defaultCamera)
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_defaultCamera->retain();
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Node::removeAllChildren();
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if (_defaultCamera)
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{
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addChild(_defaultCamera);
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_defaultCamera->release();
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}
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}
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#if AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION
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void Scene::setPhysics3DDebugCamera(Camera* camera)
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{
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AX_SAFE_RETAIN(camera);
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AX_SAFE_RELEASE(_physics3dDebugCamera);
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_physics3dDebugCamera = camera;
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}
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#endif
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#if AX_USE_NAVMESH
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void Scene::setNavMeshDebugCamera(Camera* camera)
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{
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AX_SAFE_RETAIN(camera);
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AX_SAFE_RELEASE(_navMeshDebugCamera);
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_navMeshDebugCamera = camera;
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}
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#endif
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#if (AX_USE_PHYSICS || (AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION))
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Scene* Scene::createWithPhysics()
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{
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Scene* ret = new Scene();
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if (ret->initWithPhysics())
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{
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ret->autorelease();
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return ret;
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}
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else
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{
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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}
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bool Scene::initWithPhysics()
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{
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initDefaultCamera();
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return initPhysicsWorld();
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}
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bool Scene::initPhysicsWorld()
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{
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# if AX_USE_PHYSICS
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_physicsWorld = PhysicsWorld::construct(this);
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# endif
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bool ret = false;
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do
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{
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this->setContentSize(_director->getWinSize());
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# if AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION
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Physics3DWorldDes info;
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AX_BREAK_IF(!(_physics3DWorld = Physics3DWorld::create(&info)));
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_physics3DWorld->retain();
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# endif
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// success
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ret = true;
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} while (0);
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return ret;
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}
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#endif
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#if (AX_USE_PHYSICS || (AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION) || AX_USE_NAVMESH)
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void Scene::stepPhysicsAndNavigation(float deltaTime)
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{
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# if AX_USE_PHYSICS
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if (_physicsWorld && _physicsWorld->isAutoStep())
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_physicsWorld->update(deltaTime);
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# endif
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# if AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION
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if (_physics3DWorld)
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{
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_physics3DWorld->stepSimulate(deltaTime);
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}
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# endif
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# if AX_USE_NAVMESH
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if (_navMesh)
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{
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_navMesh->update(deltaTime);
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}
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# endif
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}
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#endif
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NS_AX_END
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