axmol/cocos/2d/CCScene.cpp

340 lines
8.5 KiB
C++

/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
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 "2d/CCScene.h"
#include "base/CCDirector.h"
#include "2d/CCCamera.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventListenerCustom.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCFrameBuffer.h"
#include "deprecated/CCString.h"
#if CC_USE_PHYSICS
#include "physics/CCPhysicsWorld.h"
#endif
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
#include "physics3d/CCPhysics3DWorld.h"
#include "physics3d/CCPhysics3DComponent.h"
#endif
#if CC_USE_NAVMESH
#include "navmesh/CCNavMesh.h"
#endif
NS_CC_BEGIN
Scene::Scene()
{
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
_physics3DWorld = nullptr;
_physics3dDebugCamera = nullptr;
#endif
#if CC_USE_NAVMESH
_navMesh = nullptr;
_navMeshDebugCamera = nullptr;
#endif
#if CC_USE_PHYSICS
_physicsWorld = nullptr;
#endif
_ignoreAnchorPointForPosition = true;
setAnchorPoint(Vec2(0.5f, 0.5f));
_cameraOrderDirty = true;
//create default camera
_defaultCamera = Camera::create();
addChild(_defaultCamera);
_event = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_PROJECTION_CHANGED, std::bind(&Scene::onProjectionChanged, this, std::placeholders::_1));
_event->retain();
Camera::_visitingCamera = nullptr;
}
Scene::~Scene()
{
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
CC_SAFE_RELEASE(_physics3DWorld);
CC_SAFE_RELEASE(_physics3dDebugCamera);
#endif
#if CC_USE_NAVMESH
CC_SAFE_RELEASE(_navMesh);
#endif
Director::getInstance()->getEventDispatcher()->removeEventListener(_event);
CC_SAFE_RELEASE(_event);
#if CC_USE_PHYSICS
delete _physicsWorld;
#endif
#if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
auto engine = ScriptEngineManager::getInstance()->getScriptEngine();
if (engine)
{
engine->releaseAllChildrenRecursive(this);
}
#endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
}
#if CC_USE_NAVMESH
void Scene::setNavMesh(NavMesh* navMesh)
{
if (_navMesh != navMesh)
{
CC_SAFE_RETAIN(navMesh);
CC_SAFE_RELEASE(_navMesh);
_navMesh = navMesh;
}
}
#endif
bool Scene::init()
{
auto size = Director::getInstance()->getWinSize();
return initWithSize(size);
}
bool Scene::initWithSize(const Size& size)
{
setContentSize(size);
return true;
}
Scene* Scene::create()
{
Scene *ret = new (std::nothrow) Scene();
if (ret && ret->init())
{
ret->autorelease();
return ret;
}
else
{
CC_SAFE_DELETE(ret);
return nullptr;
}
}
Scene* Scene::createWithSize(const Size& size)
{
Scene *ret = new (std::nothrow) Scene();
if (ret && ret->initWithSize(size))
{
ret->autorelease();
return ret;
}
else
{
CC_SAFE_DELETE(ret);
return nullptr;
}
}
std::string Scene::getDescription() const
{
return StringUtils::format("<Scene | tag = %d>", _tag);
}
void Scene::onProjectionChanged(EventCustom* event)
{
if (_defaultCamera)
{
_defaultCamera->initDefault();
}
}
static bool camera_cmp(const Camera* a, const Camera* b)
{
return a->getRenderOrder() < b->getRenderOrder();
}
const std::vector<Camera*>& Scene::getCameras()
{
if (_cameraOrderDirty)
{
stable_sort(_cameras.begin(), _cameras.end(), camera_cmp);
_cameraOrderDirty = false;
}
return _cameras;
}
void Scene::render(Renderer* renderer)
{
auto director = Director::getInstance();
Camera* defaultCamera = nullptr;
const auto& transform = getNodeToParentTransform();
for (const auto& camera : getCameras())
{
if (!camera->isVisible())
continue;
Camera::_visitingCamera = camera;
if (Camera::_visitingCamera->getCameraFlag() == CameraFlag::DEFAULT)
{
defaultCamera = Camera::_visitingCamera;
}
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix());
camera->apply();
//clear background with max depth
camera->clearBackground();
//visit the scene
visit(renderer, transform, 0);
#if CC_USE_NAVMESH
if (_navMesh && _navMeshDebugCamera == camera)
{
_navMesh->debugDraw(renderer);
}
#endif
renderer->render();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
}
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
if (_physics3DWorld && _physics3DWorld->isDebugDrawEnabled())
{
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _physics3dDebugCamera != nullptr ? _physics3dDebugCamera->getViewProjectionMatrix() : defaultCamera->getViewProjectionMatrix());
_physics3DWorld->debugDraw(renderer);
renderer->render();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
}
#endif
Camera::_visitingCamera = nullptr;
experimental::FrameBuffer::applyDefaultFBO();
}
void Scene::removeAllChildren()
{
if (_defaultCamera)
_defaultCamera->retain();
Node::removeAllChildren();
if (_defaultCamera)
{
addChild(_defaultCamera);
_defaultCamera->release();
}
}
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
void Scene::setPhysics3DDebugCamera(Camera* camera)
{
CC_SAFE_RETAIN(camera);
CC_SAFE_RELEASE(_physics3dDebugCamera);
_physics3dDebugCamera = camera;
}
#endif
#if CC_USE_NAVMESH
void Scene::setNavMeshDebugCamera(Camera *camera)
{
CC_SAFE_RETAIN(camera);
CC_SAFE_RELEASE(_navMeshDebugCamera);
_navMeshDebugCamera = camera;
}
#endif
#if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION))
Scene* Scene::createWithPhysics()
{
Scene *ret = new (std::nothrow) Scene();
if (ret && ret->initWithPhysics())
{
ret->autorelease();
return ret;
}
else
{
CC_SAFE_DELETE(ret);
return nullptr;
}
}
bool Scene::initWithPhysics()
{
#if CC_USE_PHYSICS
_physicsWorld = PhysicsWorld::construct(this);
#endif
bool ret = false;
do
{
Director * director;
CC_BREAK_IF( ! (director = Director::getInstance()) );
this->setContentSize(director->getWinSize());
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
Physics3DWorldDes info;
CC_BREAK_IF(! (_physics3DWorld = Physics3DWorld::create(&info)));
_physics3DWorld->retain();
#endif
// success
ret = true;
} while (0);
return ret;
}
#endif
#if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION) || CC_USE_NAVMESH)
void Scene::stepPhysicsAndNavigation(float deltaTime)
{
#if CC_USE_PHYSICS
if (_physicsWorld && _physicsWorld->isAutoStep())
_physicsWorld->update(deltaTime);
#endif
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
if (_physics3DWorld)
{
_physics3DWorld->stepSimulate(deltaTime);
}
#endif
#if CC_USE_NAVMESH
if (_navMesh)
{
_navMesh->update(deltaTime);
}
#endif
}
#endif
NS_CC_END