mirror of https://github.com/axmolengine/axmol.git
254 lines
8.3 KiB
C++
254 lines
8.3 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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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 "CCDisplayFactory.h"
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#include "../CCBone.h"
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#include "../CCArmature.h"
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#include "../display/CCSkin.h"
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#include "../display/CCShaderNode.h"
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#include "../utils/CCSpriteFrameCacheHelper.h"
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#include "../utils/CCArmatureDataManager.h"
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#include "../utils/CCTransformHelp.h"
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NS_CC_EXT_BEGIN
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void CCDisplayFactory::addDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, CCDisplayData *displayData)
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{
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switch(displayData->displayType)
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{
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case CS_DISPLAY_SPRITE:
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addSpriteDisplay(bone, decoDisplay, displayData);
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break;
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case CS_DISPLAY_PARTICLE:
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addParticleDisplay(bone, decoDisplay, displayData);
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break;
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case CS_DISPLAY_ARMATURE:
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addArmatureDisplay(bone, decoDisplay, displayData);
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break;
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default:
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break;
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}
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}
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void CCDisplayFactory::createDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay)
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{
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switch(decoDisplay->getDisplayData()->displayType)
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{
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case CS_DISPLAY_SPRITE:
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createSpriteDisplay(bone, decoDisplay);
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break;
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case CS_DISPLAY_PARTICLE:
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createParticleDisplay(bone, decoDisplay);
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break;
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case CS_DISPLAY_ARMATURE:
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createArmatureDisplay(bone, decoDisplay);
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break;
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default:
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break;
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}
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}
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void CCDisplayFactory::updateDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, float dt, bool dirty)
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{
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CS_RETURN_IF(!decoDisplay);
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#if ENABLE_PHYSICS_DETECT
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if (dirty)
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{
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CCColliderDetector *detector = decoDisplay->getColliderDetector();
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if (detector)
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{
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CCAffineTransform t = CCAffineTransformConcat(bone->nodeToArmatureTransform(), bone->getArmature()->nodeToWorldTransform());
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detector->updateTransform(t);
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}
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}
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#endif
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switch(decoDisplay->getDisplayData()->displayType)
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{
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case CS_DISPLAY_SPRITE:
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updateSpriteDisplay(bone, decoDisplay, dt, dirty);
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break;
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case CS_DISPLAY_PARTICLE:
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updateParticleDisplay(bone, decoDisplay, dt, dirty);
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break;
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case CS_DISPLAY_ARMATURE:
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updateArmatureDisplay(bone, decoDisplay, dt, dirty);
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break;
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default:
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break;
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}
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}
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void CCDisplayFactory::addSpriteDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, CCDisplayData *displayData)
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{
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CCSpriteDisplayData *sdp = CCSpriteDisplayData::create();
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sdp->copy((CCSpriteDisplayData *)displayData);
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decoDisplay->setDisplayData(sdp);
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createSpriteDisplay(bone, decoDisplay);
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}
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void CCDisplayFactory::createSpriteDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay)
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{
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CCSkin *skin = NULL;
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CCSpriteDisplayData *displayData = (CCSpriteDisplayData *)decoDisplay->getDisplayData();
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//! remove .xxx
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std::string textureName = displayData->displayName;
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size_t startPos = textureName.find_last_of(".");
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if(startPos != std::string::npos)
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{
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textureName = textureName.erase(startPos);
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}
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//! create display
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if(textureName.length() == 0)
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{
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skin = CCSkin::create();
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}
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else
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{
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skin = CCSkin::createWithSpriteFrameName((textureName + ".png").c_str());
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}
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CCTextureAtlas *atlas = CCSpriteFrameCacheHelper::sharedSpriteFrameCacheHelper()->getTextureAtlas((textureName + ".png").c_str());
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skin->setTextureAtlas(atlas);
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CCTextureData *textureData = CCArmatureDataManager::sharedArmatureDataManager()->getTextureData(textureName.c_str());
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if(textureData)
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{
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//! Init display anchorPoint, every Texture have a anchor point
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skin->setAnchorPoint(ccp( textureData->pivotX, textureData->pivotY));
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}
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skin->setBone(bone);
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skin->setSkinData(*bone->getBoneData());
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decoDisplay->setDisplay(skin);
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#if ENABLE_PHYSICS_DETECT
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if (textureData && textureData->contourDataList.count() > 0)
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{
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//! create ContourSprite
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CCColliderDetector *colliderDetector = CCColliderDetector::create(bone);
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colliderDetector->addContourDataList(&textureData->contourDataList);
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decoDisplay->setColliderDetector(colliderDetector);
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}
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#endif
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}
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void CCDisplayFactory::updateSpriteDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, float dt, bool dirty)
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{
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CCSkin *skin = (CCSkin *)decoDisplay->getDisplay();
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skin->updateTransform();
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}
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void CCDisplayFactory::addArmatureDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, CCDisplayData *displayData)
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{
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CCArmatureDisplayData *adp = CCArmatureDisplayData::create(); ;
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adp->copy((CCArmatureDisplayData *)displayData);
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decoDisplay->setDisplayData(adp);
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createArmatureDisplay(bone, decoDisplay);
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}
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void CCDisplayFactory::createArmatureDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay)
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{
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CCArmatureDisplayData *displayData = (CCArmatureDisplayData *)decoDisplay->getDisplayData();
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CCArmature *armature = CCArmature::create(displayData->displayName.c_str(), bone);
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/*
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* because this bone have called this name, so armature should change it's name, or it can't add to
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* CCArmature's bone children.
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*/
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armature->setName((bone->getName() + "_armatureChild").c_str());
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decoDisplay->setDisplay(armature);
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}
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void CCDisplayFactory::updateArmatureDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, float dt, bool dirty)
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{
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CS_RETURN_IF(!dirty);
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CCArmature *armature = bone->getChildArmature();
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if(armature)
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{
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armature->sortAllChildren();
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armature->update(dt);
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}
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}
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void CCDisplayFactory::addParticleDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, CCDisplayData *displayData)
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{
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CCParticleDisplayData *adp = CCParticleDisplayData::create(); ;
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adp->copy((CCParticleDisplayData *)displayData);
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decoDisplay->setDisplayData(adp);
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createParticleDisplay(bone, decoDisplay);
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}
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void CCDisplayFactory::createParticleDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay)
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{
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CCParticleDisplayData *displayData = (CCParticleDisplayData *)decoDisplay->getDisplayData();
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CCParticleSystem *system = CCParticleSystemQuad::create(displayData->plist.c_str());
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decoDisplay->setDisplay(system);
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}
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void CCDisplayFactory::updateParticleDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, float dt, bool dirty)
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{
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CCParticleSystem *system = (CCParticleSystem *)decoDisplay->getDisplay();
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CCBaseData node;
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CCTransformHelp::matrixToNode(bone->nodeToArmatureTransform(), node);
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system->setPosition(node.x, node.y);
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system->setScaleX(node.scaleX);
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system->setScaleY(node.scaleY);
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system->update(dt);
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}
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void CCDisplayFactory::addShaderDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay, CCDisplayData *displayData)
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{
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CCShaderDisplayData *sdp = CCShaderDisplayData::create();
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sdp->copy((CCShaderDisplayData *)displayData);
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decoDisplay->setDisplayData(sdp);
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createShaderDisplay(bone, decoDisplay);
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}
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void CCDisplayFactory::createShaderDisplay(CCBone *bone, CCDecorativeDisplay *decoDisplay)
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{
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CCShaderDisplayData *displayData = (CCShaderDisplayData *)decoDisplay->getDisplayData();
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CCShaderNode *sn = CCShaderNode::shaderNodeWithVertex(displayData->vert.c_str(), displayData->frag.c_str());
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decoDisplay->setDisplay(sn);
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}
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NS_CC_EXT_END
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