mirror of https://github.com/axmolengine/axmol.git
106 lines
4.9 KiB
C++
106 lines
4.9 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) 2013-2014 Chukong Technologies Inc.
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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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#ifndef COCOS_2D_SpritePolygon_H__
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#define COCOS_2D_SpritePolygon_H__
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#include <vector>
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#include "platform/CCPlatformMacros.h"
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#include "2d/CCNode.h"
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#include "renderer/CCTrianglesCommand.h"
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#include "CCDrawNode.h"
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#include "SpritePolygonCache.h"
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NS_CC_BEGIN
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namespace experimental{
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class CC_DLL SpritePolygon : public cocos2d::Node
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{
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public:
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//create with manually created vertices, color and uv and
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static SpritePolygon *create(const std::string&, std::vector<cocos2d::V3F_C4B_T2F>&, std::vector<unsigned short>&);
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bool initWithVerts(const std::string&, std::vector<cocos2d::V3F_C4B_T2F>&, std::vector<unsigned short>&);
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//create from list of vertices, with texture rect, and triangle indices, UV is calculated from the texture rect
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static SpritePolygon *create(const std::string&, std::vector<cocos2d::Vec2>&, std::vector<unsigned short>&, const cocos2d::Rect&rect = cocos2d::Rect::ZERO);
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bool initWithRect(const std::string&, std::vector<cocos2d::Vec2>&, std::vector<unsigned short>&, const cocos2d::Rect&rect = cocos2d::Rect::ZERO);
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// //create from ordered list of vertices, with texture rect, Triangles and UV is calculated on the fly
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static SpritePolygon *create(const std::string&, std::vector<cocos2d::Vec2>&, const cocos2d::Rect& rect = cocos2d::Rect::ZERO);
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bool initWithPoly2tri(const std::string&, std::vector<cocos2d::Vec2>&, const cocos2d::Rect&);
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//create from a texture (rect), and automatically trace and optimize the points.
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//not recommended for production, its better to use the vec2 list for better performance
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static SpritePolygon *create(const std::string&, const cocos2d::Rect& rect = cocos2d::Rect::ZERO, float optimization = -1);
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bool initWithMarching(const std::string &file, const cocos2d::Rect &rect, float optimization);
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bool initWithCache(const std::string &file, const SpritePolygonInfo *info);
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bool initWithTexture(cocos2d::Texture2D *texture);
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virtual void setTexture(const std::string &filename );
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virtual void setTexture(cocos2d::Texture2D *texture);
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/** returns the Texture2D object used by the sprite */
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virtual cocos2d::Texture2D* getTexture(){return _texture;};
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const float getArea();
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const ssize_t getTrianglesCount(){return _polygonInfo->_triangles.indexCount/3;};
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const ssize_t getVertCount(){return _polygonInfo->_triangles.vertCount;};
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void showDebug(const bool val);
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protected:
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cocos2d::DrawNode *_debugDrawNode;
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void debugDraw();
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void calculateUVandContentSize();
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bool _triangleDirty; //if triangle is dirty, then it needs to be recalculated from verts and indices
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// std::vector<cocos2d::V3F_C4B_T2F> _verts;
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// std::vector<unsigned short> _indices;
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cocos2d::TrianglesCommand _tcmd;
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cocos2d::BlendFunc _blendFunc;
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// cocos2d::TrianglesCommand::Triangles _triangles;
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cocos2d::Texture2D *_texture;
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// cocos2d::Rect _textureRect;
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SpritePolygonInfo *_polygonInfo;
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virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags);
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cocos2d::Rect getTextRectFromTriangles(std::vector<cocos2d::V3F_C4B_T2F>& verts);
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//======Triangulation
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cocos2d::TrianglesCommand::Triangles triangulate(std::vector<cocos2d::Vec2> & verts);
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//TODO: move those to ccUtils
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};
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}
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NS_CC_END
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#endif // #ifndef COCOS_2D_SpritePolygon_H__
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