mirror of https://github.com/axmolengine/axmol.git
697 lines
17 KiB
C++
697 lines
17 KiB
C++
/****************************************************************************
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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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#include "cocostudio/CCArmature.h"
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#include "cocostudio/CCArmatureDataManager.h"
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#include "cocostudio/CCArmatureDefine.h"
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#include "cocostudio/CCDataReaderHelper.h"
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#include "cocostudio/CCDatas.h"
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#include "cocostudio/CCSkin.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCGLProgramState.h"
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#include "2d/CCDrawingPrimitives.h"
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#include "base/CCDirector.h"
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#if ENABLE_PHYSICS_BOX2D_DETECT
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#include "Box2D/Box2D.h"
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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#include "chipmunk.h"
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#endif
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using namespace cocos2d;
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namespace cocostudio {
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Armature *Armature::create()
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{
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Armature *armature = new Armature();
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if (armature && armature->init())
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{
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armature->autorelease();
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return armature;
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}
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CC_SAFE_DELETE(armature);
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return nullptr;
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}
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Armature *Armature::create(const std::string& name)
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{
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Armature *armature = new Armature();
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if (armature && armature->init(name))
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{
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armature->autorelease();
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return armature;
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}
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CC_SAFE_DELETE(armature);
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return nullptr;
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}
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Armature *Armature::create(const std::string& name, Bone *parentBone)
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{
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Armature *armature = new Armature();
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if (armature && armature->init(name, parentBone))
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{
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armature->autorelease();
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return armature;
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}
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CC_SAFE_DELETE(armature);
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return nullptr;
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}
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Armature::Armature()
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: _armatureData(nullptr)
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, _batchNode(nullptr)
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, _parentBone(nullptr)
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, _armatureTransformDirty(true)
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, _animation(nullptr)
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{
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}
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Armature::~Armature(void)
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{
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_boneDic.clear();
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_topBoneList.clear();
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CC_SAFE_DELETE(_animation);
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}
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bool Armature::init()
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{
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return init("");
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}
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bool Armature::init(const std::string& name)
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{
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bool bRet = false;
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do
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{
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removeAllChildren();
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CC_SAFE_DELETE(_animation);
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_animation = new ArmatureAnimation();
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_animation->init(this);
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_boneDic.clear();
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_topBoneList.clear();
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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_name = name;
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ArmatureDataManager *armatureDataManager = ArmatureDataManager::getInstance();
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if(!_name.empty())
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{
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AnimationData *animationData = armatureDataManager->getAnimationData(name);
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CCASSERT(animationData, "AnimationData not exist! ");
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_animation->setAnimationData(animationData);
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ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
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CCASSERT(armatureData, "");
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_armatureData = armatureData;
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for (auto& element : armatureData->boneDataDic)
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{
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Bone *bone = createBone(element.first.c_str());
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//! init bone's Tween to 1st movement's 1st frame
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do
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{
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MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
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CC_BREAK_IF(!movData);
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MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
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CC_BREAK_IF(!movBoneData || movBoneData->frameList.size() <= 0);
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FrameData *frameData = movBoneData->getFrameData(0);
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CC_BREAK_IF(!frameData);
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bone->getTweenData()->copy(frameData);
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bone->changeDisplayWithIndex(frameData->displayIndex, false);
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}
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while (0);
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}
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update(0);
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updateOffsetPoint();
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}
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else
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{
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_name = "new_armature";
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_armatureData = ArmatureData::create();
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_armatureData->name = _name;
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AnimationData *animationData = AnimationData::create();
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animationData->name = _name;
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armatureDataManager->addArmatureData(_name.c_str(), _armatureData);
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armatureDataManager->addAnimationData(_name.c_str(), animationData);
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_animation->setAnimationData(animationData);
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}
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setCascadeOpacityEnabled(true);
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setCascadeColorEnabled(true);
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bRet = true;
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}
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while (0);
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return bRet;
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}
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bool Armature::init(const std::string& name, Bone *parentBone)
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{
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_parentBone = parentBone;
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return init(name);
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}
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Bone *Armature::createBone(const std::string& boneName)
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{
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Bone *existedBone = getBone(boneName);
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if(existedBone != nullptr)
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return existedBone;
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BoneData *boneData = (BoneData *)_armatureData->getBoneData(boneName);
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std::string parentName = boneData->parentName;
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Bone *bone = nullptr;
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if( parentName.length() != 0 )
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{
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createBone(parentName.c_str());
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bone = Bone::create(boneName);
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addBone(bone, parentName.c_str());
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}
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else
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{
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bone = Bone::create(boneName);
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addBone(bone, "");
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}
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bone->setBoneData(boneData);
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bone->getDisplayManager()->changeDisplayWithIndex(-1, false);
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return bone;
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}
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void Armature::addBone(Bone *bone, const std::string& parentName)
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{
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CCASSERT( bone != nullptr, "Argument must be non-nil");
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CCASSERT(_boneDic.at(bone->getName()) == nullptr, "bone already added. It can't be added again");
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if (!parentName.empty())
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{
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Bone *boneParent = _boneDic.at(parentName);
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if (boneParent)
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{
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boneParent->addChildBone(bone);
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}
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else
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{
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_topBoneList.pushBack(bone);
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}
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}
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else
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{
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_topBoneList.pushBack(bone);
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}
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bone->setArmature(this);
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_boneDic.insert(bone->getName(), bone);
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addChild(bone);
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}
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void Armature::removeBone(Bone *bone, bool recursion)
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{
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CCASSERT(bone != nullptr, "bone must be added to the bone dictionary!");
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bone->setArmature(nullptr);
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bone->removeFromParent(recursion);
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if (_topBoneList.contains(bone))
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{
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_topBoneList.eraseObject(bone);
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}
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_boneDic.erase(bone->getName());
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removeChild(bone, true);
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}
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Bone *Armature::getBone(const std::string& name) const
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{
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return _boneDic.at(name);
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}
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void Armature::changeBoneParent(Bone *bone, const std::string& parentName)
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{
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CCASSERT(bone != nullptr, "bone must be added to the bone dictionary!");
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if(bone->getParentBone())
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{
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bone->getParentBone()->getChildren().eraseObject(bone);
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bone->setParentBone(nullptr);
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}
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if (!parentName.empty())
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{
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Bone *boneParent = _boneDic.at(parentName);
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if (boneParent)
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{
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boneParent->addChildBone(bone);
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if (_topBoneList.contains(bone))
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{
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_topBoneList.eraseObject(bone);
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}
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}
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else
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{
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_topBoneList.pushBack(bone);
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}
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}
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}
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const cocos2d::Map<std::string, Bone*>& Armature::getBoneDic() const
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{
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return _boneDic;
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}
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const Mat4& Armature::getNodeToParentTransform() const
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{
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if (_transformDirty)
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_armatureTransformDirty = true;
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return Node::getNodeToParentTransform();
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}
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void Armature::updateOffsetPoint()
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{
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// Set contentsize and Calculate anchor point.
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Rect rect = getBoundingBox();
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setContentSize(rect.size);
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_offsetPoint = Vec2(-rect.origin.x, -rect.origin.y);
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if (rect.size.width != 0 && rect.size.height != 0)
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{
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setAnchorPoint(Vec2(_offsetPoint.x / rect.size.width, _offsetPoint.y / rect.size.height));
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}
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}
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void Armature::setAnchorPoint(const Vec2& point)
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{
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if( ! point.equals(_anchorPoint))
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{
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_anchorPoint = point;
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_anchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x - _offsetPoint.x, _contentSize.height * _anchorPoint.y - _offsetPoint.y);
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_realAnchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
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_transformDirty = _inverseDirty = true;
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}
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}
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const Vec2& Armature::getAnchorPointInPoints() const
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{
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return _realAnchorPointInPoints;
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}
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void Armature::setAnimation(ArmatureAnimation *animation)
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{
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_animation = animation;
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}
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ArmatureAnimation *Armature::getAnimation() const
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{
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return _animation;
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}
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bool Armature::getArmatureTransformDirty() const
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{
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return _armatureTransformDirty;
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}
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void Armature::update(float dt)
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{
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_animation->update(dt);
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for(const auto &bone : _topBoneList) {
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bone->update(dt);
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}
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_armatureTransformDirty = false;
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}
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void Armature::draw(cocos2d::Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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if (_parentBone == nullptr && _batchNode == nullptr)
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{
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// CC_NODE_DRAW_SETUP();
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}
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for (auto& object : _children)
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{
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if (Bone *bone = dynamic_cast<Bone *>(object))
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{
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Node *node = bone->getDisplayRenderNode();
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if (nullptr == node)
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continue;
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switch (bone->getDisplayRenderNodeType())
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{
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case CS_DISPLAY_SPRITE:
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{
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Skin *skin = static_cast<Skin *>(node);
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skin->updateTransform();
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bool blendDirty = bone->isBlendDirty();
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if (blendDirty)
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{
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skin->setBlendFunc(bone->getBlendFunc());
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}
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skin->draw(renderer, transform, flags);
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}
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break;
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case CS_DISPLAY_ARMATURE:
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{
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node->draw(renderer, transform, flags);
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}
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break;
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default:
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{
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node->visit(renderer, transform, flags);
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// CC_NODE_DRAW_SETUP();
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}
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break;
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}
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}
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else if(Node *node = dynamic_cast<Node *>(object))
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{
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node->visit(renderer, transform, flags);
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// CC_NODE_DRAW_SETUP();
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}
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}
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}
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void Armature::onEnter()
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{
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#if CC_ENABLE_SCRIPT_BINDING
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if (_scriptType == kScriptTypeJavascript)
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{
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if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter))
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return;
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}
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#endif
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Node::onEnter();
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scheduleUpdate();
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}
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void Armature::onExit()
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{
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Node::onExit();
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unscheduleUpdate();
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}
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void Armature::visit(cocos2d::Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
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{
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// quick return if not visible. children won't be drawn.
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if (!_visible)
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{
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return;
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}
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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sortAllChildren();
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draw(renderer, _modelViewTransform, flags);
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// reset for next frame
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_orderOfArrival = 0;
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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Rect Armature::getBoundingBox() const
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{
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float minx, miny, maxx, maxy = 0;
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bool first = true;
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Rect boundingBox = Rect(0, 0, 0, 0);
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for (const auto& object : _children)
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{
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if (Bone *bone = dynamic_cast<Bone *>(object))
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{
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Rect r = bone->getDisplayManager()->getBoundingBox();
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if (r.equals(Rect::ZERO))
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continue;
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if(first)
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{
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minx = r.getMinX();
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miny = r.getMinY();
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maxx = r.getMaxX();
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maxy = r.getMaxY();
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first = false;
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}
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else
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{
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minx = r.getMinX() < boundingBox.getMinX() ? r.getMinX() : boundingBox.getMinX();
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miny = r.getMinY() < boundingBox.getMinY() ? r.getMinY() : boundingBox.getMinY();
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maxx = r.getMaxX() > boundingBox.getMaxX() ? r.getMaxX() : boundingBox.getMaxX();
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maxy = r.getMaxY() > boundingBox.getMaxY() ? r.getMaxY() : boundingBox.getMaxY();
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}
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boundingBox.setRect(minx, miny, maxx - minx, maxy - miny);
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}
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}
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return RectApplyTransform(boundingBox, getNodeToParentTransform());
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}
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Bone *Armature::getBoneAtPoint(float x, float y) const
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{
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long length = _children.size();
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Bone *bs;
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for(long i = length - 1; i >= 0; i--)
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{
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bs = static_cast<Bone*>( _children.at(i) );
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if(bs->getDisplayManager()->containPoint(x, y))
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{
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return bs;
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}
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}
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return nullptr;
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}
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void Armature::setParentBone(Bone *parentBone)
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{
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_parentBone = parentBone;
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for (auto& element : _boneDic)
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{
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element.second->setArmature(this);
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}
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}
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Bone *Armature::getParentBone() const
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{
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return _parentBone;
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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void CCArmature::setColliderFilter(ColliderFilter *filter)
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{
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for (auto& element : _boneDic)
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{
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element.second->setColliderFilter(filter);
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}
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}
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#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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void CCArmature::drawContour()
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{
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for(auto& element : _boneDic)
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{
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Bone *bone = element.second;
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ColliderDetector *detector = bone->getColliderDetector();
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if (!detector)
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continue;
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const cocos2d::Vector<ColliderBody*>& bodyList = detector->getColliderBodyList();
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for (auto& object : bodyList)
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{
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ColliderBody *body = static_cast<ColliderBody*>(object);
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const std::vector<Vec2> &vertexList = body->getCalculatedVertexList();
|
|
|
|
unsigned long length = vertexList.size();
|
|
Vec2 *points = new Vec2[length];
|
|
for (unsigned long i = 0; i<length; i++)
|
|
{
|
|
Vec2 p = vertexList.at(i);
|
|
points[i].x = p.x;
|
|
points[i].y = p.y;
|
|
}
|
|
DrawPrimitives::drawPoly( points, (unsigned int)length, true );
|
|
|
|
delete []points;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#if ENABLE_PHYSICS_BOX2D_DETECT
|
|
b2Body *Armature::getBody() const
|
|
{
|
|
return _body;
|
|
}
|
|
|
|
void Armature::setBody(b2Body *body)
|
|
{
|
|
if (_body == body)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_body = body;
|
|
_body->SetUserData(this);
|
|
|
|
for(auto& object : _children)
|
|
{
|
|
if (Bone *bone = dynamic_cast<Bone *>(object))
|
|
{
|
|
auto displayList = bone->getDisplayManager()->getDecorativeDisplayList();
|
|
|
|
for(auto displayObject : displayList)
|
|
{
|
|
ColliderDetector *detector = static_cast<DecorativeDisplay *>(displayObject)->getColliderDetector();
|
|
if (detector != nullptr)
|
|
{
|
|
detector->setBody(_body);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
b2Fixture *Armature::getShapeList()
|
|
{
|
|
if (_body)
|
|
{
|
|
return _body->GetFixtureList();
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
|
|
cpBody *Armature::getBody() const
|
|
{
|
|
return _body;
|
|
}
|
|
|
|
void Armature::setBody(cpBody *body)
|
|
{
|
|
if (_body == body)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_body = body;
|
|
_body->data = this;
|
|
|
|
for (const auto& object : _children)
|
|
{
|
|
if (Bone *bone = dynamic_cast<Bone *>(object))
|
|
{
|
|
auto displayList = bone->getDisplayManager()->getDecorativeDisplayList();
|
|
|
|
for (const auto& displayObject : displayList)
|
|
{
|
|
auto detector = displayObject->getColliderDetector();
|
|
if (detector != nullptr)
|
|
{
|
|
detector->setBody(body);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
cpShape *Armature::getShapeList()
|
|
{
|
|
if (_body)
|
|
{
|
|
return _body->shapeList_private;
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
}
|