mirror of https://github.com/axmolengine/axmol.git
144 lines
3.7 KiB
C++
144 lines
3.7 KiB
C++
//
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// CCNewSprite.cpp
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// cocos2d_libs
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//
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// Created by NiTe Luo on 10/31/13.
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//
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//
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#include "CCNewSprite.h"
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#include "RenderCommand.h"
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#include "Renderer.h"
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#include "QuadCommand.h"
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#include "CCMenuItem.h"
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#include "Frustum.h"
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#include "CCDirector.h"
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NS_CC_BEGIN
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#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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#define RENDER_IN_SUBPIXEL
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#else
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#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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#endif
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NewSprite* NewSprite::create()
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{
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NewSprite* sprite = new NewSprite();
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if(sprite && sprite->init())
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{
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sprite->autorelease();
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return NULL;
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}
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NewSprite* NewSprite::create(const char *filename)
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{
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NewSprite* sprite = new NewSprite();
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if(sprite && sprite->initWithFile(filename))
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{
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sprite->autorelease();
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return NULL;
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}
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NewSprite::NewSprite()
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:Sprite()
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{
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}
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NewSprite::~NewSprite(void)
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{
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}
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bool NewSprite::initWithTexture(Texture2D *texture, const Rect &rect, bool rotated)
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{
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bool result = Sprite::initWithTexture(texture, rect, rotated);
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_recursiveDirty = true;
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setDirty(true);
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return result;
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}
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void NewSprite::updateQuadVertices()
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{
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#ifdef CC_USE_PHYSICS
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updatePhysicsTransform();
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setDirty(true);
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#endif
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//TODO optimize the performance cache affineTransformation
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// recalculate matrix only if it is dirty
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if(isDirty())
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{
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// if( ! _parent || _parent == (Node*)_batchNode )
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// {
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// _transformToBatch = getNodeToParentTransform();
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// }
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// else
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// {
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// CCASSERT( dynamic_cast<NewSprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
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// _transformToBatch = AffineTransformConcat( getNodeToParentTransform() , static_cast<NewSprite*>(_parent)->_transformToBatch );
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// }
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//TODO optimize this transformation, should use parent's transformation instead
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_transformToBatch = getNodeToWorldTransform();
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//
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// calculate the Quad based on the Affine Matrix
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//
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Rect newRect = RectApplyAffineTransform(_rect, _transformToBatch);
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_quad.bl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(newRect.getMinX()), RENDER_IN_SUBPIXEL(newRect.getMinY()), _vertexZ );
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_quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(newRect.getMaxX()), RENDER_IN_SUBPIXEL(newRect.getMinY()), _vertexZ );
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_quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(newRect.getMinX()), RENDER_IN_SUBPIXEL(newRect.getMaxY()), _vertexZ );
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_quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(newRect.getMaxX()), RENDER_IN_SUBPIXEL(newRect.getMaxY()), _vertexZ );
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_recursiveDirty = false;
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setDirty(false);
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}
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}
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void NewSprite::draw(void)
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{
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updateQuadVertices();
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if(!culling())
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{
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return;
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}
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//TODO implement z order
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QuadCommand* renderCommand = QuadCommand::getCommandPool().generateCommand();
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renderCommand->init(0, _vertexZ, _texture->getName(), _shaderProgram, _blendFunc, &_quad, 1);
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Renderer::getInstance()->addCommand(renderCommand);
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}
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bool NewSprite::culling() const
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{
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Frustum* frustum = Director::getInstance()->getFrustum();
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AffineTransform worldTM = getNodeToWorldTransform();
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//generate aabb
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kmVec3 point = {_quad.bl.vertices.x, _quad.bl.vertices.y, _vertexZ};
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AABB aabb(point,point);
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point = {_quad.br.vertices.x, _quad.br.vertices.y, _vertexZ};
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aabb.expand(point);
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point = {_quad.tl.vertices.x, _quad.tl.vertices.y, _vertexZ};
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aabb.expand(point);
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point = {_quad.tr.vertices.x, _quad.tr.vertices.y, _vertexZ};
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aabb.expand(point);
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return Frustum::IntersectResult::OUTSIDE !=frustum->intersectAABB(aabb);
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}
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NS_CC_END |