mirror of https://github.com/axmolengine/axmol.git
77 lines
2.5 KiB
C++
77 lines
2.5 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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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 "3d/AttachNode.h"
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#include "3d/Skeleton3D.h"
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namespace ax
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{
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AttachNode* AttachNode::create(Bone3D* attachBone)
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{
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auto attachnode = new AttachNode();
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attachnode->_attachBone = attachBone;
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attachnode->autorelease();
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return attachnode;
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}
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AttachNode::AttachNode() : _attachBone(nullptr) {}
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AttachNode::~AttachNode() {}
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Mat4 AttachNode::getWorldToNodeTransform() const
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{
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static Mat4 mat;
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mat.setIdentity();
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auto parent = getParent();
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if (parent)
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{
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mat = parent->getWorldToNodeTransform() * _attachBone->getWorldMat() * Node::getNodeToParentTransform();
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}
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else
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{
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mat = _attachBone->getWorldMat() * Node::getNodeToParentTransform();
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}
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return mat;
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}
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Mat4 AttachNode::getNodeToWorldTransform() const
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{
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return Node::getNodeToWorldTransform();
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}
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const Mat4& AttachNode::getNodeToParentTransform() const
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{
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Node::getNodeToParentTransform();
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_transformToParent = _attachBone->getWorldMat() * _transform;
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return _transformToParent;
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}
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void AttachNode::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t /*parentFlags*/)
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{
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Node::visit(renderer, parentTransform, Node::FLAGS_DIRTY_MASK);
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}
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}
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