mirror of https://github.com/axmolengine/axmol.git
2336 lines
56 KiB
C++
2336 lines
56 KiB
C++
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Valentin Milea
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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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#include "2d/CCNode.h"
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#include <algorithm>
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#include <string>
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#include <regex>
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#include "base/CCDirector.h"
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#include "base/CCScheduler.h"
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#include "base/CCEventDispatcher.h"
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#include "2d/CCCamera.h"
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#include "2d/CCActionManager.h"
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#include "2d/CCScene.h"
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#include "2d/CCComponent.h"
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#include "2d/CCComponentContainer.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCMaterial.h"
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#include "math/TransformUtils.h"
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#include "deprecated/CCString.h"
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#if CC_USE_PHYSICS
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#include "physics/CCPhysicsBody.h"
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#include "physics/CCPhysicsWorld.h"
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#endif
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#if CC_NODE_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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NS_CC_BEGIN
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bool nodeComparisonLess(Node* n1, Node* n2)
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{
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return( n1->getLocalZOrder() < n2->getLocalZOrder() ||
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( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
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);
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}
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// FIXME:: Yes, nodes might have a sort problem once every 15 days if the game runs at 60 FPS and each frame sprites are reordered.
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int Node::s_globalOrderOfArrival = 1;
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// MARK: Constructor, Destructor, Init
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Node::Node(void)
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: _rotationX(0.0f)
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, _rotationY(0.0f)
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, _rotationZ_X(0.0f)
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, _rotationZ_Y(0.0f)
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, _scaleX(1.0f)
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, _scaleY(1.0f)
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, _scaleZ(1.0f)
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, _positionZ(0.0f)
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, _usingNormalizedPosition(false)
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, _normalizedPositionDirty(false)
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, _skewX(0.0f)
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, _skewY(0.0f)
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, _contentSize(Size::ZERO)
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, _contentSizeDirty(true)
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, _transformDirty(true)
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, _inverseDirty(true)
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, _useAdditionalTransform(false)
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, _transformUpdated(true)
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// children (lazy allocs)
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// lazy alloc
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, _localZOrder(0)
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, _globalZOrder(0)
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, _parent(nullptr)
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// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
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, _tag(Node::INVALID_TAG)
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, _name("")
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, _hashOfName(0)
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// userData is always inited as nil
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, _userData(nullptr)
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, _userObject(nullptr)
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, _glProgramState(nullptr)
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, _orderOfArrival(0)
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, _running(false)
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, _visible(true)
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, _ignoreAnchorPointForPosition(false)
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, _reorderChildDirty(false)
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, _isTransitionFinished(false)
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#if CC_ENABLE_SCRIPT_BINDING
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, _updateScriptHandler(0)
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#endif
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, _componentContainer(nullptr)
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#if CC_USE_PHYSICS
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, _physicsBody(nullptr)
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, _physicsScaleStartX(1.0f)
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, _physicsScaleStartY(1.0f)
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, _physicsRotation(0.0f)
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, _physicsTransformDirty(true)
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, _updateTransformFromPhysics(true)
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, _physicsWorld(nullptr)
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, _physicsBodyAssociatedWith(0)
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, _physicsRotationOffset(0.0f)
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#endif
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, _displayedOpacity(255)
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, _realOpacity(255)
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, _displayedColor(Color3B::WHITE)
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, _realColor(Color3B::WHITE)
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, _cascadeColorEnabled(false)
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, _cascadeOpacityEnabled(false)
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, _cameraMask(1)
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{
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// set default scheduler and actionManager
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_director = Director::getInstance();
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_actionManager = _director->getActionManager();
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_actionManager->retain();
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_scheduler = _director->getScheduler();
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_scheduler->retain();
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_eventDispatcher = _director->getEventDispatcher();
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_eventDispatcher->retain();
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#if CC_ENABLE_SCRIPT_BINDING
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ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine();
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_scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone;
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#endif
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_transform = _inverse = _additionalTransform = Mat4::IDENTITY;
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}
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Node * Node::create()
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{
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Node * ret = new (std::nothrow) Node();
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if (ret && ret->init())
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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Node::~Node()
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{
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CCLOGINFO( "deallocing Node: %p - tag: %i", this, _tag );
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#if CC_ENABLE_SCRIPT_BINDING
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if (_updateScriptHandler)
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{
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ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
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}
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#endif
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// User object has to be released before others, since userObject may have a weak reference of this node
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// It may invoke `node->stopAllAction();` while `_actionManager` is null if the next line is after `CC_SAFE_RELEASE_NULL(_actionManager)`.
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CC_SAFE_RELEASE_NULL(_userObject);
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// attributes
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CC_SAFE_RELEASE_NULL(_glProgramState);
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for (auto& child : _children)
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{
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child->_parent = nullptr;
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}
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removeAllComponents();
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CC_SAFE_DELETE(_componentContainer);
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#if CC_USE_PHYSICS
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setPhysicsBody(nullptr);
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#endif
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stopAllActions();
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unscheduleAllCallbacks();
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CC_SAFE_RELEASE_NULL(_actionManager);
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CC_SAFE_RELEASE_NULL(_scheduler);
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_eventDispatcher->removeEventListenersForTarget(this);
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#if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS && COCOS2D_DEBUG > 0
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_eventDispatcher->debugCheckNodeHasNoEventListenersOnDestruction(this);
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#endif
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CCASSERT(!_running, "Node still marked as running on node destruction! Was base class onExit() called in derived class onExit() implementations?");
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CC_SAFE_RELEASE(_eventDispatcher);
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}
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bool Node::init()
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{
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return true;
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}
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void Node::cleanup()
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{
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// actions
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this->stopAllActions();
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this->unscheduleAllCallbacks();
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#if CC_ENABLE_SCRIPT_BINDING
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if ( _scriptType != kScriptTypeNone)
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{
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int action = kNodeOnCleanup;
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BasicScriptData data(this,(void*)&action);
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ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
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ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
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}
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#endif // #if CC_ENABLE_SCRIPT_BINDING
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// timers
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for( const auto &child: _children)
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child->cleanup();
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}
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std::string Node::getDescription() const
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{
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return StringUtils::format("<Node | Tag = %d", _tag);
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}
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// MARK: getters / setters
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float Node::getSkewX() const
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{
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return _skewX;
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}
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void Node::setSkewX(float skewX)
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{
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if (_skewX == skewX)
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return;
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr)
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{
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CCLOG("Node WARNING: PhysicsBody doesn't support setSkewX");
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}
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#endif
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_skewX = skewX;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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float Node::getSkewY() const
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{
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return _skewY;
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}
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void Node::setSkewY(float skewY)
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{
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if (_skewY == skewY)
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return;
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr)
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{
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CCLOG("Node WARNING: PhysicsBody doesn't support setSkewY");
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}
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#endif
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_skewY = skewY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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void Node::setLocalZOrder(int z)
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{
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if (_localZOrder == z)
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return;
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_localZOrder = z;
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if (_parent)
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{
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_parent->reorderChild(this, z);
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}
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_eventDispatcher->setDirtyForNode(this);
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}
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/// zOrder setter : private method
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/// used internally to alter the zOrder variable. DON'T call this method manually
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void Node::_setLocalZOrder(int z)
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{
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_localZOrder = z;
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}
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void Node::setGlobalZOrder(float globalZOrder)
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{
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if (_globalZOrder != globalZOrder)
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{
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_globalZOrder = globalZOrder;
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_eventDispatcher->setDirtyForNode(this);
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}
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}
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/// rotation getter
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float Node::getRotation() const
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{
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CCASSERT(_rotationZ_X == _rotationZ_Y, "CCNode#rotation. RotationX != RotationY. Don't know which one to return");
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return _rotationZ_X;
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}
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/// rotation setter
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void Node::setRotation(float rotation)
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{
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if (_rotationZ_X == rotation)
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return;
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_rotationZ_X = _rotationZ_Y = rotation;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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#if CC_USE_PHYSICS
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if (_physicsWorld && _physicsBodyAssociatedWith > 0)
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{
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_physicsWorld->_updateBodyTransform = true;
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}
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#endif
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updateRotationQuat();
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}
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float Node::getRotationSkewX() const
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{
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return _rotationZ_X;
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}
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void Node::setRotation3D(const Vec3& rotation)
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{
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if (_rotationX == rotation.x &&
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_rotationY == rotation.y &&
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_rotationZ_X == rotation.z)
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return;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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_rotationX = rotation.x;
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_rotationY = rotation.y;
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// rotation Z is decomposed in 2 to simulate Skew for Flash animations
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_rotationZ_Y = _rotationZ_X = rotation.z;
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updateRotationQuat();
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr)
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{
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CCLOG("Node WARNING: PhysicsBody doesn't support setRotation3D");
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}
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#endif
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}
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Vec3 Node::getRotation3D() const
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{
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// rotation Z is decomposed in 2 to simulate Skew for Flash animations
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CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y");
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return Vec3(_rotationX,_rotationY,_rotationZ_X);
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}
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void Node::updateRotationQuat()
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{
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// convert Euler angle to quaternion
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// when _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX
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// when _rotationZ_X != _rotationZ_Y, _rotationQuat = RotationY * RotationX
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float halfRadx = CC_DEGREES_TO_RADIANS(_rotationX / 2.f), halfRady = CC_DEGREES_TO_RADIANS(_rotationY / 2.f), halfRadz = _rotationZ_X == _rotationZ_Y ? -CC_DEGREES_TO_RADIANS(_rotationZ_X / 2.f) : 0;
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float coshalfRadx = cosf(halfRadx), sinhalfRadx = sinf(halfRadx), coshalfRady = cosf(halfRady), sinhalfRady = sinf(halfRady), coshalfRadz = cosf(halfRadz), sinhalfRadz = sinf(halfRadz);
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_rotationQuat.x = sinhalfRadx * coshalfRady * coshalfRadz - coshalfRadx * sinhalfRady * sinhalfRadz;
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_rotationQuat.y = coshalfRadx * sinhalfRady * coshalfRadz + sinhalfRadx * coshalfRady * sinhalfRadz;
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_rotationQuat.z = coshalfRadx * coshalfRady * sinhalfRadz - sinhalfRadx * sinhalfRady * coshalfRadz;
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_rotationQuat.w = coshalfRadx * coshalfRady * coshalfRadz + sinhalfRadx * sinhalfRady * sinhalfRadz;
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}
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void Node::updateRotation3D()
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{
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//convert quaternion to Euler angle
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float x = _rotationQuat.x, y = _rotationQuat.y, z = _rotationQuat.z, w = _rotationQuat.w;
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_rotationX = atan2f(2.f * (w * x + y * z), 1.f - 2.f * (x * x + y * y));
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_rotationY = asinf(2.f * (w * y - z * x));
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_rotationZ_X = atanf(2.f * (w * z + x * y) / (1.f - 2.f * (y * y + z * z)));
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_rotationX = CC_RADIANS_TO_DEGREES(_rotationX);
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_rotationY = CC_RADIANS_TO_DEGREES(_rotationY);
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_rotationZ_X = _rotationZ_Y = -CC_RADIANS_TO_DEGREES(_rotationZ_X);
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}
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void Node::setRotationQuat(const Quaternion& quat)
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{
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_rotationQuat = quat;
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updateRotation3D();
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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Quaternion Node::getRotationQuat() const
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{
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return _rotationQuat;
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}
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void Node::setRotationSkewX(float rotationX)
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{
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if (_rotationZ_X == rotationX)
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return;
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr)
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{
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CCLOG("Node WARNING: PhysicsBody doesn't support setRotationSkewX");
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}
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#endif
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_rotationZ_X = rotationX;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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updateRotationQuat();
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}
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float Node::getRotationSkewY() const
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{
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return _rotationZ_Y;
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}
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void Node::setRotationSkewY(float rotationY)
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{
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if (_rotationZ_Y == rotationY)
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return;
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr)
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{
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CCLOG("Node WARNING: PhysicsBody doesn't support setRotationSkewY");
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}
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#endif
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_rotationZ_Y = rotationY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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updateRotationQuat();
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}
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/// scale getter
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float Node::getScale(void) const
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{
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CCASSERT( _scaleX == _scaleY, "CCNode#scale. ScaleX != ScaleY. Don't know which one to return");
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return _scaleX;
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}
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/// scale setter
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void Node::setScale(float scale)
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{
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if (_scaleX == scale && _scaleY == scale && _scaleZ == scale)
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return;
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_scaleX = _scaleY = _scaleZ = scale;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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#if CC_USE_PHYSICS
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if (_physicsWorld && _physicsBodyAssociatedWith > 0)
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{
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_physicsWorld->_updateBodyTransform = true;
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}
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#endif
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}
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/// scaleX getter
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float Node::getScaleX() const
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{
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return _scaleX;
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}
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/// scale setter
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void Node::setScale(float scaleX,float scaleY)
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{
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if (_scaleX == scaleX && _scaleY == scaleY)
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return;
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_scaleX = scaleX;
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_scaleY = scaleY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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#if CC_USE_PHYSICS
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if (_physicsWorld && _physicsBodyAssociatedWith > 0)
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{
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_physicsWorld->_updateBodyTransform = true;
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}
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#endif
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}
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/// scaleX setter
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void Node::setScaleX(float scaleX)
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{
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if (_scaleX == scaleX)
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return;
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_scaleX = scaleX;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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#if CC_USE_PHYSICS
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if (_physicsWorld && _physicsBodyAssociatedWith > 0)
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{
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_physicsWorld->_updateBodyTransform = true;
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}
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#endif
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}
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/// scaleY getter
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float Node::getScaleY() const
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{
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return _scaleY;
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}
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/// scaleY setter
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void Node::setScaleZ(float scaleZ)
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{
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if (_scaleZ == scaleZ)
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return;
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|
|
|
#if CC_USE_PHYSICS
|
|
if (_physicsBody != nullptr)
|
|
{
|
|
CCLOG("Node WARNING: PhysicsBody doesn't support setScaleZ");
|
|
}
|
|
#endif
|
|
|
|
_scaleZ = scaleZ;
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
|
|
/// scaleY getter
|
|
float Node::getScaleZ() const
|
|
{
|
|
return _scaleZ;
|
|
}
|
|
|
|
/// scaleY setter
|
|
void Node::setScaleY(float scaleY)
|
|
{
|
|
if (_scaleY == scaleY)
|
|
return;
|
|
|
|
_scaleY = scaleY;
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
#if CC_USE_PHYSICS
|
|
if (_physicsWorld && _physicsBodyAssociatedWith > 0)
|
|
{
|
|
_physicsWorld->_updateBodyTransform = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/// position getter
|
|
const Vec2& Node::getPosition() const
|
|
{
|
|
return _position;
|
|
}
|
|
|
|
/// position setter
|
|
void Node::setPosition(const Vec2& position)
|
|
{
|
|
setPosition(position.x, position.y);
|
|
}
|
|
|
|
void Node::getPosition(float* x, float* y) const
|
|
{
|
|
*x = _position.x;
|
|
*y = _position.y;
|
|
}
|
|
|
|
void Node::setPosition(float x, float y)
|
|
{
|
|
if (_position.x == x && _position.y == y)
|
|
return;
|
|
|
|
_position.x = x;
|
|
_position.y = y;
|
|
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
_usingNormalizedPosition = false;
|
|
#if CC_USE_PHYSICS
|
|
if (_physicsWorld && _physicsBodyAssociatedWith > 0)
|
|
{
|
|
_physicsWorld->_updateBodyTransform = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Node::setPosition3D(const Vec3& position)
|
|
{
|
|
setPositionZ(position.z);
|
|
setPosition(position.x, position.y);
|
|
}
|
|
|
|
Vec3 Node::getPosition3D() const
|
|
{
|
|
return Vec3(_position.x, _position.y, _positionZ);
|
|
}
|
|
|
|
float Node::getPositionX() const
|
|
{
|
|
return _position.x;
|
|
}
|
|
|
|
void Node::setPositionX(float x)
|
|
{
|
|
setPosition(x, _position.y);
|
|
}
|
|
|
|
float Node::getPositionY() const
|
|
{
|
|
return _position.y;
|
|
}
|
|
|
|
void Node::setPositionY(float y)
|
|
{
|
|
setPosition(_position.x, y);
|
|
}
|
|
|
|
float Node::getPositionZ() const
|
|
{
|
|
return _positionZ;
|
|
}
|
|
|
|
void Node::setPositionZ(float positionZ)
|
|
{
|
|
if (_positionZ == positionZ)
|
|
return;
|
|
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
|
|
_positionZ = positionZ;
|
|
}
|
|
|
|
/// position getter
|
|
const Vec2& Node::getNormalizedPosition() const
|
|
{
|
|
return _normalizedPosition;
|
|
}
|
|
|
|
/// position setter
|
|
void Node::setNormalizedPosition(const Vec2& position)
|
|
{
|
|
if (_normalizedPosition.equals(position))
|
|
return;
|
|
|
|
_normalizedPosition = position;
|
|
_usingNormalizedPosition = true;
|
|
_normalizedPositionDirty = true;
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
#if CC_USE_PHYSICS
|
|
if (_physicsWorld && _physicsBodyAssociatedWith > 0)
|
|
{
|
|
_physicsWorld->_updateBodyTransform = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ssize_t Node::getChildrenCount() const
|
|
{
|
|
return _children.size();
|
|
}
|
|
|
|
/// isVisible getter
|
|
bool Node::isVisible() const
|
|
{
|
|
return _visible;
|
|
}
|
|
|
|
/// isVisible setter
|
|
void Node::setVisible(bool visible)
|
|
{
|
|
if(visible != _visible)
|
|
{
|
|
_visible = visible;
|
|
if(_visible)
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
}
|
|
|
|
const Vec2& Node::getAnchorPointInPoints() const
|
|
{
|
|
return _anchorPointInPoints;
|
|
}
|
|
|
|
/// anchorPoint getter
|
|
const Vec2& Node::getAnchorPoint() const
|
|
{
|
|
return _anchorPoint;
|
|
}
|
|
|
|
void Node::setAnchorPoint(const Vec2& point)
|
|
{
|
|
#if CC_USE_PHYSICS
|
|
if (_physicsBody != nullptr && !point.equals(Vec2::ANCHOR_MIDDLE))
|
|
{
|
|
CCLOG("Node warning: This node has a physics body, the anchor must be in the middle, you cann't change this to other value.");
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (! point.equals(_anchorPoint))
|
|
{
|
|
_anchorPoint = point;
|
|
_anchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
}
|
|
|
|
/// contentSize getter
|
|
const Size& Node::getContentSize() const
|
|
{
|
|
return _contentSize;
|
|
}
|
|
|
|
void Node::setContentSize(const Size & size)
|
|
{
|
|
if (! size.equals(_contentSize))
|
|
{
|
|
_contentSize = size;
|
|
|
|
_anchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
|
|
_transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
|
|
}
|
|
}
|
|
|
|
// isRunning getter
|
|
bool Node::isRunning() const
|
|
{
|
|
return _running;
|
|
}
|
|
|
|
/// parent setter
|
|
void Node::setParent(Node * parent)
|
|
{
|
|
_parent = parent;
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
|
|
/// isRelativeAnchorPoint getter
|
|
bool Node::isIgnoreAnchorPointForPosition() const
|
|
{
|
|
return _ignoreAnchorPointForPosition;
|
|
}
|
|
/// isRelativeAnchorPoint setter
|
|
void Node::ignoreAnchorPointForPosition(bool newValue)
|
|
{
|
|
if (newValue != _ignoreAnchorPointForPosition)
|
|
{
|
|
_ignoreAnchorPointForPosition = newValue;
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
}
|
|
|
|
/// tag getter
|
|
int Node::getTag() const
|
|
{
|
|
return _tag;
|
|
}
|
|
|
|
/// tag setter
|
|
void Node::setTag(int tag)
|
|
{
|
|
_tag = tag ;
|
|
}
|
|
|
|
std::string Node::getName() const
|
|
{
|
|
return _name;
|
|
}
|
|
|
|
void Node::setName(const std::string& name)
|
|
{
|
|
_name = name;
|
|
std::hash<std::string> h;
|
|
_hashOfName = h(name);
|
|
}
|
|
|
|
/// userData setter
|
|
void Node::setUserData(void *userData)
|
|
{
|
|
_userData = userData;
|
|
}
|
|
|
|
int Node::getOrderOfArrival() const
|
|
{
|
|
return _orderOfArrival;
|
|
}
|
|
|
|
void Node::setOrderOfArrival(int orderOfArrival)
|
|
{
|
|
CCASSERT(orderOfArrival >=0, "Invalid orderOfArrival");
|
|
_orderOfArrival = orderOfArrival;
|
|
}
|
|
|
|
void Node::setUserObject(Ref* userObject)
|
|
{
|
|
CC_SAFE_RETAIN(userObject);
|
|
CC_SAFE_RELEASE(_userObject);
|
|
_userObject = userObject;
|
|
}
|
|
|
|
GLProgramState* Node::getGLProgramState() const
|
|
{
|
|
return _glProgramState;
|
|
}
|
|
|
|
void Node::setGLProgramState(cocos2d::GLProgramState* glProgramState)
|
|
{
|
|
if (glProgramState != _glProgramState)
|
|
{
|
|
CC_SAFE_RELEASE(_glProgramState);
|
|
_glProgramState = glProgramState;
|
|
CC_SAFE_RETAIN(_glProgramState);
|
|
|
|
if (_glProgramState)
|
|
_glProgramState->setNodeBinding(this);
|
|
}
|
|
}
|
|
|
|
|
|
void Node::setGLProgram(GLProgram* glProgram)
|
|
{
|
|
if (_glProgramState == nullptr || (_glProgramState && _glProgramState->getGLProgram() != glProgram))
|
|
{
|
|
CC_SAFE_RELEASE(_glProgramState);
|
|
_glProgramState = GLProgramState::getOrCreateWithGLProgram(glProgram);
|
|
_glProgramState->retain();
|
|
|
|
_glProgramState->setNodeBinding(this);
|
|
}
|
|
}
|
|
|
|
GLProgram * Node::getGLProgram() const
|
|
{
|
|
return _glProgramState ? _glProgramState->getGLProgram() : nullptr;
|
|
}
|
|
|
|
Scene* Node::getScene() const
|
|
{
|
|
if (!_parent)
|
|
return nullptr;
|
|
|
|
auto sceneNode = _parent;
|
|
while (sceneNode->_parent)
|
|
{
|
|
sceneNode = sceneNode->_parent;
|
|
}
|
|
|
|
return dynamic_cast<Scene*>(sceneNode);
|
|
}
|
|
|
|
Rect Node::getBoundingBox() const
|
|
{
|
|
Rect rect(0, 0, _contentSize.width, _contentSize.height);
|
|
return RectApplyAffineTransform(rect, getNodeToParentAffineTransform());
|
|
}
|
|
|
|
// MARK: Children logic
|
|
|
|
// lazy allocs
|
|
void Node::childrenAlloc()
|
|
{
|
|
_children.reserve(4);
|
|
}
|
|
|
|
Node* Node::getChildByTag(int tag) const
|
|
{
|
|
CCASSERT(tag != Node::INVALID_TAG, "Invalid tag");
|
|
|
|
for (const auto child : _children)
|
|
{
|
|
if(child && child->_tag == tag)
|
|
return child;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
Node* Node::getChildByName(const std::string& name) const
|
|
{
|
|
CCASSERT(name.length() != 0, "Invalid name");
|
|
|
|
std::hash<std::string> h;
|
|
size_t hash = h(name);
|
|
|
|
for (const auto& child : _children)
|
|
{
|
|
// Different strings may have the same hash code, but can use it to compare first for speed
|
|
if(child->_hashOfName == hash && child->_name.compare(name) == 0)
|
|
return child;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void Node::enumerateChildren(const std::string &name, std::function<bool (Node *)> callback) const
|
|
{
|
|
CCASSERT(name.length() != 0, "Invalid name");
|
|
CCASSERT(callback != nullptr, "Invalid callback function");
|
|
|
|
size_t length = name.length();
|
|
|
|
size_t subStrStartPos = 0; // sub string start index
|
|
size_t subStrlength = length; // sub string length
|
|
|
|
// Starts with '//'?
|
|
bool searchRecursively = false;
|
|
if (length > 2 && name[0] == '/' && name[1] == '/')
|
|
{
|
|
searchRecursively = true;
|
|
subStrStartPos = 2;
|
|
subStrlength -= 2;
|
|
}
|
|
|
|
// End with '/..'?
|
|
bool searchFromParent = false;
|
|
if (length > 3 &&
|
|
name[length-3] == '/' &&
|
|
name[length-2] == '.' &&
|
|
name[length-1] == '.')
|
|
{
|
|
searchFromParent = true;
|
|
subStrlength -= 3;
|
|
}
|
|
|
|
// Remove '//', '/..' if exist
|
|
std::string newName = name.substr(subStrStartPos, subStrlength);
|
|
|
|
if (searchFromParent)
|
|
{
|
|
newName.insert(0, "[[:alnum:]]+/");
|
|
}
|
|
|
|
|
|
if (searchRecursively)
|
|
{
|
|
// name is '//xxx'
|
|
doEnumerateRecursive(this, newName, callback);
|
|
}
|
|
else
|
|
{
|
|
// name is xxx
|
|
doEnumerate(newName, callback);
|
|
}
|
|
}
|
|
|
|
bool Node::doEnumerateRecursive(const Node* node, const std::string &name, std::function<bool (Node *)> callback) const
|
|
{
|
|
bool ret =false;
|
|
|
|
if (node->doEnumerate(name, callback))
|
|
{
|
|
// search itself
|
|
ret = true;
|
|
}
|
|
else
|
|
{
|
|
// search its children
|
|
for (const auto& child : node->getChildren())
|
|
{
|
|
if (doEnumerateRecursive(child, name, callback))
|
|
{
|
|
ret = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool Node::doEnumerate(std::string name, std::function<bool (Node *)> callback) const
|
|
{
|
|
// name may be xxx/yyy, should find its parent
|
|
size_t pos = name.find('/');
|
|
std::string searchName = name;
|
|
bool needRecursive = false;
|
|
if (pos != name.npos)
|
|
{
|
|
searchName = name.substr(0, pos);
|
|
name.erase(0, pos+1);
|
|
needRecursive = true;
|
|
}
|
|
|
|
bool ret = false;
|
|
for (const auto& child : _children)
|
|
{
|
|
if (std::regex_match(child->_name, std::regex(searchName)))
|
|
{
|
|
if (!needRecursive)
|
|
{
|
|
// terminate enumeration if callback return true
|
|
if (callback(child))
|
|
{
|
|
ret = true;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ret = child->doEnumerate(name, callback);
|
|
if (ret)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* "add" logic MUST only be on this method
|
|
* If a class want's to extend the 'addChild' behavior it only needs
|
|
* to override this method
|
|
*/
|
|
void Node::addChild(Node *child, int localZOrder, int tag)
|
|
{
|
|
CCASSERT( child != nullptr, "Argument must be non-nil");
|
|
CCASSERT( child->_parent == nullptr, "child already added. It can't be added again");
|
|
|
|
addChildHelper(child, localZOrder, tag, "", true);
|
|
}
|
|
|
|
void Node::addChild(Node* child, int localZOrder, const std::string &name)
|
|
{
|
|
CCASSERT(child != nullptr, "Argument must be non-nil");
|
|
CCASSERT(child->_parent == nullptr, "child already added. It can't be added again");
|
|
|
|
addChildHelper(child, localZOrder, INVALID_TAG, name, false);
|
|
}
|
|
|
|
void Node::addChildHelper(Node* child, int localZOrder, int tag, const std::string &name, bool setTag)
|
|
{
|
|
if (_children.empty())
|
|
{
|
|
this->childrenAlloc();
|
|
}
|
|
|
|
this->insertChild(child, localZOrder);
|
|
|
|
if (setTag)
|
|
child->setTag(tag);
|
|
else
|
|
child->setName(name);
|
|
|
|
child->setParent(this);
|
|
child->setOrderOfArrival(s_globalOrderOfArrival++);
|
|
|
|
#if CC_USE_PHYSICS
|
|
_physicsBodyAssociatedWith += child->_physicsBodyAssociatedWith;
|
|
auto parentNode = this;
|
|
while (parentNode->_parent)
|
|
{
|
|
parentNode = parentNode->_parent;
|
|
parentNode->_physicsBodyAssociatedWith += child->_physicsBodyAssociatedWith;
|
|
}
|
|
|
|
auto scene = dynamic_cast<Scene*>(parentNode);
|
|
|
|
// Recursive add children with which have physics body.
|
|
if (scene && scene->getPhysicsWorld())
|
|
{
|
|
scene->addChildToPhysicsWorld(child);
|
|
}
|
|
#endif
|
|
|
|
if( _running )
|
|
{
|
|
child->onEnter();
|
|
// prevent onEnterTransitionDidFinish to be called twice when a node is added in onEnter
|
|
if (_isTransitionFinished)
|
|
{
|
|
child->onEnterTransitionDidFinish();
|
|
}
|
|
}
|
|
|
|
if (_cascadeColorEnabled)
|
|
{
|
|
updateCascadeColor();
|
|
}
|
|
|
|
if (_cascadeOpacityEnabled)
|
|
{
|
|
updateCascadeOpacity();
|
|
}
|
|
}
|
|
|
|
void Node::addChild(Node *child, int zOrder)
|
|
{
|
|
CCASSERT( child != nullptr, "Argument must be non-nil");
|
|
this->addChild(child, zOrder, child->_name);
|
|
}
|
|
|
|
void Node::addChild(Node *child)
|
|
{
|
|
CCASSERT( child != nullptr, "Argument must be non-nil");
|
|
this->addChild(child, child->_localZOrder, child->_name);
|
|
}
|
|
|
|
void Node::removeFromParent()
|
|
{
|
|
this->removeFromParentAndCleanup(true);
|
|
}
|
|
|
|
void Node::removeFromParentAndCleanup(bool cleanup)
|
|
{
|
|
if (_parent != nullptr)
|
|
{
|
|
_parent->removeChild(this,cleanup);
|
|
}
|
|
}
|
|
|
|
/* "remove" logic MUST only be on this method
|
|
* If a class want's to extend the 'removeChild' behavior it only needs
|
|
* to override this method
|
|
*/
|
|
void Node::removeChild(Node* child, bool cleanup /* = true */)
|
|
{
|
|
// explicit nil handling
|
|
if (_children.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
ssize_t index = _children.getIndex(child);
|
|
if( index != CC_INVALID_INDEX )
|
|
this->detachChild( child, index, cleanup );
|
|
}
|
|
|
|
void Node::removeChildByTag(int tag, bool cleanup/* = true */)
|
|
{
|
|
CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
|
|
|
|
Node *child = this->getChildByTag(tag);
|
|
|
|
if (child == nullptr)
|
|
{
|
|
CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag);
|
|
}
|
|
else
|
|
{
|
|
this->removeChild(child, cleanup);
|
|
}
|
|
}
|
|
|
|
void Node::removeChildByName(const std::string &name, bool cleanup)
|
|
{
|
|
CCASSERT(name.length() != 0, "Invalid name");
|
|
|
|
Node *child = this->getChildByName(name);
|
|
|
|
if (child == nullptr)
|
|
{
|
|
CCLOG("cocos2d: removeChildByName(name = %s): child not found!", name.c_str());
|
|
}
|
|
else
|
|
{
|
|
this->removeChild(child, cleanup);
|
|
}
|
|
}
|
|
|
|
void Node::removeAllChildren()
|
|
{
|
|
this->removeAllChildrenWithCleanup(true);
|
|
}
|
|
|
|
#if CC_USE_PHYSICS
|
|
void Node::removeFromPhysicsWorld()
|
|
{
|
|
if (_physicsBody != nullptr)
|
|
{
|
|
_physicsBody->removeFromWorld();
|
|
}
|
|
|
|
for (auto child : _children)
|
|
{
|
|
child->removeFromPhysicsWorld();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void Node::removeAllChildrenWithCleanup(bool cleanup)
|
|
{
|
|
// not using detachChild improves speed here
|
|
for (const auto& child : _children)
|
|
{
|
|
// IMPORTANT:
|
|
// -1st do onExit
|
|
// -2nd cleanup
|
|
if(_running)
|
|
{
|
|
child->onExitTransitionDidStart();
|
|
child->onExit();
|
|
}
|
|
|
|
#if CC_USE_PHYSICS
|
|
child->removeFromPhysicsWorld();
|
|
#endif
|
|
|
|
if (cleanup)
|
|
{
|
|
child->cleanup();
|
|
}
|
|
// set parent nil at the end
|
|
child->setParent(nullptr);
|
|
}
|
|
|
|
_children.clear();
|
|
}
|
|
|
|
void Node::detachChild(Node *child, ssize_t childIndex, bool doCleanup)
|
|
{
|
|
// IMPORTANT:
|
|
// -1st do onExit
|
|
// -2nd cleanup
|
|
if (_running)
|
|
{
|
|
child->onExitTransitionDidStart();
|
|
child->onExit();
|
|
}
|
|
|
|
#if CC_USE_PHYSICS
|
|
child->removeFromPhysicsWorld();
|
|
#endif
|
|
|
|
// If you don't do cleanup, the child's actions will not get removed and the
|
|
// its scheduledSelectors_ dict will not get released!
|
|
if (doCleanup)
|
|
{
|
|
child->cleanup();
|
|
}
|
|
|
|
// set parent nil at the end
|
|
child->setParent(nullptr);
|
|
|
|
_children.erase(childIndex);
|
|
}
|
|
|
|
|
|
// helper used by reorderChild & add
|
|
void Node::insertChild(Node* child, int z)
|
|
{
|
|
_transformUpdated = true;
|
|
_reorderChildDirty = true;
|
|
_children.pushBack(child);
|
|
child->_localZOrder = z;
|
|
}
|
|
|
|
void Node::reorderChild(Node *child, int zOrder)
|
|
{
|
|
CCASSERT( child != nullptr, "Child must be non-nil");
|
|
_reorderChildDirty = true;
|
|
child->setOrderOfArrival(s_globalOrderOfArrival++);
|
|
child->_localZOrder = zOrder;
|
|
}
|
|
|
|
void Node::sortAllChildren()
|
|
{
|
|
if (_reorderChildDirty)
|
|
{
|
|
std::sort(std::begin(_children), std::end(_children), nodeComparisonLess);
|
|
_reorderChildDirty = false;
|
|
}
|
|
}
|
|
|
|
// MARK: draw / visit
|
|
|
|
void Node::draw()
|
|
{
|
|
auto renderer = _director->getRenderer();
|
|
draw(renderer, _modelViewTransform, true);
|
|
}
|
|
|
|
void Node::draw(Renderer* renderer, const Mat4 &transform, uint32_t flags)
|
|
{
|
|
}
|
|
|
|
void Node::visit()
|
|
{
|
|
auto renderer = _director->getRenderer();
|
|
auto& parentTransform = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
visit(renderer, parentTransform, true);
|
|
}
|
|
|
|
uint32_t Node::processParentFlags(const Mat4& parentTransform, uint32_t parentFlags)
|
|
{
|
|
#if CC_USE_PHYSICS
|
|
if (_physicsBody && _updateTransformFromPhysics)
|
|
{
|
|
updateTransformFromPhysics(parentTransform, parentFlags);
|
|
}
|
|
#endif
|
|
if(_usingNormalizedPosition)
|
|
{
|
|
CCASSERT(_parent, "setNormalizedPosition() doesn't work with orphan nodes");
|
|
if ((parentFlags & FLAGS_CONTENT_SIZE_DIRTY) || _normalizedPositionDirty)
|
|
{
|
|
auto& s = _parent->getContentSize();
|
|
_position.x = _normalizedPosition.x * s.width;
|
|
_position.y = _normalizedPosition.y * s.height;
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
_normalizedPositionDirty = false;
|
|
}
|
|
}
|
|
|
|
//remove this two line given that isVisitableByVisitingCamera should not affect the calculation of transform given that we are visiting scene
|
|
//without involving view and projection matrix.
|
|
|
|
// if (!isVisitableByVisitingCamera())
|
|
// return parentFlags;
|
|
|
|
uint32_t flags = parentFlags;
|
|
flags |= (_transformUpdated ? FLAGS_TRANSFORM_DIRTY : 0);
|
|
flags |= (_contentSizeDirty ? FLAGS_CONTENT_SIZE_DIRTY : 0);
|
|
|
|
|
|
if(flags & FLAGS_DIRTY_MASK)
|
|
_modelViewTransform = this->transform(parentTransform);
|
|
|
|
#if CC_USE_PHYSICS
|
|
if (_updateTransformFromPhysics) {
|
|
_transformUpdated = false;
|
|
_contentSizeDirty = false;
|
|
}
|
|
#else
|
|
_transformUpdated = false;
|
|
_contentSizeDirty = false;
|
|
#endif
|
|
|
|
return flags;
|
|
}
|
|
|
|
bool Node::isVisitableByVisitingCamera() const
|
|
{
|
|
auto camera = Camera::getVisitingCamera();
|
|
bool visibleByCamera = camera ? ((unsigned short)camera->getCameraFlag() & _cameraMask) != 0 : true;
|
|
return visibleByCamera;
|
|
}
|
|
|
|
void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
|
|
{
|
|
// quick return if not visible. children won't be drawn.
|
|
if (!_visible)
|
|
{
|
|
return;
|
|
}
|
|
|
|
uint32_t flags = processParentFlags(parentTransform, parentFlags);
|
|
|
|
// IMPORTANT:
|
|
// To ease the migration to v3.0, we still support the Mat4 stack,
|
|
// but it is deprecated and your code should not rely on it
|
|
_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
|
|
|
|
bool visibleByCamera = isVisitableByVisitingCamera();
|
|
|
|
int i = 0;
|
|
|
|
if(!_children.empty())
|
|
{
|
|
sortAllChildren();
|
|
// draw children zOrder < 0
|
|
for( ; i < _children.size(); i++ )
|
|
{
|
|
auto node = _children.at(i);
|
|
|
|
if (node && node->_localZOrder < 0)
|
|
node->visit(renderer, _modelViewTransform, flags);
|
|
else
|
|
break;
|
|
}
|
|
// self draw
|
|
if (visibleByCamera)
|
|
this->draw(renderer, _modelViewTransform, flags);
|
|
|
|
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
|
|
(*it)->visit(renderer, _modelViewTransform, flags);
|
|
}
|
|
else if (visibleByCamera)
|
|
{
|
|
this->draw(renderer, _modelViewTransform, flags);
|
|
}
|
|
|
|
_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
// FIX ME: Why need to set _orderOfArrival to 0??
|
|
// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
|
|
// reset for next frame
|
|
// _orderOfArrival = 0;
|
|
}
|
|
|
|
Mat4 Node::transform(const Mat4& parentTransform)
|
|
{
|
|
return parentTransform * this->getNodeToParentTransform();
|
|
}
|
|
|
|
// MARK: events
|
|
|
|
void Node::onEnter()
|
|
{
|
|
if (_onEnterCallback)
|
|
_onEnterCallback();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnEnter))
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
_isTransitionFinished = false;
|
|
|
|
for( const auto &child: _children)
|
|
child->onEnter();
|
|
|
|
this->resume();
|
|
|
|
_running = true;
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeLua)
|
|
{
|
|
ScriptEngineManager::sendNodeEventToLua(this, kNodeOnEnter);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Node::onEnterTransitionDidFinish()
|
|
{
|
|
if (_onEnterTransitionDidFinishCallback)
|
|
_onEnterTransitionDidFinishCallback();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnEnterTransitionDidFinish))
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
_isTransitionFinished = true;
|
|
for( const auto &child: _children)
|
|
child->onEnterTransitionDidFinish();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeLua)
|
|
{
|
|
ScriptEngineManager::sendNodeEventToLua(this, kNodeOnEnterTransitionDidFinish);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Node::onExitTransitionDidStart()
|
|
{
|
|
if (_onExitTransitionDidStartCallback)
|
|
_onExitTransitionDidStartCallback();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnExitTransitionDidStart))
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
for( const auto &child: _children)
|
|
child->onExitTransitionDidStart();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeLua)
|
|
{
|
|
ScriptEngineManager::sendNodeEventToLua(this, kNodeOnExitTransitionDidStart);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Node::onExit()
|
|
{
|
|
if (_onExitCallback)
|
|
_onExitCallback();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnExit))
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
this->pause();
|
|
|
|
_running = false;
|
|
|
|
for( const auto &child: _children)
|
|
child->onExit();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeLua)
|
|
{
|
|
ScriptEngineManager::sendNodeEventToLua(this, kNodeOnExit);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Node::setEventDispatcher(EventDispatcher* dispatcher)
|
|
{
|
|
if (dispatcher != _eventDispatcher)
|
|
{
|
|
_eventDispatcher->removeEventListenersForTarget(this);
|
|
CC_SAFE_RETAIN(dispatcher);
|
|
CC_SAFE_RELEASE(_eventDispatcher);
|
|
_eventDispatcher = dispatcher;
|
|
}
|
|
}
|
|
|
|
void Node::setActionManager(ActionManager* actionManager)
|
|
{
|
|
if( actionManager != _actionManager )
|
|
{
|
|
this->stopAllActions();
|
|
CC_SAFE_RETAIN(actionManager);
|
|
CC_SAFE_RELEASE(_actionManager);
|
|
_actionManager = actionManager;
|
|
}
|
|
}
|
|
|
|
// MARK: actions
|
|
|
|
Action * Node::runAction(Action* action)
|
|
{
|
|
CCASSERT( action != nullptr, "Argument must be non-nil");
|
|
_actionManager->addAction(action, this, !_running);
|
|
return action;
|
|
}
|
|
|
|
void Node::stopAllActions()
|
|
{
|
|
_actionManager->removeAllActionsFromTarget(this);
|
|
}
|
|
|
|
void Node::stopAction(Action* action)
|
|
{
|
|
_actionManager->removeAction(action);
|
|
}
|
|
|
|
void Node::stopActionByTag(int tag)
|
|
{
|
|
CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
|
|
_actionManager->removeActionByTag(tag, this);
|
|
}
|
|
|
|
void Node::stopAllActionsByTag(int tag)
|
|
{
|
|
CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
|
|
_actionManager->removeAllActionsByTag(tag, this);
|
|
}
|
|
|
|
Action * Node::getActionByTag(int tag)
|
|
{
|
|
CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
|
|
return _actionManager->getActionByTag(tag, this);
|
|
}
|
|
|
|
ssize_t Node::getNumberOfRunningActions() const
|
|
{
|
|
return _actionManager->getNumberOfRunningActionsInTarget(this);
|
|
}
|
|
|
|
// MARK: Callbacks
|
|
|
|
void Node::setScheduler(Scheduler* scheduler)
|
|
{
|
|
if( scheduler != _scheduler )
|
|
{
|
|
this->unscheduleAllCallbacks();
|
|
CC_SAFE_RETAIN(scheduler);
|
|
CC_SAFE_RELEASE(_scheduler);
|
|
_scheduler = scheduler;
|
|
}
|
|
}
|
|
|
|
bool Node::isScheduled(SEL_SCHEDULE selector)
|
|
{
|
|
return _scheduler->isScheduled(selector, this);
|
|
}
|
|
|
|
bool Node::isScheduled(const std::string &key)
|
|
{
|
|
return _scheduler->isScheduled(key, this);
|
|
}
|
|
|
|
void Node::scheduleUpdate()
|
|
{
|
|
scheduleUpdateWithPriority(0);
|
|
}
|
|
|
|
void Node::scheduleUpdateWithPriority(int priority)
|
|
{
|
|
_scheduler->scheduleUpdate(this, priority, !_running);
|
|
}
|
|
|
|
void Node::scheduleUpdateWithPriorityLua(int nHandler, int priority)
|
|
{
|
|
unscheduleUpdate();
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
_updateScriptHandler = nHandler;
|
|
#endif
|
|
|
|
_scheduler->scheduleUpdate(this, priority, !_running);
|
|
}
|
|
|
|
void Node::unscheduleUpdate()
|
|
{
|
|
_scheduler->unscheduleUpdate(this);
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_updateScriptHandler)
|
|
{
|
|
ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
|
|
_updateScriptHandler = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Node::schedule(SEL_SCHEDULE selector)
|
|
{
|
|
this->schedule(selector, 0.0f, CC_REPEAT_FOREVER, 0.0f);
|
|
}
|
|
|
|
void Node::schedule(SEL_SCHEDULE selector, float interval)
|
|
{
|
|
this->schedule(selector, interval, CC_REPEAT_FOREVER, 0.0f);
|
|
}
|
|
|
|
void Node::schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
|
|
{
|
|
CCASSERT( selector, "Argument must be non-nil");
|
|
CCASSERT( interval >=0, "Argument must be positive");
|
|
|
|
_scheduler->schedule(selector, this, interval , repeat, delay, !_running);
|
|
}
|
|
|
|
void Node::schedule(const std::function<void(float)> &callback, const std::string &key)
|
|
{
|
|
_scheduler->schedule(callback, this, 0, !_running, key);
|
|
}
|
|
|
|
void Node::schedule(const std::function<void(float)> &callback, float interval, const std::string &key)
|
|
{
|
|
_scheduler->schedule(callback, this, interval, !_running, key);
|
|
}
|
|
|
|
void Node::schedule(const std::function<void(float)>& callback, float interval, unsigned int repeat, float delay, const std::string &key)
|
|
{
|
|
_scheduler->schedule(callback, this, interval, repeat, delay, !_running, key);
|
|
}
|
|
|
|
void Node::scheduleOnce(SEL_SCHEDULE selector, float delay)
|
|
{
|
|
this->schedule(selector, 0.0f, 0, delay);
|
|
}
|
|
|
|
void Node::scheduleOnce(const std::function<void(float)> &callback, float delay, const std::string &key)
|
|
{
|
|
_scheduler->schedule(callback, this, 0, 0, delay, !_running, key);
|
|
}
|
|
|
|
void Node::unschedule(SEL_SCHEDULE selector)
|
|
{
|
|
// explicit null handling
|
|
if (selector == nullptr)
|
|
return;
|
|
|
|
_scheduler->unschedule(selector, this);
|
|
}
|
|
|
|
void Node::unschedule(const std::string &key)
|
|
{
|
|
_scheduler->unschedule(key, this);
|
|
}
|
|
|
|
void Node::unscheduleAllCallbacks()
|
|
{
|
|
_scheduler->unscheduleAllForTarget(this);
|
|
}
|
|
|
|
void Node::resume()
|
|
{
|
|
_scheduler->resumeTarget(this);
|
|
_actionManager->resumeTarget(this);
|
|
_eventDispatcher->resumeEventListenersForTarget(this);
|
|
}
|
|
|
|
void Node::pause()
|
|
{
|
|
_scheduler->pauseTarget(this);
|
|
_actionManager->pauseTarget(this);
|
|
_eventDispatcher->pauseEventListenersForTarget(this);
|
|
}
|
|
|
|
void Node::resumeSchedulerAndActions()
|
|
{
|
|
resume();
|
|
}
|
|
|
|
void Node::pauseSchedulerAndActions()
|
|
{
|
|
pause();
|
|
}
|
|
|
|
// override me
|
|
void Node::update(float fDelta)
|
|
{
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (0 != _updateScriptHandler)
|
|
{
|
|
//only lua use
|
|
SchedulerScriptData data(_updateScriptHandler,fDelta);
|
|
ScriptEvent event(kScheduleEvent,&data);
|
|
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event);
|
|
}
|
|
#endif
|
|
|
|
if (_componentContainer && !_componentContainer->isEmpty())
|
|
{
|
|
_componentContainer->visit(fDelta);
|
|
}
|
|
}
|
|
|
|
// MARK: coordinates
|
|
|
|
AffineTransform Node::getNodeToParentAffineTransform() const
|
|
{
|
|
AffineTransform ret;
|
|
GLToCGAffine(getNodeToParentTransform().m, &ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
const Mat4& Node::getNodeToParentTransform() const
|
|
{
|
|
if (_transformDirty)
|
|
{
|
|
// Translate values
|
|
float x = _position.x;
|
|
float y = _position.y;
|
|
float z = _positionZ;
|
|
|
|
if (_ignoreAnchorPointForPosition)
|
|
{
|
|
x += _anchorPointInPoints.x;
|
|
y += _anchorPointInPoints.y;
|
|
}
|
|
|
|
bool needsSkewMatrix = ( _skewX || _skewY );
|
|
|
|
|
|
Vec2 anchorPoint(_anchorPointInPoints.x * _scaleX, _anchorPointInPoints.y * _scaleY);
|
|
|
|
// caculate real position
|
|
if (! needsSkewMatrix && !_anchorPointInPoints.isZero())
|
|
{
|
|
x += -anchorPoint.x;
|
|
y += -anchorPoint.y;
|
|
}
|
|
|
|
// Build Transform Matrix = translation * rotation * scale
|
|
Mat4 translation;
|
|
//move to anchor point first, then rotate
|
|
Mat4::createTranslation(x + anchorPoint.x, y + anchorPoint.y, z, &translation);
|
|
|
|
Mat4::createRotation(_rotationQuat, &_transform);
|
|
|
|
if (_rotationZ_X != _rotationZ_Y)
|
|
{
|
|
// Rotation values
|
|
// Change rotation code to handle X and Y
|
|
// If we skew with the exact same value for both x and y then we're simply just rotating
|
|
float radiansX = -CC_DEGREES_TO_RADIANS(_rotationZ_X);
|
|
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationZ_Y);
|
|
float cx = cosf(radiansX);
|
|
float sx = sinf(radiansX);
|
|
float cy = cosf(radiansY);
|
|
float sy = sinf(radiansY);
|
|
|
|
float m0 = _transform.m[0], m1 = _transform.m[1], m4 = _transform.m[4], m5 = _transform.m[5], m8 = _transform.m[8], m9 = _transform.m[9];
|
|
_transform.m[0] = cy * m0 - sx * m1, _transform.m[4] = cy * m4 - sx * m5, _transform.m[8] = cy * m8 - sx * m9;
|
|
_transform.m[1] = sy * m0 + cx * m1, _transform.m[5] = sy * m4 + cx * m5, _transform.m[9] = sy * m8 + cx * m9;
|
|
}
|
|
_transform = translation * _transform;
|
|
//move by (-anchorPoint.x, -anchorPoint.y, 0) after rotation
|
|
_transform.translate(-anchorPoint.x, -anchorPoint.y, 0);
|
|
|
|
|
|
if (_scaleX != 1.f)
|
|
{
|
|
_transform.m[0] *= _scaleX, _transform.m[1] *= _scaleX, _transform.m[2] *= _scaleX;
|
|
}
|
|
if (_scaleY != 1.f)
|
|
{
|
|
_transform.m[4] *= _scaleY, _transform.m[5] *= _scaleY, _transform.m[6] *= _scaleY;
|
|
}
|
|
if (_scaleZ != 1.f)
|
|
{
|
|
_transform.m[8] *= _scaleZ, _transform.m[9] *= _scaleZ, _transform.m[10] *= _scaleZ;
|
|
}
|
|
|
|
// FIXME:: Try to inline skew
|
|
// If skew is needed, apply skew and then anchor point
|
|
if (needsSkewMatrix)
|
|
{
|
|
float skewMatArray[16] =
|
|
{
|
|
1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
|
|
(float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
};
|
|
Mat4 skewMatrix(skewMatArray);
|
|
|
|
_transform = _transform * skewMatrix;
|
|
|
|
// adjust anchor point
|
|
if (!_anchorPointInPoints.isZero())
|
|
{
|
|
// FIXME:: Argh, Mat4 needs a "translate" method.
|
|
// FIXME:: Although this is faster than multiplying a vec4 * mat4
|
|
_transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y;
|
|
_transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y;
|
|
}
|
|
}
|
|
|
|
if (_useAdditionalTransform)
|
|
{
|
|
_transform = _transform * _additionalTransform;
|
|
}
|
|
|
|
_transformDirty = false;
|
|
}
|
|
|
|
return _transform;
|
|
}
|
|
|
|
void Node::setNodeToParentTransform(const Mat4& transform)
|
|
{
|
|
_transform = transform;
|
|
_transformDirty = false;
|
|
_transformUpdated = true;
|
|
}
|
|
|
|
void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
|
|
{
|
|
Mat4 tmp;
|
|
CGAffineToGL(additionalTransform, tmp.m);
|
|
setAdditionalTransform(&tmp);
|
|
}
|
|
|
|
void Node::setAdditionalTransform(Mat4* additionalTransform)
|
|
{
|
|
if (additionalTransform == nullptr)
|
|
{
|
|
_useAdditionalTransform = false;
|
|
}
|
|
else
|
|
{
|
|
_additionalTransform = *additionalTransform;
|
|
_useAdditionalTransform = true;
|
|
}
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
|
|
|
|
AffineTransform Node::getParentToNodeAffineTransform() const
|
|
{
|
|
AffineTransform ret;
|
|
|
|
GLToCGAffine(getParentToNodeTransform().m,&ret);
|
|
return ret;
|
|
}
|
|
|
|
const Mat4& Node::getParentToNodeTransform() const
|
|
{
|
|
if ( _inverseDirty )
|
|
{
|
|
_inverse = getNodeToParentTransform().getInversed();
|
|
_inverseDirty = false;
|
|
}
|
|
|
|
return _inverse;
|
|
}
|
|
|
|
|
|
AffineTransform Node::getNodeToWorldAffineTransform() const
|
|
{
|
|
AffineTransform t(this->getNodeToParentAffineTransform());
|
|
|
|
for (Node *p = _parent; p != nullptr; p = p->getParent())
|
|
t = AffineTransformConcat(t, p->getNodeToParentAffineTransform());
|
|
|
|
return t;
|
|
}
|
|
|
|
Mat4 Node::getNodeToWorldTransform() const
|
|
{
|
|
Mat4 t(this->getNodeToParentTransform());
|
|
|
|
for (Node *p = _parent; p != nullptr; p = p->getParent())
|
|
{
|
|
t = p->getNodeToParentTransform() * t;
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
AffineTransform Node::getWorldToNodeAffineTransform() const
|
|
{
|
|
return AffineTransformInvert(this->getNodeToWorldAffineTransform());
|
|
}
|
|
|
|
Mat4 Node::getWorldToNodeTransform() const
|
|
{
|
|
return getNodeToWorldTransform().getInversed();
|
|
}
|
|
|
|
|
|
Vec2 Node::convertToNodeSpace(const Vec2& worldPoint) const
|
|
{
|
|
Mat4 tmp = getWorldToNodeTransform();
|
|
Vec3 vec3(worldPoint.x, worldPoint.y, 0);
|
|
Vec3 ret;
|
|
tmp.transformPoint(vec3,&ret);
|
|
return Vec2(ret.x, ret.y);
|
|
}
|
|
|
|
Vec2 Node::convertToWorldSpace(const Vec2& nodePoint) const
|
|
{
|
|
Mat4 tmp = getNodeToWorldTransform();
|
|
Vec3 vec3(nodePoint.x, nodePoint.y, 0);
|
|
Vec3 ret;
|
|
tmp.transformPoint(vec3,&ret);
|
|
return Vec2(ret.x, ret.y);
|
|
|
|
}
|
|
|
|
Vec2 Node::convertToNodeSpaceAR(const Vec2& worldPoint) const
|
|
{
|
|
Vec2 nodePoint(convertToNodeSpace(worldPoint));
|
|
return nodePoint - _anchorPointInPoints;
|
|
}
|
|
|
|
Vec2 Node::convertToWorldSpaceAR(const Vec2& nodePoint) const
|
|
{
|
|
return convertToWorldSpace(nodePoint + _anchorPointInPoints);
|
|
}
|
|
|
|
Vec2 Node::convertToWindowSpace(const Vec2& nodePoint) const
|
|
{
|
|
Vec2 worldPoint(this->convertToWorldSpace(nodePoint));
|
|
return _director->convertToUI(worldPoint);
|
|
}
|
|
|
|
// convenience methods which take a Touch instead of Vec2
|
|
Vec2 Node::convertTouchToNodeSpace(Touch *touch) const
|
|
{
|
|
return this->convertToNodeSpace(touch->getLocation());
|
|
}
|
|
|
|
Vec2 Node::convertTouchToNodeSpaceAR(Touch *touch) const
|
|
{
|
|
Vec2 point = touch->getLocation();
|
|
return this->convertToNodeSpaceAR(point);
|
|
}
|
|
|
|
void Node::updateTransform()
|
|
{
|
|
// Recursively iterate over children
|
|
for( const auto &child: _children)
|
|
child->updateTransform();
|
|
}
|
|
|
|
// MARK: components
|
|
|
|
Component* Node::getComponent(const std::string& name)
|
|
{
|
|
if (_componentContainer)
|
|
return _componentContainer->get(name);
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool Node::addComponent(Component *component)
|
|
{
|
|
// lazy alloc
|
|
if (!_componentContainer)
|
|
_componentContainer = new (std::nothrow) ComponentContainer(this);
|
|
|
|
return _componentContainer->add(component);
|
|
}
|
|
|
|
bool Node::removeComponent(const std::string& name)
|
|
{
|
|
if (_componentContainer)
|
|
return _componentContainer->remove(name);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Node::removeComponent(Component *component)
|
|
{
|
|
if (_componentContainer)
|
|
{
|
|
return _componentContainer->remove(component);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Node::removeAllComponents()
|
|
{
|
|
if (_componentContainer)
|
|
_componentContainer->removeAll();
|
|
}
|
|
|
|
#if CC_USE_PHYSICS
|
|
|
|
// MARK: Physics
|
|
|
|
void Node::setPhysicsBody(PhysicsBody* body)
|
|
{
|
|
if (_physicsBody == body)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_physicsBody)
|
|
{
|
|
_physicsBody->removeFromWorld();
|
|
_physicsBody->_node = nullptr;
|
|
_physicsBody->release();
|
|
_physicsBody = nullptr;
|
|
|
|
_physicsBodyAssociatedWith--;
|
|
auto parentNode = this;
|
|
while (parentNode->_parent)
|
|
{
|
|
parentNode = parentNode->_parent;
|
|
parentNode->_physicsBodyAssociatedWith--;
|
|
}
|
|
}
|
|
|
|
if (body)
|
|
{
|
|
if (body->getNode())
|
|
{
|
|
body->getNode()->setPhysicsBody(nullptr);
|
|
}
|
|
|
|
body->_node = this;
|
|
body->retain();
|
|
|
|
// physics rotation based on body position, but node rotation based on node anthor point
|
|
// it cann't support both of them, so I clear the anthor point to default.
|
|
if (!getAnchorPoint().equals(Vec2::ANCHOR_MIDDLE))
|
|
{
|
|
CCLOG("Node warning: setPhysicsBody sets anchor point to Vec2::ANCHOR_MIDDLE.");
|
|
setAnchorPoint(Vec2::ANCHOR_MIDDLE);
|
|
}
|
|
|
|
_physicsBody = body;
|
|
_physicsScaleStartX = _scaleX;
|
|
_physicsScaleStartY = _scaleY;
|
|
_physicsRotationOffset = _rotationZ_X;
|
|
|
|
_physicsBodyAssociatedWith++;
|
|
auto parentNode = this;
|
|
while (parentNode->_parent)
|
|
{
|
|
parentNode = parentNode->_parent;
|
|
parentNode->_physicsBodyAssociatedWith++;
|
|
}
|
|
|
|
auto scene = dynamic_cast<Scene*>(parentNode);
|
|
if (scene && scene->getPhysicsWorld())
|
|
{
|
|
_physicsTransformDirty = true;
|
|
scene->getPhysicsWorld()->addBody(body);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Node::updatePhysicsBodyTransform(const Mat4& parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
|
|
{
|
|
_updateTransformFromPhysics = false;
|
|
auto flags = processParentFlags(parentTransform, parentFlags);
|
|
_updateTransformFromPhysics = true;
|
|
auto scaleX = parentScaleX * _scaleX;
|
|
auto scaleY = parentScaleY * _scaleY;
|
|
|
|
if (_parent)
|
|
{
|
|
_physicsRotation = _parent->_physicsRotation + _rotationZ_X;
|
|
}
|
|
if (_physicsBody && ((flags & FLAGS_DIRTY_MASK) || _physicsTransformDirty))
|
|
{
|
|
_physicsTransformDirty = false;
|
|
Vec3 vec3(_position.x, _position.y, 0);
|
|
Vec3 ret;
|
|
parentTransform.transformPoint(vec3, &ret);
|
|
_physicsBody->setPosition(Vec2(ret.x, ret.y));
|
|
_physicsBody->setScale(scaleX / _physicsScaleStartX, scaleY / _physicsScaleStartY);
|
|
_physicsBody->setRotation(_physicsRotation - _physicsRotationOffset);
|
|
}
|
|
|
|
for (auto node : _children)
|
|
{
|
|
node->updatePhysicsBodyTransform(_modelViewTransform, flags, scaleX, scaleY);
|
|
}
|
|
}
|
|
|
|
void Node::updateTransformFromPhysics(const Mat4& parentTransform, uint32_t parentFlags)
|
|
{
|
|
auto& newPosition = _physicsBody->getPosition();
|
|
auto& recordedPosition = _physicsBody->_recordedPosition;
|
|
auto updateBodyTransform = _physicsWorld->_updateBodyTransform;
|
|
if (parentFlags || recordedPosition.x != newPosition.x || recordedPosition.y != newPosition.y)
|
|
{
|
|
recordedPosition = newPosition;
|
|
Vec3 vec3(newPosition.x, newPosition.y, 0);
|
|
Vec3 ret;
|
|
parentTransform.getInversed().transformPoint(vec3, &ret);
|
|
setPosition(ret.x, ret.y);
|
|
}
|
|
_physicsRotation = _physicsBody->getRotation();
|
|
setRotation(_physicsRotation - _parent->_physicsRotation + _physicsRotationOffset);
|
|
_physicsWorld->_updateBodyTransform = updateBodyTransform;
|
|
}
|
|
|
|
#endif //CC_USE_PHYSICS
|
|
|
|
// MARK: Opacity and Color
|
|
|
|
GLubyte Node::getOpacity(void) const
|
|
{
|
|
return _realOpacity;
|
|
}
|
|
|
|
GLubyte Node::getDisplayedOpacity() const
|
|
{
|
|
return _displayedOpacity;
|
|
}
|
|
|
|
void Node::setOpacity(GLubyte opacity)
|
|
{
|
|
_displayedOpacity = _realOpacity = opacity;
|
|
|
|
updateCascadeOpacity();
|
|
}
|
|
|
|
void Node::updateDisplayedOpacity(GLubyte parentOpacity)
|
|
{
|
|
_displayedOpacity = _realOpacity * parentOpacity/255.0;
|
|
updateColor();
|
|
|
|
if (_cascadeOpacityEnabled)
|
|
{
|
|
for(const auto& child : _children)
|
|
{
|
|
child->updateDisplayedOpacity(_displayedOpacity);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Node::isCascadeOpacityEnabled(void) const
|
|
{
|
|
return _cascadeOpacityEnabled;
|
|
}
|
|
|
|
void Node::setCascadeOpacityEnabled(bool cascadeOpacityEnabled)
|
|
{
|
|
if (_cascadeOpacityEnabled == cascadeOpacityEnabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_cascadeOpacityEnabled = cascadeOpacityEnabled;
|
|
|
|
if (cascadeOpacityEnabled)
|
|
{
|
|
updateCascadeOpacity();
|
|
}
|
|
else
|
|
{
|
|
disableCascadeOpacity();
|
|
}
|
|
}
|
|
|
|
void Node::updateCascadeOpacity()
|
|
{
|
|
GLubyte parentOpacity = 255;
|
|
|
|
if (_parent != nullptr && _parent->isCascadeOpacityEnabled())
|
|
{
|
|
parentOpacity = _parent->getDisplayedOpacity();
|
|
}
|
|
|
|
updateDisplayedOpacity(parentOpacity);
|
|
}
|
|
|
|
void Node::disableCascadeOpacity()
|
|
{
|
|
_displayedOpacity = _realOpacity;
|
|
|
|
for(const auto& child : _children)
|
|
{
|
|
child->updateDisplayedOpacity(255);
|
|
}
|
|
}
|
|
|
|
const Color3B& Node::getColor(void) const
|
|
{
|
|
return _realColor;
|
|
}
|
|
|
|
const Color3B& Node::getDisplayedColor() const
|
|
{
|
|
return _displayedColor;
|
|
}
|
|
|
|
void Node::setColor(const Color3B& color)
|
|
{
|
|
_displayedColor = _realColor = color;
|
|
|
|
updateCascadeColor();
|
|
}
|
|
|
|
void Node::updateDisplayedColor(const Color3B& parentColor)
|
|
{
|
|
_displayedColor.r = _realColor.r * parentColor.r/255.0;
|
|
_displayedColor.g = _realColor.g * parentColor.g/255.0;
|
|
_displayedColor.b = _realColor.b * parentColor.b/255.0;
|
|
updateColor();
|
|
|
|
if (_cascadeColorEnabled)
|
|
{
|
|
for(const auto &child : _children)
|
|
{
|
|
child->updateDisplayedColor(_displayedColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Node::isCascadeColorEnabled(void) const
|
|
{
|
|
return _cascadeColorEnabled;
|
|
}
|
|
|
|
void Node::setCascadeColorEnabled(bool cascadeColorEnabled)
|
|
{
|
|
if (_cascadeColorEnabled == cascadeColorEnabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_cascadeColorEnabled = cascadeColorEnabled;
|
|
|
|
if (_cascadeColorEnabled)
|
|
{
|
|
updateCascadeColor();
|
|
}
|
|
else
|
|
{
|
|
disableCascadeColor();
|
|
}
|
|
}
|
|
|
|
void Node::updateCascadeColor()
|
|
{
|
|
Color3B parentColor = Color3B::WHITE;
|
|
if (_parent && _parent->isCascadeColorEnabled())
|
|
{
|
|
parentColor = _parent->getDisplayedColor();
|
|
}
|
|
|
|
updateDisplayedColor(parentColor);
|
|
}
|
|
|
|
void Node::disableCascadeColor()
|
|
{
|
|
for(const auto& child : _children)
|
|
{
|
|
child->updateDisplayedColor(Color3B::WHITE);
|
|
}
|
|
}
|
|
|
|
// MARK: Camera
|
|
void Node::setCameraMask(unsigned short mask, bool applyChildren)
|
|
{
|
|
_cameraMask = mask;
|
|
if (applyChildren)
|
|
{
|
|
for (const auto& child : _children)
|
|
{
|
|
child->setCameraMask(mask, applyChildren);
|
|
}
|
|
}
|
|
}
|
|
|
|
// MARK: Deprecated
|
|
|
|
__NodeRGBA::__NodeRGBA()
|
|
{
|
|
CCLOG("NodeRGBA deprecated.");
|
|
}
|
|
|
|
NS_CC_END
|