mirror of https://github.com/axmolengine/axmol.git
682 lines
18 KiB
C++
682 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 2009 On-Core
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Copyright (c) 2010-2012 cocos2d-x.org
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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/CCGrid.h"
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#include "base/ccMacros.h"
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#include "base/ccUtils.h"
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#include "2d/CCNode.h"
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#include "2d/CCGrabber.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTexture2D.h"
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#include "platform/CCGL.h"
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NS_CC_BEGIN
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// implementation of GridBase
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GridBase* GridBase::create(const Size& gridSize)
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{
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GridBase *pGridBase = new (std::nothrow) GridBase();
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if (pGridBase)
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{
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if (pGridBase->initWithSize(gridSize))
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{
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pGridBase->autorelease();
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}
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else
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{
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CC_SAFE_RELEASE_NULL(pGridBase);
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}
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}
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return pGridBase;
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}
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GridBase* GridBase::create(const Size& gridSize, Texture2D *texture, bool flipped)
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{
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GridBase *pGridBase = new (std::nothrow) GridBase();
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if (pGridBase)
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{
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if (pGridBase->initWithSize(gridSize, texture, flipped))
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{
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pGridBase->autorelease();
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}
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else
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{
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CC_SAFE_RELEASE_NULL(pGridBase);
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}
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}
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return pGridBase;
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}
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bool GridBase::initWithSize(const Size& gridSize, Texture2D *texture, bool flipped)
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{
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bool ret = true;
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_active = false;
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_reuseGrid = 0;
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_gridSize = gridSize;
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_texture = texture;
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CC_SAFE_RETAIN(_texture);
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_isTextureFlipped = flipped;
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Size texSize = _texture->getContentSize();
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_step.x = texSize.width / _gridSize.width;
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_step.y = texSize.height / _gridSize.height;
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_grabber = new (std::nothrow) Grabber();
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if (_grabber)
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{
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_grabber->grab(_texture);
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}
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else
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{
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ret = false;
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}
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_shaderProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
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calculateVertexPoints();
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return ret;
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}
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bool GridBase::initWithSize(const Size& gridSize)
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{
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Director *director = Director::getInstance();
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Size s = director->getWinSizeInPixels();
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auto POTWide = ccNextPOT((unsigned int)s.width);
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auto POTHigh = ccNextPOT((unsigned int)s.height);
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// we only use rgba8888
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Texture2D::PixelFormat format = Texture2D::PixelFormat::RGBA8888;
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auto dataLen = POTWide * POTHigh * 4;
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void *data = calloc(dataLen, 1);
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if (! data)
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{
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CCLOG("cocos2d: Grid: not enough memory.");
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this->release();
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return false;
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}
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Texture2D *texture = new (std::nothrow) Texture2D();
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texture->initWithData(data, dataLen, format, POTWide, POTHigh, s);
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free(data);
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if (! texture)
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{
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CCLOG("cocos2d: Grid: error creating texture");
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return false;
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}
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initWithSize(gridSize, texture, false);
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texture->release();
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return true;
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}
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GridBase::~GridBase(void)
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{
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CCLOGINFO("deallocing GridBase: %p", this);
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//TODO: ? why 2.0 comments this line: setActive(false);
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CC_SAFE_RELEASE(_texture);
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CC_SAFE_RELEASE(_grabber);
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}
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// properties
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void GridBase::setActive(bool active)
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{
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_active = active;
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if (! active)
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{
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Director *pDirector = Director::getInstance();
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Director::Projection proj = pDirector->getProjection();
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pDirector->setProjection(proj);
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}
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}
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void GridBase::setTextureFlipped(bool flipped)
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{
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if (_isTextureFlipped != flipped)
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{
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_isTextureFlipped = flipped;
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calculateVertexPoints();
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}
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}
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void GridBase::set2DProjection()
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{
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Director *director = Director::getInstance();
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Size size = director->getWinSizeInPixels();
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glViewport(0, 0, (GLsizei)(size.width), (GLsizei)(size.height) );
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director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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Mat4 orthoMatrix;
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Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1, 1, &orthoMatrix);
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director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
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director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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GL::setProjectionMatrixDirty();
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}
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void GridBase::beforeDraw(void)
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{
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// save projection
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Director *director = Director::getInstance();
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_directorProjection = director->getProjection();
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// 2d projection
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// [director setProjection:Director::Projection::_2D];
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set2DProjection();
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_grabber->beforeRender(_texture);
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}
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void GridBase::afterDraw(cocos2d::Node *target)
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{
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_grabber->afterRender(_texture);
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// restore projection
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Director *director = Director::getInstance();
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director->setProjection(_directorProjection);
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// if (target->getCamera()->isDirty())
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// {
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// Vec2 offset = target->getAnchorPointInPoints();
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//
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// //
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// // FIXME: Camera should be applied in the AnchorPoint
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// //
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// kmGLTranslatef(offset.x, offset.y, 0);
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// target->getCamera()->locate();
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// kmGLTranslatef(-offset.x, -offset.y, 0);
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// }
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GL::bindTexture2D(_texture->getName());
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// restore projection for default FBO .fixed bug #543 #544
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//TODO: Director::getInstance()->setProjection(Director::getInstance()->getProjection());
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//TODO: Director::getInstance()->applyOrientation();
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beforeBlit();
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blit();
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afterBlit();
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}
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void GridBase::blit(void)
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{
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CCASSERT(0, "");
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}
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void GridBase::reuse(void)
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{
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CCASSERT(0, "");
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}
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void GridBase::calculateVertexPoints(void)
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{
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CCASSERT(0, "");
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}
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// implementation of Grid3D
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Grid3D* Grid3D::create(const Size& gridSize, Texture2D *texture, bool flipped)
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{
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Grid3D *ret= new (std::nothrow) Grid3D();
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if (ret)
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{
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if (ret->initWithSize(gridSize, texture, flipped))
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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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delete ret;
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ret = nullptr;
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}
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}
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return ret;
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}
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Grid3D* Grid3D::create(const Size& gridSize)
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{
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Grid3D *ret= new (std::nothrow) Grid3D();
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if (ret)
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{
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if (ret->initWithSize(gridSize))
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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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delete ret;
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ret = nullptr;
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}
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}
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return ret;
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}
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Grid3D::Grid3D()
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: _texCoordinates(nullptr)
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, _vertices(nullptr)
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, _originalVertices(nullptr)
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, _indices(nullptr)
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, _needDepthTestForBlit(false)
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{
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}
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Grid3D::~Grid3D(void)
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{
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CC_SAFE_FREE(_texCoordinates);
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CC_SAFE_FREE(_vertices);
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CC_SAFE_FREE(_indices);
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CC_SAFE_FREE(_originalVertices);
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}
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void Grid3D::beforeBlit()
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{
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if(_needDepthTestForBlit)
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{
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_oldDepthTestValue = glIsEnabled(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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}
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void Grid3D::afterBlit()
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{
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if(_needDepthTestForBlit)
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{
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if(_oldDepthTestValue)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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}
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}
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void Grid3D::blit(void)
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{
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int n = _gridSize.width * _gridSize.height;
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD );
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_shaderProgram->use();
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_shaderProgram->setUniformsForBuiltins();;
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//
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// Attributes
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//
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// position
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _vertices);
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// texCoords
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, _texCoordinates);
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glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, _indices);
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}
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void Grid3D::calculateVertexPoints(void)
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{
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float width = (float)_texture->getPixelsWide();
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float height = (float)_texture->getPixelsHigh();
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float imageH = _texture->getContentSizeInPixels().height;
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int x, y, i;
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CC_SAFE_FREE(_vertices);
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CC_SAFE_FREE(_originalVertices);
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CC_SAFE_FREE(_texCoordinates);
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CC_SAFE_FREE(_indices);
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unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
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_vertices = malloc(numOfPoints * sizeof(Vec3));
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_originalVertices = malloc(numOfPoints * sizeof(Vec3));
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_texCoordinates = malloc(numOfPoints * sizeof(Vec2));
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_indices = (GLushort*)malloc(_gridSize.width * _gridSize.height * sizeof(GLushort) * 6);
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GLfloat *vertArray = (GLfloat*)_vertices;
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GLfloat *texArray = (GLfloat*)_texCoordinates;
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GLushort *idxArray = _indices;
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for (x = 0; x < _gridSize.width; ++x)
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{
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for (y = 0; y < _gridSize.height; ++y)
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{
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int idx = (y * _gridSize.width) + x;
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GLfloat x1 = x * _step.x;
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GLfloat x2 = x1 + _step.x;
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GLfloat y1 = y * _step.y;
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GLfloat y2= y1 + _step.y;
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GLushort a = (GLushort)(x * (_gridSize.height + 1) + y);
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GLushort b = (GLushort)((x + 1) * (_gridSize.height + 1) + y);
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GLushort c = (GLushort)((x + 1) * (_gridSize.height + 1) + (y + 1));
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GLushort d = (GLushort)(x * (_gridSize.height + 1) + (y + 1));
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GLushort tempidx[6] = {a, b, d, b, c, d};
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memcpy(&idxArray[6*idx], tempidx, 6*sizeof(GLushort));
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int l1[4] = {a*3, b*3, c*3, d*3};
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Vec3 e(x1, y1, 0);
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Vec3 f(x2, y1, 0);
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Vec3 g(x2, y2, 0);
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Vec3 h(x1, y2, 0);
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Vec3 l2[4] = {e, f, g, h};
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int tex1[4] = {a*2, b*2, c*2, d*2};
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Vec2 Tex2F[4] = {Vec2(x1, y1), Vec2(x2, y1), Vec2(x2, y2), Vec2(x1, y2)};
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for (i = 0; i < 4; ++i)
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{
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vertArray[l1[i]] = l2[i].x;
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vertArray[l1[i] + 1] = l2[i].y;
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vertArray[l1[i] + 2] = l2[i].z;
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texArray[tex1[i]] = Tex2F[i].x / width;
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if (_isTextureFlipped)
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{
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texArray[tex1[i] + 1] = (imageH - Tex2F[i].y) / height;
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}
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else
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{
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texArray[tex1[i] + 1] = Tex2F[i].y / height;
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}
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}
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}
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}
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memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vec3));
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}
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Vec3 Grid3D::getVertex(const Vec2& pos) const
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{
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CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
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int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
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float *vertArray = (float*)_vertices;
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Vec3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
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return vert;
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}
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Vec3 Grid3D::getOriginalVertex(const Vec2& pos) const
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{
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CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
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int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
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float *vertArray = (float*)_originalVertices;
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Vec3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
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return vert;
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}
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void Grid3D::setVertex(const Vec2& pos, const Vec3& vertex)
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{
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CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
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int index = (pos.x * (_gridSize.height + 1) + pos.y) * 3;
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float *vertArray = (float*)_vertices;
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vertArray[index] = vertex.x;
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vertArray[index+1] = vertex.y;
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vertArray[index+2] = vertex.z;
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}
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void Grid3D::reuse(void)
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{
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if (_reuseGrid > 0)
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{
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memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vec3));
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--_reuseGrid;
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}
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}
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// implementation of TiledGrid3D
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TiledGrid3D::TiledGrid3D()
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: _texCoordinates(nullptr)
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, _vertices(nullptr)
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, _originalVertices(nullptr)
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, _indices(nullptr)
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{
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}
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TiledGrid3D::~TiledGrid3D(void)
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{
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CC_SAFE_FREE(_texCoordinates);
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CC_SAFE_FREE(_vertices);
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CC_SAFE_FREE(_originalVertices);
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CC_SAFE_FREE(_indices);
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}
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TiledGrid3D* TiledGrid3D::create(const Size& gridSize, Texture2D *texture, bool flipped)
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{
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TiledGrid3D *ret= new (std::nothrow) TiledGrid3D();
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if (ret)
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{
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if (ret->initWithSize(gridSize, texture, flipped))
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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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delete ret;
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ret = nullptr;
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}
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}
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return ret;
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}
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TiledGrid3D* TiledGrid3D::create(const Size& gridSize)
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{
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TiledGrid3D *ret= new (std::nothrow) TiledGrid3D();
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if (ret)
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{
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if (ret->initWithSize(gridSize))
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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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delete ret;
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ret = nullptr;
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}
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}
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return ret;
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}
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void TiledGrid3D::blit(void)
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{
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int n = _gridSize.width * _gridSize.height;
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_shaderProgram->use();
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_shaderProgram->setUniformsForBuiltins();
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//
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// Attributes
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//
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD );
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// position
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _vertices);
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// texCoords
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, _texCoordinates);
|
|
|
|
glDrawElements(GL_TRIANGLES, (GLsizei)n*6, GL_UNSIGNED_SHORT, _indices);
|
|
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,n*6);
|
|
}
|
|
|
|
void TiledGrid3D::calculateVertexPoints(void)
|
|
{
|
|
float width = (float)_texture->getPixelsWide();
|
|
float height = (float)_texture->getPixelsHigh();
|
|
float imageH = _texture->getContentSizeInPixels().height;
|
|
|
|
int numQuads = _gridSize.width * _gridSize.height;
|
|
CC_SAFE_FREE(_vertices);
|
|
CC_SAFE_FREE(_originalVertices);
|
|
CC_SAFE_FREE(_texCoordinates);
|
|
CC_SAFE_FREE(_indices);
|
|
|
|
_vertices = malloc(numQuads*4*sizeof(Vec3));
|
|
_originalVertices = malloc(numQuads*4*sizeof(Vec3));
|
|
_texCoordinates = malloc(numQuads*4*sizeof(Vec2));
|
|
_indices = (GLushort*)malloc(numQuads*6*sizeof(GLushort));
|
|
|
|
GLfloat *vertArray = (GLfloat*)_vertices;
|
|
GLfloat *texArray = (GLfloat*)_texCoordinates;
|
|
GLushort *idxArray = _indices;
|
|
|
|
int x, y;
|
|
|
|
for( x = 0; x < _gridSize.width; x++ )
|
|
{
|
|
for( y = 0; y < _gridSize.height; y++ )
|
|
{
|
|
float x1 = x * _step.x;
|
|
float x2 = x1 + _step.x;
|
|
float y1 = y * _step.y;
|
|
float y2 = y1 + _step.y;
|
|
|
|
*vertArray++ = x1;
|
|
*vertArray++ = y1;
|
|
*vertArray++ = 0;
|
|
*vertArray++ = x2;
|
|
*vertArray++ = y1;
|
|
*vertArray++ = 0;
|
|
*vertArray++ = x1;
|
|
*vertArray++ = y2;
|
|
*vertArray++ = 0;
|
|
*vertArray++ = x2;
|
|
*vertArray++ = y2;
|
|
*vertArray++ = 0;
|
|
|
|
float newY1 = y1;
|
|
float newY2 = y2;
|
|
|
|
if (_isTextureFlipped)
|
|
{
|
|
newY1 = imageH - y1;
|
|
newY2 = imageH - y2;
|
|
}
|
|
|
|
*texArray++ = x1 / width;
|
|
*texArray++ = newY1 / height;
|
|
*texArray++ = x2 / width;
|
|
*texArray++ = newY1 / height;
|
|
*texArray++ = x1 / width;
|
|
*texArray++ = newY2 / height;
|
|
*texArray++ = x2 / width;
|
|
*texArray++ = newY2 / height;
|
|
}
|
|
}
|
|
|
|
for (x = 0; x < numQuads; x++)
|
|
{
|
|
idxArray[x*6+0] = (GLushort)(x * 4 + 0);
|
|
idxArray[x*6+1] = (GLushort)(x * 4 + 1);
|
|
idxArray[x*6+2] = (GLushort)(x * 4 + 2);
|
|
|
|
idxArray[x*6+3] = (GLushort)(x * 4 + 1);
|
|
idxArray[x*6+4] = (GLushort)(x * 4 + 2);
|
|
idxArray[x*6+5] = (GLushort)(x * 4 + 3);
|
|
}
|
|
|
|
memcpy(_originalVertices, _vertices, numQuads * 12 * sizeof(GLfloat));
|
|
}
|
|
|
|
void TiledGrid3D::setTile(const Vec2& pos, const Quad3& coords)
|
|
{
|
|
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
|
|
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
|
|
float *vertArray = (float*)_vertices;
|
|
memcpy(&vertArray[idx], &coords, sizeof(Quad3));
|
|
}
|
|
|
|
Quad3 TiledGrid3D::getOriginalTile(const Vec2& pos) const
|
|
{
|
|
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
|
|
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
|
|
float *vertArray = (float*)_originalVertices;
|
|
|
|
Quad3 ret;
|
|
memcpy(&ret, &vertArray[idx], sizeof(Quad3));
|
|
|
|
return ret;
|
|
}
|
|
|
|
Quad3 TiledGrid3D::getTile(const Vec2& pos) const
|
|
{
|
|
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
|
|
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
|
|
float *vertArray = (float*)_vertices;
|
|
|
|
Quad3 ret;
|
|
memcpy(&ret, &vertArray[idx], sizeof(Quad3));
|
|
|
|
return ret;
|
|
}
|
|
|
|
void TiledGrid3D::reuse(void)
|
|
{
|
|
if (_reuseGrid > 0)
|
|
{
|
|
int numQuads = _gridSize.width * _gridSize.height;
|
|
|
|
memcpy(_originalVertices, _vertices, numQuads * 12 * sizeof(GLfloat));
|
|
--_reuseGrid;
|
|
}
|
|
}
|
|
|
|
NS_CC_END
|