mirror of https://github.com/axmolengine/axmol.git
386 lines
13 KiB
C++
386 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2017 Chukong Technologies Inc.
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https://axis-project.github.io/
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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 "ActionTimeline/CCSkeletonNode.h"
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#include "base/CCDirector.h"
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#include "math/TransformUtils.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/ccShaders.h"
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#include "base/ccUtils.h"
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#include <stack>
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NS_TIMELINE_BEGIN
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SkeletonNode* SkeletonNode::create()
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{
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SkeletonNode* skeletonNode = new SkeletonNode();
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if (skeletonNode->init())
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{
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skeletonNode->autorelease();
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return skeletonNode;
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}
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CC_SAFE_DELETE(skeletonNode);
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return nullptr;
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}
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bool SkeletonNode::init()
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{
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_rackLength = _rackWidth = 20;
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updateVertices();
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// init _customCommand
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auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
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auto* program =
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cocos2d::backend::Program::getBuiltinProgram(cocos2d::backend::ProgramType::POSITION_COLOR); // TODO: noMVP?
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setProgramState(new cocos2d::backend::ProgramState(program), false);
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pipelineDescriptor.programState = _programState;
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_mvpLocation = _programState->getUniformLocation("u_MVPMatrix");
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auto vertexLayout = _programState->getVertexLayout();
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const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
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auto iter = attributeInfo.find("a_position");
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if (iter != attributeInfo.end())
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{
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vertexLayout->setAttribute("a_position", iter->second.location, cocos2d::backend::VertexFormat::FLOAT3, 0,
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false);
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}
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iter = attributeInfo.find("a_color");
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if (iter != attributeInfo.end())
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{
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vertexLayout->setAttribute("a_color", iter->second.location, cocos2d::backend::VertexFormat::FLOAT4,
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3 * sizeof(float), false);
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}
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vertexLayout->setLayout(7 * sizeof(float));
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_customCommand.createVertexBuffer(sizeof(_vertexData[0]), 8, cocos2d::CustomCommand::BufferUsage::DYNAMIC);
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_customCommand.createIndexBuffer(cocos2d::CustomCommand::IndexFormat::U_SHORT, 12,
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cocos2d::CustomCommand::BufferUsage::STATIC);
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unsigned short indices[12] = {0, 1, 2, 1, 3, 2, 4, 5, 6, 5, 7, 6};
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_customCommand.updateIndexBuffer(indices, sizeof(indices));
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// init _batchBoneCommand
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_batchBoneCommand.getPipelineDescriptor().programState = _programState;
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_rootSkeleton = this;
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return true;
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}
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cocos2d::Rect SkeletonNode::getBoundingBox() const
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{
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float minx, miny, maxx, maxy = 0;
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minx = miny = maxx = maxy;
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cocos2d::Rect boundingBox = getVisibleSkinsRect();
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bool first = true;
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if (!boundingBox.equals(cocos2d::Rect::ZERO))
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{
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minx = boundingBox.getMinX();
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miny = boundingBox.getMinY();
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maxx = boundingBox.getMaxX();
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maxy = boundingBox.getMaxY();
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first = false;
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}
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auto allbones = getAllSubBones();
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for (const auto& bone : allbones)
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{
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cocos2d::Rect r = RectApplyAffineTransform(bone->getVisibleSkinsRect(),
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bone->getNodeToParentAffineTransform(bone->getRootSkeletonNode()));
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if (r.equals(cocos2d::Rect::ZERO))
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continue;
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if (first)
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{
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minx = r.getMinX();
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miny = r.getMinY();
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maxx = r.getMaxX();
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maxy = r.getMaxY();
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first = false;
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}
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else
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{
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minx = MIN(r.getMinX(), minx);
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miny = MIN(r.getMinY(), miny);
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maxx = MAX(r.getMaxX(), maxx);
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maxy = MAX(r.getMaxY(), maxy);
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}
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}
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boundingBox.setRect(minx, miny, maxx - minx, maxy - miny);
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return RectApplyAffineTransform(boundingBox, this->getNodeToParentAffineTransform());
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}
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SkeletonNode::SkeletonNode() : BoneNode(), _subBonesDirty(true), _subBonesOrderDirty(true), _batchedVeticesCount(0) {}
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SkeletonNode::~SkeletonNode()
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{
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for (auto& bonepair : _subBonesMap)
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{
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setRootSkeleton(bonepair.second, nullptr);
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}
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}
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void SkeletonNode::updateVertices()
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{
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if (_rackLength != _squareVertices[6].x - _anchorPointInPoints.x ||
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_rackWidth != _squareVertices[3].y - _anchorPointInPoints.y)
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{
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const float radiusl = _rackLength * .5f;
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const float radiusw = _rackWidth * .5f;
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const float radiusl_2 = radiusl * .25f;
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const float radiusw_2 = radiusw * .25f;
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_squareVertices[5].y = _squareVertices[2].y = _squareVertices[1].y = _squareVertices[6].y =
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_squareVertices[0].x = _squareVertices[4].x = _squareVertices[7].x = _squareVertices[3].x = .0f;
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_squareVertices[5].x = -radiusl;
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_squareVertices[0].y = -radiusw;
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_squareVertices[6].x = radiusl;
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_squareVertices[3].y = radiusw;
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_squareVertices[1].x = radiusl_2;
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_squareVertices[7].y = radiusw_2;
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_squareVertices[2].x = -radiusl_2;
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_squareVertices[4].y = -radiusw_2;
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for (int i = 0; i < 8; i++)
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{
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_squareVertices[i] += _anchorPointInPoints;
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}
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_transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
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}
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}
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void SkeletonNode::updateColor()
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{
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for (unsigned int i = 0; i < 8; i++)
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{
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_vertexData[i].color = _rackColor;
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}
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_transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
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}
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void SkeletonNode::visit(cocos2d::Renderer* renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags)
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{
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// quick return if not visible. children won't be drawn.
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if (!_visible)
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{
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return;
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}
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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_director->pushMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_director->loadMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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int i = 0;
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if (!_children.empty())
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{
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sortAllChildren();
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// draw children zOrder < 0
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for (; i < _children.size(); i++)
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{
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auto node = _children.at(i);
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if (node && node->getLocalZOrder() < 0)
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node->visit(renderer, _modelViewTransform, flags);
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else
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break;
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}
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for (auto it = _children.cbegin() + i; it != _children.cend(); ++it)
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(*it)->visit(renderer, _modelViewTransform, flags);
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}
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checkSubBonesDirty();
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for (const auto& bone : _subOrderedAllBones)
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{
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visitSkins(renderer, bone);
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}
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if (_isRackShow)
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{
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this->draw(renderer, _modelViewTransform, flags);
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// batch draw all sub bones
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_batchBoneCommand.init(_globalZOrder, _blendFunc);
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renderer->addCommand(&_batchBoneCommand);
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batchDrawAllSubBones();
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}
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_director->popMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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// FIX ME: Why need to set _orderOfArrival to 0??
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// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
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// reset for next frame
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// _orderOfArrival = 0;
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}
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void SkeletonNode::draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags)
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{
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_customCommand.init(_globalZOrder, _blendFunc);
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renderer->addCommand(&_customCommand);
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for (int i = 0; i < 8; ++i)
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{
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cocos2d::Vec4 pos;
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pos.x = _squareVertices[i].x;
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pos.y = _squareVertices[i].y;
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pos.z = _positionZ;
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pos.w = 1;
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_modelViewTransform.transformVector(&pos);
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_vertexData[i].vertex = cocos2d::Vec3(pos.x, pos.y, pos.z) / pos.w;
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}
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_customCommand.updateVertexBuffer(_vertexData, sizeof(_vertexData));
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// custom command and batched draw command share the same program state, so just set one time.
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_programState->setUniform(_mvpLocation, transform.m, sizeof(transform.m));
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}
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void SkeletonNode::batchDrawAllSubBones()
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{
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checkSubBonesDirty();
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_batchedVeticesCount = 0;
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for (const auto& bone : _subOrderedAllBones)
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{
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batchBoneDrawToSkeleton(bone);
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}
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_batchBoneCommand.createVertexBuffer(sizeof(VertexData), _batchedVeticesCount,
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cocos2d::CustomCommand::BufferUsage::DYNAMIC);
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_batchBoneCommand.updateVertexBuffer(_batchedBoneVertexData.data(), sizeof(VertexData) * _batchedVeticesCount);
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#ifdef CC_STUDIO_ENABLED_VIEW
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// TODO
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// glLineWidth(1);
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// glEnable(GL_LINE_SMOOTH);
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// glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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// for (int i = 0; i < _batchedVeticesCount; i += 4 )
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// {
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// glDrawArrays(GL_TRIANGLE_FAN, i, 4);
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// glDrawArrays(GL_LINE_LOOP, i, 4);
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// }
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// CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _batchedVeticesCount);
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#else
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unsigned short* indices = (unsigned short*)malloc(sizeof(unsigned short) * _batchedVeticesCount);
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for (int i = 0; i < _batchedVeticesCount; i += 4)
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{
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*indices++ = i;
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*indices++ = i + 1;
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*indices++ = i + 2;
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*indices++ = i;
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*indices++ = i + 2;
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*indices++ = i + 3;
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}
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_batchBoneCommand.createIndexBuffer(cocos2d::CustomCommand::IndexFormat::U_SHORT, _batchedVeticesCount,
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cocos2d::CustomCommand::BufferUsage::DYNAMIC);
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_batchBoneCommand.updateIndexBuffer(indices, sizeof(unsigned short) * _batchedVeticesCount);
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free(indices);
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#endif // CC_STUDIO_ENABLED_VIEW
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}
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void SkeletonNode::changeSkins(const hlookup::string_map<std::string>& boneSkinNameMap)
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{
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for (auto& boneskin : boneSkinNameMap)
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{
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auto bone = getBoneNode(boneskin.first);
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if (nullptr != bone)
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bone->displaySkin(boneskin.second, true);
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}
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}
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void SkeletonNode::changeSkins(std::string_view skinGroupName)
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{
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auto suit = _skinGroupMap.find(skinGroupName);
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if (suit != _skinGroupMap.end())
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{
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changeSkins(suit->second);
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}
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}
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BoneNode* SkeletonNode::getBoneNode(std::string_view boneName)
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{
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auto iter = _subBonesMap.find(boneName);
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if (iter != _subBonesMap.end())
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{
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return iter->second;
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}
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return nullptr;
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}
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const cocos2d::StringMap<BoneNode*>& SkeletonNode::getAllSubBonesMap() const
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{
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return _subBonesMap;
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}
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void SkeletonNode::addSkinGroup(std::string groupName, hlookup::string_map<std::string> boneSkinNameMap)
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{
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_skinGroupMap.emplace(groupName, std::move(boneSkinNameMap));
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}
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void SkeletonNode::checkSubBonesDirty()
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{
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if (_subBonesDirty)
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{
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updateOrderedAllbones();
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_subBonesDirty = false;
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}
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if (_subBonesOrderDirty)
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{
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sortOrderedAllBones();
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_subBonesOrderDirty = false;
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}
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}
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void SkeletonNode::updateOrderedAllbones()
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{
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_subOrderedAllBones.clear();
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// update sub bones, get All Visible SubBones
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// get all sub bones as visit with visible
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std::stack<BoneNode*> boneStack;
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for (const auto& bone : _childBones)
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{
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if (bone->isVisible())
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boneStack.push(bone);
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}
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while (boneStack.size() > 0)
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{
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auto top = boneStack.top();
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_subOrderedAllBones.pushBack(top);
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boneStack.pop();
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auto topChildren = top->getChildBones();
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for (const auto& childbone : topChildren)
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{
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if (childbone->isVisible())
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boneStack.push(childbone);
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}
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}
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}
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void SkeletonNode::sortOrderedAllBones()
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{
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sortNodes(this->_subOrderedAllBones);
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}
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NS_TIMELINE_END
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