mirror of https://github.com/axmolengine/axmol.git
242 lines
8.4 KiB
C++
242 lines
8.4 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2017 Chukong Technologies Inc.
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https://axys1.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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#ifndef __CCBONENODE_H__
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#define __CCBONENODE_H__
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#include "base/CCProtocols.h"
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#include "2d/CCNode.h"
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#include "renderer/CCCustomCommand.h"
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#include "ActionTimeline/CCTimelineMacro.h"
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#include "CocosStudioExport.h"
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#include "ActionTimeline/CCSkinNode.h"
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NS_AX_BEGIN
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namespace backend
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{
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class ProgramState;
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}
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NS_AX_END // namespace axys
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NS_TIMELINE_BEGIN
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class SkeletonNode;
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class CCS_DLL BoneNode : public ax::Node, public ax::BlendProtocol
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{
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public:
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static BoneNode* create();
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static BoneNode* create(int length);
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using Node::addChild;
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// add child, and add child to bone list and skeleton's sub bone map or add it to skin list
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virtual void addChild(ax::Node* child, int localZOrder, std::string_view name) override;
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virtual void addChild(ax::Node* child, int localZOrder, int tag) override;
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// remove child, and remove child from bone list and skeleton's sub bone map or remove it from skin list
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virtual void removeChild(Node* child, bool cleanup) override;
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// get child bone list
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virtual const ax::Vector<BoneNode*>& getChildBones() const { return _childBones; }
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virtual ax::Vector<BoneNode*>& getChildBones() { return _childBones; }
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// get this bone's root skeleton, return null while bone is not in a skeleton
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virtual SkeletonNode* getRootSkeletonNode() const;
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/**
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* @brief: get all bones in this bone tree
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*/
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ax::Vector<BoneNode*> getAllSubBones() const;
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/**
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*@brief: add a skin
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*@param: display, whether display this skin
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*/
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virtual void addSkin(SkinNode* skin, bool display);
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/**
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*@brief: add a skin
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*@param: display, whether display this skin
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*@param: hideOthers, whether hide other skins added to this bone
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*/
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virtual void addSkin(SkinNode* skin, bool display, bool hideOthers);
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/**
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* @brief: display skin
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* @param: hideOthers, set other skins invisible
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*/
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virtual void displaySkin(SkinNode* skin, bool hideOthers);
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/**
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* @brief: display all skins named skinName, if hide display only one skin,
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* prefer to use display(SkinNode* skin, bool hideOthers = false)
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* @param: hideOthers, set other skins invisible
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*/
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virtual void displaySkin(std::string_view skinName, bool hideOthers);
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// get the skins which is visible (displaying skins)
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virtual ax::Vector<SkinNode*> getVisibleSkins() const;
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/**
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* get skins in this bone's children
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*/
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virtual const ax::Vector<SkinNode*>& getSkins() const { return _boneSkins; }
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virtual ax::Vector<SkinNode*>& getSkins() { return _boneSkins; }
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/**
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* @brief: get all skins in this bone tree
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*/
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ax::Vector<SkinNode*> getAllSubSkins() const;
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// blendFunc
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virtual void setBlendFunc(const ax::BlendFunc& blendFunc) override;
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virtual const ax::BlendFunc& getBlendFunc() const override { return _blendFunc; }
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// debug draw show, bone's debugdraw can be draw when bone is visible
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// when bone's added to skeleton, DebugDrawEnabled controlled by skeleton's DebugDrawEnabled
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virtual void setDebugDrawEnabled(bool isDebugDraw);
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virtual bool isDebugDrawEnabled() const { return _isRackShow; }
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// bone's debug draw's length
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virtual void setDebugDrawLength(float length);
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virtual float getDebugDrawLength() const { return _rackLength; }
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// bone's debug draw's width
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virtual void setDebugDrawWidth(float width);
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virtual float getDebugDrawWidth() const { return _rackWidth; }
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// bone's debug draw's width
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virtual void setDebugDrawColor(const ax::Color4F& color);
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virtual ax::Color4F getDebugDrawColor() const { return _rackColor; }
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// get bone's bounding box, depends on getVisibleSkinsRect, apply on node to parent's transform
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ax::Rect getBoundingBox() const override;
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/**
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*get displayings rect in self transform
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*/
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virtual ax::Rect getVisibleSkinsRect() const;
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// transform & draw
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virtual void draw(ax::Renderer* renderer, const ax::Mat4& transform, uint32_t flags) override;
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// set local zorder, and dirty the debugdraw to make debugdraw's render layer right
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virtual void setLocalZOrder(int localZOrder) override;
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// set name, and replace the subbone map in skeleton
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virtual void setName(std::string_view name) override;
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// set visible, and dirty the debugdraw to make debugdraw's render layer right
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virtual void setVisible(bool visible) override;
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// set contentsize, and recalculate debugdraw
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virtual void setContentSize(const ax::Size& contentSize) override;
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// set localzorder, and recalculate debugdraw
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virtual void setAnchorPoint(const ax::Vec2& anchorPoint) override;
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#ifdef AX_STUDIO_ENABLED_VIEW
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// hit test , bonePoint is in self coordinate
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virtual bool isPointOnRack(const ax::Vec2& bonePoint);
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#endif
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BoneNode() = default;
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virtual ~BoneNode();
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virtual bool init() override;
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protected:
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virtual void addToChildrenListHelper(Node* child);
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virtual void removeFromChildrenListHelper(Node* child);
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// add bone to children bone list, and add bone to skeleton's subbone map
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virtual void addToBoneList(BoneNode* bone);
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// remove bone from children bone list, and remove bone from skeleton's subbone map
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virtual void removeFromBoneList(BoneNode* bone);
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// add skin to skin list
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virtual void addToSkinList(SkinNode* skin);
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// remove skin from skin list
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virtual void removeFromSkinList(SkinNode* skin);
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// sort all _children , bone list and skin list
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virtual void sortAllChildren() override;
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virtual void updateVertices();
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virtual void updateColor() override;
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// bone's color and opacity cannot cascade to bone
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virtual void updateDisplayedColor(const ax::Color3B& parentColor) override;
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virtual void updateDisplayedOpacity(uint8_t parentOpacity) override;
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virtual void disableCascadeOpacity() override;
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virtual void disableCascadeColor() override;
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// override Node::visit, just visit bones in children
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virtual void visit(ax::Renderer* renderer,
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const ax::Mat4& parentTransform,
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uint32_t parentFlags) override;
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// a help function for SkeletonNode
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// for batch bone's draw to _rootSkeleton
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virtual void batchBoneDrawToSkeleton(BoneNode* bone) const;
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// a help function for SkeletonNode
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// @param bone, visit bone's skins
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virtual void visitSkins(ax::Renderer* renderer, BoneNode* bone) const;
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// a help function for SkeletonNode
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// set bone's rootSkeleton = skeleton
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void setRootSkeleton(BoneNode* bone, SkeletonNode* skeleton) const;
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protected:
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ax::CustomCommand _customCommand;
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ax::backend::UniformLocation _mvpLocation;
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ax::BlendFunc _blendFunc = ax::BlendFunc::ALPHA_NON_PREMULTIPLIED;
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bool _isRackShow = false;
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ax::Color4F _rackColor = ax::Color4F::WHITE;
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float _rackLength = 50.0f;
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float _rackWidth = 20.0f;
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ax::Vector<BoneNode*> _childBones;
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ax::Vector<SkinNode*> _boneSkins;
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SkeletonNode* _rootSkeleton = nullptr;
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private:
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struct VertexData
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{
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ax::Color4F squareColor;
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ax::Vec3 noMVPVertices;
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};
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ax::Vec2 _squareVertices[4];
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VertexData _vertexData[4];
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AX_DISALLOW_COPY_AND_ASSIGN(BoneNode);
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};
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NS_TIMELINE_END
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#endif //__CCBONENODE_H__
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