mirror of https://github.com/axmolengine/axmol.git
368 lines
12 KiB
C++
368 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2015 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 "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/ccGLStateCache.h"
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#include "renderer/CCGLProgramState.h"
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#include <stack>
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using namespace cocos2d::GL;
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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 (std::nothrow) SkeletonNode();
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if (skeletonNode && 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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setGLProgramState(cocos2d::GLProgramState::getOrCreateWithGLProgramName(cocos2d::GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP));
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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()
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: BoneNode()
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, _subDrawBonesDirty(true)
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, _subDrawBonesOrderDirty(true)
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, _batchedVeticesCount(0)
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{
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}
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SkeletonNode::~SkeletonNode()
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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 || _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; _squareVertices[0].y = -radiusw;
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_squareVertices[6].x = radiusl; _squareVertices[3].y = radiusw;
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_squareVertices[1].x = radiusl_2; _squareVertices[7].y = radiusw_2;
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_squareVertices[2].x = - radiusl_2; _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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_squareColors[i] = _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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bool visibleByCamera = isVisitableByVisitingCamera();
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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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if (visibleByCamera)
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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, _modelViewTransform, parentFlags);
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_batchBoneCommand.func = CC_CALLBACK_0(SkeletonNode::batchDrawAllSubBones, this, _modelViewTransform);
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renderer->addCommand(&_batchBoneCommand);
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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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if (!_isRackShow)
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return;
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_customCommand.init(_globalZOrder, transform, flags);
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_customCommand.func = CC_CALLBACK_0(SkeletonNode::onDraw, this, transform, flags);
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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; pos.y = _squareVertices[i].y; pos.z = _positionZ;
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pos.w = 1;
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_modelViewTransform.transformVector(&pos);
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_noMVPVertices[i] = cocos2d::Vec3(pos.x, pos.y, pos.z) / pos.w;
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}
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}
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void SkeletonNode::batchDrawAllSubBones(const cocos2d::Mat4 &transform)
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{
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if (_subDrawBonesDirty)
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{
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updateAllDrawBones();
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}
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if (_subDrawBonesOrderDirty)
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sortAllDrawBones();
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_batchedVeticesCount = 0;
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for (const auto& bone : _subDrawBones)
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{
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batchBoneDrawToSkeleton(bone);
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}
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cocos2d::Vec3* vetices = _batchedBoneVetices.data();
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cocos2d::Color4F* veticesColor = _batchedBoneColors.data();
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getGLProgram()->use();
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getGLProgram()->setUniformsForBuiltins(transform);
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cocos2d::GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION | cocos2d::GL::VERTEX_ATTRIB_FLAG_COLOR);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, vetices);
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glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, veticesColor);
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cocos2d::GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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#ifdef CC_STUDIO_ENABLED_VIEW
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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 += 8)
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{
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glDrawArrays(GL_TRIANGLE_FAN, i, 4);
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glDrawArrays(GL_LINE_LOOP, i + 4, 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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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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}
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _batchedVeticesCount);
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#endif //CC_STUDIO_ENABLED_VIEW
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}
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void SkeletonNode::onDraw(const cocos2d::Mat4 &transform, uint32_t flags)
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{
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getGLProgram()->use();
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getGLProgram()->setUniformsForBuiltins(transform);
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cocos2d::GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION | cocos2d::GL::VERTEX_ATTRIB_FLAG_COLOR);
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//
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// Attributes
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//
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#ifdef EMSCRIPTEN
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setGLBufferData(_noMVPVertices, 8 * sizeof(Vec3), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(_squareColors, 8 * sizeof(Color4F), 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _noMVPVertices);
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glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, _squareColors);
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#endif // EMSCRIPTEN
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cocos2d::GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 8);
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}
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void SkeletonNode::changeSkins(const std::map<std::string, 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(const std::string& 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(const std::string& 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::Map<std::string, 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, std::map<std::string, std::string> boneSkinNameMap)
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{
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_skinGroupMap.insert(std::make_pair(groupName, boneSkinNameMap));
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}
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void SkeletonNode::updateAllDrawBones()
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{
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_subDrawBones.clear();
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// 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() && bone->isDebugDrawEnabled())
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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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_subDrawBones.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() && childbone->isDebugDrawEnabled())
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boneStack.push(childbone);
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}
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}
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_subDrawBonesDirty = false;
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}
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void SkeletonNode::sortAllDrawBones()
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{
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std::sort(_subDrawBones.begin(), _subDrawBones.end(), cocos2d::nodeComparisonLess);
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_subDrawBonesOrderDirty = false;
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}
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NS_TIMELINE_END |