mirror of https://github.com/axmolengine/axmol.git
265 lines
7.0 KiB
C++
265 lines
7.0 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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/CCSpriteFrame.h"
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#include "2d/CCSpriteFrameCache.h"
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#include "base/CCDirector.h"
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#include "renderer/CCRenderer.h"
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#include "editor-support/cocostudio/CCSkin.h"
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#include "editor-support/cocostudio/CCTransformHelp.h"
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#include "editor-support/cocostudio/CCArmature.h"
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using namespace cocos2d;
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namespace cocostudio {
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#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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#define RENDER_IN_SUBPIXEL
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#else
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#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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#endif
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Skin *Skin::create()
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{
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Skin *skin = new (std::nothrow) Skin();
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if(skin && skin->init())
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{
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skin->autorelease();
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return skin;
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}
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CC_SAFE_DELETE(skin);
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return nullptr;
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}
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Skin *Skin::createWithSpriteFrameName(const std::string& pszSpriteFrameName)
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{
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Skin *skin = new (std::nothrow) Skin();
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if(skin && skin->initWithSpriteFrameName(pszSpriteFrameName))
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{
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skin->autorelease();
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return skin;
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}
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CC_SAFE_DELETE(skin);
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return nullptr;
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}
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Skin *Skin::create(const std::string& pszFileName)
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{
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Skin *skin = new (std::nothrow) Skin();
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if(skin && skin->initWithFile(pszFileName))
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{
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skin->autorelease();
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return skin;
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}
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CC_SAFE_DELETE(skin);
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return nullptr;
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}
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Skin::Skin()
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: _bone(nullptr)
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, _armature(nullptr)
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, _displayName("")
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{
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_skinTransform = Mat4::IDENTITY;
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}
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bool Skin::initWithSpriteFrameName(const std::string& spriteFrameName)
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{
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CCAssert(spriteFrameName != "", "");
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SpriteFrame *pFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName);
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bool ret = true;
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if (pFrame != nullptr)
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{
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ret = initWithSpriteFrame(pFrame);
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}
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else
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{
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CCLOG("Can't find CCSpriteFrame with %s. Please check your .plist file", spriteFrameName.c_str());
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ret = false;
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}
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_displayName = spriteFrameName;
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return ret;
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}
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bool Skin::initWithFile(const std::string& filename)
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{
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bool ret = Sprite::initWithFile(filename);
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_displayName = filename;
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return ret;
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}
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void Skin::setSkinData(const BaseData &var)
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{
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_skinData = var;
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setScaleX(_skinData.scaleX);
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setScaleY(_skinData.scaleY);
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setRotationSkewX(CC_RADIANS_TO_DEGREES(_skinData.skewX));
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setRotationSkewY(CC_RADIANS_TO_DEGREES(-_skinData.skewY));
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setPosition(_skinData.x, _skinData.y);
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_skinTransform = getNodeToParentTransform();
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updateArmatureTransform();
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}
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const BaseData &Skin::getSkinData() const
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{
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return _skinData;
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}
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void Skin::updateArmatureTransform()
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{
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_transform = TransformConcat(_bone->getNodeToArmatureTransform(), _skinTransform);
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// if(_armature && _armature->getBatchNode())
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// {
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// _transform = TransformConcat(_transform, _armature->getNodeToParentTransform());
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// }
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}
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void Skin::updateTransform()
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{
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// If it is not visible, or one of its ancestors is not visible, then do nothing:
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if( !_visible)
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{
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_quad.br.vertices.setZero();
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_quad.tl.vertices.setZero();
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_quad.tr.vertices.setZero();
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_quad.bl.vertices.setZero();
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}
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else
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{
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//
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// calculate the Quad based on the Affine Matrix
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//
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Mat4 transform = getNodeToParentTransform();
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Size &size = _rect.size;
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float x1 = _offsetPosition.x;
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float y1 = _offsetPosition.y;
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float x2 = x1 + size.width;
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float y2 = y1 + size.height;
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if (_flippedX)
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{
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std::swap(x1, x2);
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}
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if (_flippedY)
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{
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std::swap(y1, y2);
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}
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float x = transform.m[12];
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float y = transform.m[13];
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float cr = transform.m[0];
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float sr = transform.m[1];
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float cr2 = transform.m[5];
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float sr2 = -transform.m[4];
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float ax = x1 * cr - y1 * sr2 + x;
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float ay = x1 * sr + y1 * cr2 + y;
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float bx = x2 * cr - y1 * sr2 + x;
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float by = x2 * sr + y1 * cr2 + y;
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float cx = x2 * cr - y2 * sr2 + x;
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float cy = x2 * sr + y2 * cr2 + y;
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float dx = x1 * cr - y2 * sr2 + x;
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float dy = x1 * sr + y2 * cr2 + y;
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_quad.bl.vertices.set(RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ);
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_quad.br.vertices.set(RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ);
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_quad.tl.vertices.set(RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ);
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_quad.tr.vertices.set(RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ);
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}
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// MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
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if (_textureAtlas)
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{
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_textureAtlas->updateQuad(&_quad, _textureAtlas->getTotalQuads());
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}
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}
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Mat4 Skin::getNodeToWorldTransform() const
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{
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return TransformConcat( _bone->getArmature()->getNodeToWorldTransform(), _transform);
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}
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Mat4 Skin::getNodeToWorldTransformAR() const
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{
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Mat4 displayTransform = _transform;
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Vec2 anchorPoint = _anchorPointInPoints;
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anchorPoint = PointApplyTransform(anchorPoint, displayTransform);
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displayTransform.m[12] = anchorPoint.x;
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displayTransform.m[13] = anchorPoint.y;
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return TransformConcat( _bone->getArmature()->getNodeToWorldTransform(),displayTransform);
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}
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void Skin::draw(Renderer *renderer, const Mat4 &/*transform*/, uint32_t flags)
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{
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auto mv = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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// TODO: implement z order
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_quadCommand.init(_globalZOrder,
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_texture,
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getGLProgramState(),
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_blendFunc,
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&_quad,
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1,
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mv,
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flags);
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renderer->addCommand(&_quadCommand);
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}
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void Skin::setBone(Bone *bone)
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{
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_bone = bone;
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if(Armature *armature = _bone->getArmature())
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{
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_armature = armature;
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}
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}
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Bone *Skin::getBone() const
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{
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return _bone;
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}
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}
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