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- /****************************************************************************
- Copyright (c) 2015-2017 Chukong Technologies Inc.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "editor-support/cocostudio/ActionTimeline/CCSkeletonNode.h"
- #include "base/CCDirector.h"
- #include "math/TransformUtils.h"
- #include "renderer/CCRenderer.h"
- #include "renderer/ccGLStateCache.h"
- #include "renderer/CCGLProgramState.h"
- #include <stack>
- using namespace cocos2d::GL;
- NS_TIMELINE_BEGIN
- SkeletonNode* SkeletonNode::create()
- {
- SkeletonNode* skeletonNode = new (std::nothrow) SkeletonNode();
- if (skeletonNode && skeletonNode->init())
- {
- skeletonNode->autorelease();
- return skeletonNode;
- }
- CC_SAFE_DELETE(skeletonNode);
- return nullptr;
- }
- bool SkeletonNode::init()
- {
- _rackLength = _rackWidth = 20;
- updateVertices();
- setGLProgramState(cocos2d::GLProgramState::getOrCreateWithGLProgramName(cocos2d::GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP));
- _rootSkeleton = this;
- return true;
- }
- cocos2d::Rect SkeletonNode::getBoundingBox() const
- {
- float minx, miny, maxx, maxy = 0;
- minx = miny = maxx = maxy;
- cocos2d::Rect boundingBox = getVisibleSkinsRect();
- bool first = true;
- if (!boundingBox.equals(cocos2d::Rect::ZERO))
- {
- minx = boundingBox.getMinX();
- miny = boundingBox.getMinY();
- maxx = boundingBox.getMaxX();
- maxy = boundingBox.getMaxY();
- first = false;
- }
- auto allbones = getAllSubBones();
- for (const auto& bone : allbones)
- {
- cocos2d::Rect r = RectApplyAffineTransform(bone->getVisibleSkinsRect(),
- bone->getNodeToParentAffineTransform(bone->getRootSkeletonNode()));
- if (r.equals(cocos2d::Rect::ZERO))
- continue;
- if (first)
- {
- minx = r.getMinX();
- miny = r.getMinY();
- maxx = r.getMaxX();
- maxy = r.getMaxY();
- first = false;
- }
- else
- {
- minx = MIN(r.getMinX(), minx);
- miny = MIN(r.getMinY(), miny);
- maxx = MAX(r.getMaxX(), maxx);
- maxy = MAX(r.getMaxY(), maxy);
- }
- }
- boundingBox.setRect(minx, miny, maxx - minx, maxy - miny);
- return RectApplyAffineTransform(boundingBox, this->getNodeToParentAffineTransform());
- }
- SkeletonNode::SkeletonNode()
- : BoneNode()
- , _subBonesDirty(true)
- , _subBonesOrderDirty(true)
- , _batchedVeticesCount(0)
- {
- }
- SkeletonNode::~SkeletonNode()
- {
- for (auto &bonepair : _subBonesMap)
- {
- setRootSkeleton(bonepair.second, nullptr);
- }
- }
- void SkeletonNode::updateVertices()
- {
- if (_rackLength != _squareVertices[6].x - _anchorPointInPoints.x || _rackWidth != _squareVertices[3].y - _anchorPointInPoints.y)
- {
- const float radiusl = _rackLength * .5f;
- const float radiusw = _rackWidth * .5f;
- const float radiusl_2 = radiusl * .25f;
- const float radiusw_2 = radiusw * .25f;
- _squareVertices[5].y = _squareVertices[2].y = _squareVertices[1].y = _squareVertices[6].y
- = _squareVertices[0].x = _squareVertices[4].x = _squareVertices[7].x = _squareVertices[3].x = .0f;
- _squareVertices[5].x = -radiusl; _squareVertices[0].y = -radiusw;
- _squareVertices[6].x = radiusl; _squareVertices[3].y = radiusw;
- _squareVertices[1].x = radiusl_2; _squareVertices[7].y = radiusw_2;
- _squareVertices[2].x = -radiusl_2; _squareVertices[4].y = -radiusw_2;
- for (int i = 0; i < 8; i++)
- {
- _squareVertices[i] += _anchorPointInPoints;
- }
- _transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
- }
- }
- void SkeletonNode::updateColor()
- {
- for (unsigned int i = 0; i < 8; i++)
- {
- _squareColors[i] = _rackColor;
- }
- _transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
- }
- void SkeletonNode::visit(cocos2d::Renderer *renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags)
- {
- // quick return if not visible. children won't be drawn.
- if (!_visible)
- {
- return;
- }
- uint32_t flags = processParentFlags(parentTransform, parentFlags);
- // IMPORTANT:
- // To ease the migration to v3.0, we still support the Mat4 stack,
- // but it is deprecated and your code should not rely on it
- _director->pushMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
- _director->loadMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
- int i = 0;
- if (!_children.empty())
- {
- sortAllChildren();
- // draw children zOrder < 0
- for (; i < _children.size(); i++)
- {
- auto node = _children.at(i);
- if (node && node->getLocalZOrder() < 0)
- node->visit(renderer, _modelViewTransform, flags);
- else
- break;
- }
- for (auto it = _children.cbegin() + i; it != _children.cend(); ++it)
- (*it)->visit(renderer, _modelViewTransform, flags);
- }
- checkSubBonesDirty();
- for (const auto& bone : _subOrderedAllBones)
- {
- visitSkins(renderer, bone);
- }
- if (_isRackShow)
- {
- this->draw(renderer, _modelViewTransform, flags);
- // batch draw all sub bones
- _batchBoneCommand.init(_globalZOrder, _modelViewTransform, parentFlags);
- _batchBoneCommand.func = CC_CALLBACK_0(SkeletonNode::batchDrawAllSubBones, this, _modelViewTransform);
- renderer->addCommand(&_batchBoneCommand);
- }
- _director->popMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
- // FIX ME: Why need to set _orderOfArrival to 0??
- // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
- // reset for next frame
- // _orderOfArrival = 0;
- }
- void SkeletonNode::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
- {
- _customCommand.init(_globalZOrder, transform, flags);
- _customCommand.func = CC_CALLBACK_0(SkeletonNode::onDraw, this, transform, flags);
- renderer->addCommand(&_customCommand);
- for (int i = 0; i < 8; ++i)
- {
- cocos2d::Vec4 pos;
- pos.x = _squareVertices[i].x; pos.y = _squareVertices[i].y; pos.z = _positionZ;
- pos.w = 1;
- _modelViewTransform.transformVector(&pos);
- _noMVPVertices[i] = cocos2d::Vec3(pos.x, pos.y, pos.z) / pos.w;
- }
- }
- void SkeletonNode::batchDrawAllSubBones(const cocos2d::Mat4 &transform)
- {
- checkSubBonesDirty();
- _batchedVeticesCount = 0;
- for (const auto& bone : _subOrderedAllBones)
- {
- batchBoneDrawToSkeleton(bone);
- }
- cocos2d::Vec3* vetices = _batchedBoneVetices.data();
- cocos2d::Color4F* veticesColor = _batchedBoneColors.data();
- getGLProgram()->use();
- getGLProgram()->setUniformsForBuiltins(transform);
- cocos2d::GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION | cocos2d::GL::VERTEX_ATTRIB_FLAG_COLOR);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, vetices);
- glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, veticesColor);
- cocos2d::GL::blendFunc(_blendFunc.src, _blendFunc.dst);
- #ifdef CC_STUDIO_ENABLED_VIEW
- glLineWidth(1);
- glEnable(GL_LINE_SMOOTH);
- glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
- for (int i = 0; i < _batchedVeticesCount; i += 4 )
- {
- glDrawArrays(GL_TRIANGLE_FAN, i, 4);
- glDrawArrays(GL_LINE_LOOP, i, 4);
- }
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _batchedVeticesCount);
- #else
- for (int i = 0; i < _batchedVeticesCount; i += 4)
- {
- glDrawArrays(GL_TRIANGLE_FAN, i, 4);
- }
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _batchedVeticesCount);
- #endif //CC_STUDIO_ENABLED_VIEW
- }
- void SkeletonNode::onDraw(const cocos2d::Mat4 &transform, uint32_t /*flags*/)
- {
- getGLProgram()->use();
- getGLProgram()->setUniformsForBuiltins(transform);
- cocos2d::GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION | cocos2d::GL::VERTEX_ATTRIB_FLAG_COLOR);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _noMVPVertices);
- glVertexAttribPointer(cocos2d::GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, _squareColors);
- cocos2d::GL::blendFunc(_blendFunc.src, _blendFunc.dst);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 8);
- }
- void SkeletonNode::changeSkins(const std::map<std::string, std::string>& boneSkinNameMap)
- {
- for (auto &boneskin : boneSkinNameMap)
- {
- auto bone = getBoneNode(boneskin.first);
- if (nullptr != bone)
- bone->displaySkin(boneskin.second, true);
- }
- }
- void SkeletonNode::changeSkins(const std::string& skinGroupName)
- {
- auto suit = _skinGroupMap.find(skinGroupName);
- if (suit != _skinGroupMap.end())
- {
- changeSkins(suit->second);
- }
- }
- BoneNode* SkeletonNode::getBoneNode(const std::string& boneName)
- {
- auto iter = _subBonesMap.find(boneName);
- if (iter != _subBonesMap.end())
- {
- return iter->second;
- }
- return nullptr;
- }
- const cocos2d::Map<std::string, BoneNode*>& SkeletonNode::getAllSubBonesMap() const
- {
- return _subBonesMap;
- }
- void SkeletonNode::addSkinGroup(std::string groupName, std::map<std::string, std::string> boneSkinNameMap)
- {
- _skinGroupMap.emplace(groupName, boneSkinNameMap);
- }
- void SkeletonNode::checkSubBonesDirty()
- {
- if (_subBonesDirty)
- {
- updateOrderedAllbones();
- _subBonesDirty = false;
- }
- if (_subBonesOrderDirty)
- {
- sortOrderedAllBones();
- _subBonesOrderDirty = false;
- }
- }
- void SkeletonNode::updateOrderedAllbones()
- {
- _subOrderedAllBones.clear();
- // update sub bones, get All Visible SubBones
- // get all sub bones as visit with visible
- std::stack<BoneNode*> boneStack;
- for (const auto& bone : _childBones)
- {
- if (bone->isVisible())
- boneStack.push(bone);
- }
- while (boneStack.size() > 0)
- {
- auto top = boneStack.top();
- _subOrderedAllBones.pushBack(top);
- boneStack.pop();
- auto topChildren = top->getChildBones();
- for (const auto& childbone : topChildren)
- {
- if (childbone->isVisible())
- boneStack.push(childbone);
- }
- }
- }
- void SkeletonNode::sortOrderedAllBones()
- {
- sortNodes(this->_subOrderedAllBones);
- }
- NS_TIMELINE_END
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