mirror of
https://gitee.com/nomat/lcc-ui-sorting-group-demo.git
synced 2024-12-25 19:28:26 +00:00
SortingGroup组件可以应用于当前节点或者其子节点上的UI渲染器
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71
assets/lcc-ui-sorting-group/engine-extend/node.jsb.ts
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71
assets/lcc-ui-sorting-group/engine-extend/node.jsb.ts
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@ -0,0 +1,71 @@
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import { director, Layers, misc, utils } from "cc";
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import { MeshRenderer } from "cc";
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import { profiler } from "cc";
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import { CCObject } from "cc";
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import { game } from "cc";
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import { Material } from "cc";
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import { Profiler } from "cc";
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import { Node } from "cc";
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import { JSB } from "cc/env";
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const _constants = {
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fontSize: 23,
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quadHeight: 0.4,
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segmentsPerLine: 8,
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textureWidth: 256,
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textureHeight: 256,
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};
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if(JSB){
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//@ts-ignore
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const Node_ctor = Node.prototype._ctor;
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//@ts-ignore
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Node.prototype._ctor = function (name?: string) {
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Node_ctor.call(this, name);
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const sharedArrayBuffer = this._getSharedArrayBufferObject();
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// Uint32Array with 3 elements: eventMask, layer, dirtyFlags
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this._sharedUint32Arr = new Uint32Array(sharedArrayBuffer, 0, 3);
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// Int32Array with 1 element: siblingIndex
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this._sharedInt32Arr = new Int32Array(sharedArrayBuffer, 12, 1);
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// uiSortingPriority
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this._sharedFloatArr = new Float32Array(sharedArrayBuffer, 16, 1);
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// Uint8Array with 3 elements: activeInHierarchy, active, static, uiSortingEnabled
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this._sharedUint8Arr = new Uint8Array(sharedArrayBuffer, 20, 4);
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this._sharedUint32Arr[1] = Layers.Enum.DEFAULT; // this._sharedUint32Arr[1] is layer
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};
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Object.defineProperty(Node.prototype, 'uiSortingEnabled', {
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configurable: true,
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enumerable: true,
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get (): Readonly<Boolean> {
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return this._sharedUint8Arr[3] != 0; // Uint8, 1: active
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},
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set (v) {
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this._sharedUint8Arr[3] = (v ? 1 : 0); // Uint8, 1: active
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},
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});
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Object.defineProperty(Node.prototype, 'uiSortingPriority', {
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configurable: true,
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enumerable: true,
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get (): Readonly<number> {
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return this._sharedFloatArr[0];
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},
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set (v) {
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this._sharedFloatArr[0] = v;
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},
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});
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// 左下角调试节点创建过早,重新创建
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//@ts-ignore
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if (profiler._rootNode && profiler._rootNode.isValid){
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//@ts-ignore
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profiler._rootNode.destroy();
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//@ts-ignore
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profiler._rootNode = null;
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profiler.generateNode();
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}
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}
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@ -2,7 +2,7 @@
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "fa9757e8-0812-47bb-b2cd-658d631f676a",
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"uuid": "29c6a480-4d9e-413e-8a39-0f0f9a59a19c",
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"files": [],
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"subMetas": {},
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"userData": {}
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@ -1,141 +0,0 @@
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/**
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* 由于RenderEntity未暴露,所以修改就只有另辟蹊径
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*/
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import { Graphics } from "cc";
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import { UIRenderer } from "cc";
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import { TiledLayer } from "cc";
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import { UIMeshRenderer } from "cc";
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import { __private,dragonBones,sp } from "cc";
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import { JSB } from "cc/env";
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import { DEFAULT_SORTING_PRIORITY } from "../sorting-define";
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export enum RenderEntityFloatSharedBufferView {
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localOpacity,
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sortingPriority,
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count,
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}
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export enum RenderEntityUInt8SharedBufferView {
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colorR,
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colorG,
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colorB,
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colorA,
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maskMode,
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count,
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}
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export enum RenderEntityBoolSharedBufferView {
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colorDirty,
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enabled,
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useLocal,
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count,
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}
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/**
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* RenderEntity类
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*/
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let RenderEntityClass:typeof __private._cocos_2d_renderer_render_entity__RenderEntity = null;
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/**
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* 更新RenderEntity实体
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*/
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export function UpdateRenderEntity(renderEntity:__private._cocos_2d_renderer_render_entity__RenderEntity){
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if(renderEntity && !RenderEntityClass){
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RenderEntityClass = renderEntity.constructor as typeof __private._cocos_2d_renderer_render_entity__RenderEntity;
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// @ts-ignore
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RenderEntityClass.prototype.initSharedBuffer = function(){
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this._sortingPriority = DEFAULT_SORTING_PRIORITY;
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if (JSB) {
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//this._sharedBuffer = new Float32Array(RenderEntitySharedBufferView.count);
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const buffer = this._nativeObj.getEntitySharedBufferForJS();
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let offset = 0;
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this._floatSharedBuffer = new Float32Array(buffer, offset, RenderEntityFloatSharedBufferView.count);
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offset += RenderEntityFloatSharedBufferView.count * 4;
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this._uint8SharedBuffer = new Uint8Array(buffer, offset, RenderEntityUInt8SharedBufferView.count);
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offset += RenderEntityUInt8SharedBufferView.count * 1;
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this._boolSharedBuffer = new Uint8Array(buffer, offset, RenderEntityBoolSharedBufferView.count);
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}
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};
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if(!('sortingPriority' in RenderEntityClass.prototype)){
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Object.defineProperty(RenderEntityClass.prototype, 'sortingPriority', {
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get: function() {
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return this._sortingPriority;
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},
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set: function(value) {
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this._sortingPriority = value;
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// console.log(`JSB sortingPriority ${value}`);
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if (JSB) {
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this._floatSharedBuffer[RenderEntityFloatSharedBufferView.sortingPriority] = value;
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}
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},
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enumerable: true
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});
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}
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// @ts-ignore
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renderEntity.initSharedBuffer();
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console.log('Update RenderEntity Class');
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}
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}
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// @ts-ignore
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const Graphics_createRenderEntity = Graphics.prototype.createRenderEntity;
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// @ts-ignore
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Graphics.prototype.createRenderEntity = function(){
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let entity = Graphics_createRenderEntity.call(this);
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UpdateRenderEntity(entity);
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return entity;
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}
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const UIMeshRenderer_onLoad = UIMeshRenderer.prototype.onLoad;
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UIMeshRenderer.prototype.onLoad = function(){
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UpdateRenderEntity(this._renderEntity);
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return UIMeshRenderer_onLoad.call(this);
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}
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// @ts-ignore
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const UIRenderer_createRenderEntity = UIRenderer.prototype.createRenderEntity;
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// @ts-ignore
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UIRenderer.prototype.createRenderEntity = function(){
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let entity = UIRenderer_createRenderEntity.call(this);
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UpdateRenderEntity(entity);
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return entity;
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}
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if(dragonBones){
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// @ts-ignore
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const ArmatureDisplay_createRenderEntity = dragonBones.ArmatureDisplay.prototype.createRenderEntity;
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// @ts-ignore
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dragonBones.ArmatureDisplay.prototype.createRenderEntity = function(){
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let entity = ArmatureDisplay_createRenderEntity.call(this);
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UpdateRenderEntity(entity);
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return entity;
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}
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}
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if(sp){
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// @ts-ignore
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const Skeleton_createRenderEntity = sp.Skeleton.prototype.createRenderEntity;
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// @ts-ignore
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sp.Skeleton.prototype.createRenderEntity = function(){
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let entity = Skeleton_createRenderEntity.call(this);
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UpdateRenderEntity(entity);
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return entity;
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}
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}
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if(TiledLayer){
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// @ts-ignore
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const TiledLayer_createRenderEntity = TiledLayer.prototype.createRenderEntity;
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// @ts-ignore
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TiledLayer.prototype.createRenderEntity = function(){
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let entity = TiledLayer_createRenderEntity.call(this);
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UpdateRenderEntity(entity);
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return entity;
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}
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}
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@ -4,31 +4,13 @@ declare module 'cc' {
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interface UIRenderer {
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/**
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* 排序优先级 - private
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* 渲染优先级
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*/
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_sortingPriority:number;
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renderPriority:number;
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/**
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* 排序优先级
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* 渲染透明度
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*/
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sortingPriority:number;
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/**
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* 排序透明度
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*/
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sortingOpacity:number;
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renderOpacity:number;
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}
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}
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if(!('sortingPriority' in UIRenderer.prototype)){
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Object.defineProperty(UIRenderer.prototype, 'sortingPriority', {
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get: function() {
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return this._sortingPriority;
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},
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set: function(value) {
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this._sortingPriority = value;
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this._renderEntity.sortingPriority = value;
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},
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enumerable: true
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});
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}
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55
assets/lcc-ui-sorting-group/engine-extend/ui-transform.ts
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55
assets/lcc-ui-sorting-group/engine-extend/ui-transform.ts
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import { UITransform } from "cc";
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import { JSB } from "cc/env";
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declare module 'cc' {
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interface UITransform {
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/**
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* 排序优先级 - private
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*/
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_sortingPriority:number;
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/**
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* 排序优先级
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*/
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sortingPriority:number;
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/**
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* 排序优使能 - private
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*/
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_sortingEnabled:boolean;
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/**
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* 排序优使能
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*/
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sortingEnabled:boolean;
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}
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}
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if(!('sortingPriority' in UITransform.prototype)){
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Object.defineProperty(UITransform.prototype, 'sortingPriority', {
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get: function() {
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return this._sortingPriority;
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},
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set: function(value) {
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this._sortingPriority = value;
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if(JSB){
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this.node.uiSortingPriority = value;
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}
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},
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enumerable: true
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});
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Object.defineProperty(UITransform.prototype, 'sortingEnabled', {
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get: function() {
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return this._sortingEnabled;
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},
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set: function(value) {
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this._sortingEnabled = value;
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if(JSB){
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this.node.uiSortingEnabled = value;
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}
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},
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enumerable: true
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});
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}
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@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "421d8e4a-74d5-4851-a739-de22c13f87e3",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@ -1,6 +1,5 @@
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import { clamp, gfx,Node,RenderData,UI,StencilManager,UIRenderer, renderer } from 'cc';
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import { JSB } from 'cc/env';
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import { DEFAULT_SORTING_PRIORITY } from '../sorting-define';
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declare module 'cc' {
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interface UI {
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@ -64,14 +63,14 @@ UI.prototype.flushRendererCache = function(){
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const rendererCache = this.rendererCache;
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if(rendererCache.length > 0){
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if(this.rendererOrder){
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rendererCache.sort((a, b)=>{ return a._sortingPriority - b._sortingPriority; });
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rendererCache.sort((a, b)=>{ return a.renderPriority - b.renderPriority; });
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}
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// console.log(`flushRendererCache ${rendererCache.length}`);
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for(let render of rendererCache){
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// console.log(`${render.node.name} render hash ${render.renderData.dataHash}`);
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render.fillBuffers(this);
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if(render.sortingOpacity >= 0){
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updateOpacity(render.renderData, render.sortingOpacity);
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if(render.renderOpacity >= 0){
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updateOpacity(render.renderData, render.renderOpacity);
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const buffer = render.renderData.getMeshBuffer();
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if (buffer) {
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buffer.setDirty();
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@ -126,7 +125,7 @@ UI.prototype.update = function() {
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}
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}
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UI.prototype.walk = function(node: Node, level = 0){
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UI.prototype.walk = function(node: Node, level = 0, sortingPriority = 0){
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if (!node.activeInHierarchy) {
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return;
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}
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@ -134,6 +133,8 @@ UI.prototype.walk = function(node: Node, level = 0){
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const uiProps = node._uiProps;
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const render = uiProps.uiComp as UIRenderer;
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const stencilEnterLevel = render && (render.stencilStage === _cocos_2d_renderer_stencil_manager__Stage.ENTER_LEVEL || render.stencilStage === _cocos_2d_renderer_stencil_manager__Stage.ENTER_LEVEL_INVERTED);
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const transform = uiProps.uiTransformComp;
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sortingPriority = (transform && transform._sortingEnabled) ? transform._sortingPriority : sortingPriority;
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// Save opacity
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const parentOpacity = this._pOpacity;
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@ -167,14 +168,14 @@ UI.prototype.walk = function(node: Node, level = 0){
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}
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}else{
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this.rendererCache.push(render);
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render._sortingPriority = render._sortingPriority ?? DEFAULT_SORTING_PRIORITY;
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if(render._sortingPriority != DEFAULT_SORTING_PRIORITY){
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render.renderPriority = sortingPriority;
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if(sortingPriority != 0){
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this.rendererOrder = true;
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}
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if (this._opacityDirty && render && !render.useVertexOpacity && render.renderData && render.renderData.vertexCount > 0) {
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render.sortingOpacity = opacity;
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render.renderOpacity = opacity;
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}else{
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render.sortingOpacity = -1;
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render.renderOpacity = -1;
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}
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}
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}
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@ -182,7 +183,7 @@ UI.prototype.walk = function(node: Node, level = 0){
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if (children.length > 0 && !node._static) {
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for (let i = 0; i < children.length; ++i) {
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const child = children[i];
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this.walk(child, level);
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this.walk(child, level, sortingPriority);
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}
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}
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@ -7,7 +7,7 @@ export enum SortingLayer {
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//-- 自定义,在此之上,小于 DEFAULT 的层级
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/**
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* 默认层级,在没有应用排序的UI渲染上的默认层级
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* 默认层级,在没有应用排序的UI渲染上的默认层级 *不要修改此枚举*
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*/
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DEFAULT = 0,
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@ -21,8 +21,3 @@ export enum SortingLayer {
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* 在层级中最大排序值
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*/
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export const ORDER_IN_LAYER_MAX = 100000;
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/**
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* 默认排序优先级
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*/
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export const DEFAULT_SORTING_PRIORITY = SortingLayer.DEFAULT * ORDER_IN_LAYER_MAX;
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@ -1,10 +1,10 @@
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import { _decorator, Component, Node, ccenum, CCInteger, CCFloat, Enum, director, UI, UIRenderer } from 'cc';
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import { DEFAULT_SORTING_PRIORITY, ORDER_IN_LAYER_MAX, SortingLayer } from './sorting-define';
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import { _decorator, Component, Node, ccenum, CCInteger, CCFloat, Enum, director, UI, UIRenderer, UITransform } from 'cc';
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import { ORDER_IN_LAYER_MAX, SortingLayer } from './sorting-define';
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const { ccclass, property, type, disallowMultiple, requireComponent, executeInEditMode } = _decorator;
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@ccclass('lcc-ui/SortingGroup')
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@requireComponent(UIRenderer)
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@requireComponent(UITransform)
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@disallowMultiple(true)
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@executeInEditMode(true)
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export class SortingGroup extends Component {
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@ -20,20 +20,19 @@ export class SortingGroup extends Component {
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@property({ type:CCFloat, min: 0, max : ORDER_IN_LAYER_MAX })
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orderInLayer:number = 0;
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/**
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* UI渲染器
|
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*/
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private _uiRenderer:UIRenderer = null;
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private _uiTransform:UITransform = null;
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onLoad(){
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this._uiRenderer = this.getComponent(UIRenderer);
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this._uiTransform = this.getComponent(UITransform);
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}
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onEnable(){
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this._uiRenderer.sortingPriority = Math.sign(this.sortingLayer) * (Math.abs(this.sortingLayer) * ORDER_IN_LAYER_MAX + this.orderInLayer);
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this._uiTransform.sortingPriority = Math.sign(this.sortingLayer) * (Math.abs(this.sortingLayer) * ORDER_IN_LAYER_MAX + this.orderInLayer);
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this._uiTransform.sortingEnabled = true;
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}
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onDisable(){
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this._uiRenderer.sortingPriority = DEFAULT_SORTING_PRIORITY;
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this._uiTransform.sortingPriority = 0;
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this._uiTransform.sortingEnabled = false;
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}
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}
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|
@ -27,11 +27,11 @@
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"_active": true,
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"_components": [],
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"_prefab": {
|
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"__id__": 42
|
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"__id__": 57
|
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},
|
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"autoReleaseAssets": false,
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"_globals": {
|
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"__id__": 43
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"__id__": 58
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},
|
||||
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|
||||
},
|
||||
"_id": "c0VfwcFp5DzZIfeDWG4MA7"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.UITransform",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 50
|
||||
},
|
||||
"_enabled": true,
|
||||
"__prefab": null,
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 654.13,
|
||||
"height": 378.563
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_id": "16eXrC15RCR7XXix5wahAm"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 50
|
||||
},
|
||||
"_enabled": true,
|
||||
"__prefab": null,
|
||||
"_customMaterial": null,
|
||||
"_srcBlendFactor": 2,
|
||||
"_dstBlendFactor": 4,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 0,
|
||||
"b": 0,
|
||||
"a": 136
|
||||
},
|
||||
"_spriteFrame": {
|
||||
"__uuid__": "7d8f9b89-4fd1-4c9f-a3ab-38ec7cded7ca@f9941",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
"_type": 0,
|
||||
"_fillType": 0,
|
||||
"_sizeMode": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_useGrayscale": false,
|
||||
"_atlas": null,
|
||||
"_id": "b9Wwwx4phE7oA1FN/IyNcP"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.UITransform",
|
||||
"_name": "",
|
||||
@ -1321,8 +1837,8 @@
|
||||
"__prefab": null,
|
||||
"_alignFlags": 45,
|
||||
"_target": null,
|
||||
"_left": -1.1368683772161603e-13,
|
||||
"_right": -1.1368683772161603e-13,
|
||||
"_left": 1.1368683772161603e-13,
|
||||
"_right": 1.1368683772161603e-13,
|
||||
"_top": 0,
|
||||
"_bottom": 0,
|
||||
"_horizontalCenter": 0,
|
||||
@ -1379,19 +1895,19 @@
|
||||
{
|
||||
"__type__": "cc.SceneGlobals",
|
||||
"ambient": {
|
||||
"__id__": 44
|
||||
"__id__": 59
|
||||
},
|
||||
"shadows": {
|
||||
"__id__": 45
|
||||
"__id__": 60
|
||||
},
|
||||
"_skybox": {
|
||||
"__id__": 46
|
||||
"__id__": 61
|
||||
},
|
||||
"fog": {
|
||||
"__id__": 47
|
||||
"__id__": 62
|
||||
},
|
||||
"octree": {
|
||||
"__id__": 48
|
||||
"__id__": 63
|
||||
}
|
||||
},
|
||||
{
|
||||
|
@ -10,10 +10,27 @@ if(NOT DEFINED COCOS_SOURCE_PLUGIN_INCLUDES)
|
||||
endif()
|
||||
|
||||
# 排除替换源文件
|
||||
list(APPEND COCOS_SOURCE_PLUGIN_EXCULDE "${COCOS_X_PATH}/cocos/2d/renderer/Batcher2d.h" "${COCOS_X_PATH}/cocos/2d/renderer/Batcher2d.cpp" "${COCOS_X_PATH}/cocos/2d/renderer/RenderEntity.h" "${COCOS_X_PATH}/cocos/2d/renderer/RenderEntity.cpp")
|
||||
list(APPEND COCOS_SOURCE_PLUGIN_EXCULDE
|
||||
"${COCOS_X_PATH}/cocos/2d/renderer/Batcher2d.h"
|
||||
"${COCOS_X_PATH}/cocos/2d/renderer/Batcher2d.cpp"
|
||||
"${COCOS_X_PATH}/cocos/2d/renderer/RenderEntity.h"
|
||||
"${COCOS_X_PATH}/cocos/2d/renderer/RenderEntity.cpp"
|
||||
"${COCOS_X_PATH}/cocos/core/scene-graph/Node.h"
|
||||
"${COCOS_X_PATH}/cocos/core/scene-graph/Node.cpp"
|
||||
)
|
||||
|
||||
# 添加替换源文件
|
||||
list(APPEND COCOS_SOURCE_PLUGIN_LIST "${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/Batcher2d.h" "${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/Batcher2d.cpp" "${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/RenderEntity.h" "${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/RenderEntity.cpp")
|
||||
list(APPEND COCOS_SOURCE_PLUGIN_LIST
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/Batcher2d.h"
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/Batcher2d.cpp"
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/RenderEntity.h"
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos/2d/renderer/RenderEntity.cpp"
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos/core/scene-graph/Node.h"
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos/core/scene-graph/Node.cpp"
|
||||
)
|
||||
|
||||
# 添加替换源文件
|
||||
list(APPEND COCOS_SOURCE_PLUGIN_INCLUDES "${CMAKE_CURRENT_LIST_DIR}/native" "${CMAKE_CURRENT_LIST_DIR}/native/cocos")
|
||||
list(APPEND COCOS_SOURCE_PLUGIN_INCLUDES
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native"
|
||||
"${CMAKE_CURRENT_LIST_DIR}/native/cocos"
|
||||
)
|
||||
|
@ -102,17 +102,19 @@ void Batcher2d::syncRootNodesToNative(ccstd::vector<Node*>&& rootNodes) {
|
||||
|
||||
void Batcher2d::fillBuffersAndMergeBatches() {
|
||||
for (auto* rootNode : _rootNodeArr) {
|
||||
walk(rootNode, 1);
|
||||
walk(rootNode, 1, true, 0);
|
||||
// CC_LOG_INFO("-------------- flushRendererCache 1 -------------- %d", _rootNodeArr.size());
|
||||
flushRendererCache(); // LCC_UI_SORTING_GROUP
|
||||
generateBatch(_currEntity, _currDrawInfo);
|
||||
}
|
||||
}
|
||||
|
||||
void Batcher2d::walk(Node* node, float parentOpacity) { // NOLINT(misc-no-recursion)
|
||||
void Batcher2d::walk(Node* node, float parentOpacity, bool cacheEnable, float sortingPriority) { // NOLINT(misc-no-recursion)
|
||||
if (!node->isActiveInHierarchy()) {
|
||||
return;
|
||||
}
|
||||
sortingPriority = node->isUISortingEnabled() ? node->getUISortingPriority() : sortingPriority;
|
||||
|
||||
bool breakWalk = false;
|
||||
auto* entity = static_cast<RenderEntity*>(node->getUserData());
|
||||
if (entity) {
|
||||
@ -126,7 +128,7 @@ void Batcher2d::walk(Node* node, float parentOpacity) { // NOLINT(misc-no-recurs
|
||||
|
||||
// LCC_UI_SORTING_GROUP
|
||||
if (entity->isEnabled()) {
|
||||
if(entity->getIsMask()){
|
||||
if(entity->getIsMask() || !cacheEnable){
|
||||
// CC_LOG_INFO("-------------- flushRendererCache 2 --------------");
|
||||
flushRendererCache();
|
||||
uint32_t size = entity->getRenderDrawInfosSize();
|
||||
@ -137,7 +139,8 @@ void Batcher2d::walk(Node* node, float parentOpacity) { // NOLINT(misc-no-recurs
|
||||
entity->setVBColorDirty(false);
|
||||
}else{
|
||||
rendererCache.push_back(entity);
|
||||
if(entity->getSortingPriority() != 0){
|
||||
entity->setRenderPriority(sortingPriority);
|
||||
if(sortingPriority != 0){
|
||||
rendererOrder = true;
|
||||
}
|
||||
}
|
||||
@ -153,7 +156,7 @@ void Batcher2d::walk(Node* node, float parentOpacity) { // NOLINT(misc-no-recurs
|
||||
float thisOpacity = entity ? entity->getOpacity() : parentOpacity;
|
||||
for (const auto& child : children) {
|
||||
// we should find parent opacity recursively upwards if it doesn't have an entity.
|
||||
walk(child, thisOpacity);
|
||||
walk(child, thisOpacity, cacheEnable, sortingPriority);
|
||||
}
|
||||
}
|
||||
|
||||
@ -311,7 +314,7 @@ CC_FORCE_INLINE void Batcher2d::handleMiddlewareDraw(RenderEntity* entity, Rende
|
||||
|
||||
CC_FORCE_INLINE void Batcher2d::handleSubNode(RenderEntity* entity, RenderDrawInfo* drawInfo) { // NOLINT
|
||||
if (drawInfo->getSubNode()) {
|
||||
walk(drawInfo->getSubNode(), entity->getOpacity());
|
||||
walk(drawInfo->getSubNode(), entity->getOpacity(), false, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -635,13 +638,13 @@ void Batcher2d::createClearModel() {
|
||||
void Batcher2d::flushRendererCache() {
|
||||
if(rendererCache.size() > 0){
|
||||
if(rendererOrder){
|
||||
std::stable_sort(rendererCache.begin(), rendererCache.end(), [](RenderEntity* a, RenderEntity* b) { return a->getSortingPriority() < b->getSortingPriority(); });
|
||||
std::stable_sort(rendererCache.begin(), rendererCache.end(), [](RenderEntity* a, RenderEntity* b) { return a->getRenderPriority() < b->getRenderPriority(); });
|
||||
}
|
||||
// CC_LOG_INFO("flushRendererCache %d", rendererCache.size());
|
||||
for(ccstd::vector<RenderEntity*>::iterator it = rendererCache.begin(); it != rendererCache.end(); it++)
|
||||
{
|
||||
RenderEntity* entity = *it;
|
||||
// CC_LOG_INFO("%f", entity->getSortingPriority());
|
||||
// CC_LOG_INFO("%f", entity->getRenderPriority());
|
||||
uint32_t size = entity->getRenderDrawInfosSize();
|
||||
for (uint32_t i = 0; i < size; i++) {
|
||||
auto* drawInfo = entity->getRenderDrawInfoAt(i);
|
||||
|
@ -64,7 +64,7 @@ public:
|
||||
void updateDescriptorSet();
|
||||
|
||||
void fillBuffersAndMergeBatches();
|
||||
void walk(Node* node, float parentOpacity);
|
||||
void walk(Node* node, float parentOpacity, bool cacheEnable, float sortingPriority);
|
||||
void handlePostRender(RenderEntity* entity);
|
||||
void handleDrawInfo(RenderEntity* entity, RenderDrawInfo* drawInfo, Node* node);
|
||||
void handleComponentDraw(RenderEntity* entity, RenderDrawInfo* drawInfo, Node* node);
|
||||
|
@ -52,7 +52,6 @@ enum class MaskMode : uint8_t {
|
||||
|
||||
struct EntityAttrLayout {
|
||||
float localOpacity{1.0F};
|
||||
float sortingPriority{0.0F}; // LCC_UI_SORTING_GROUP
|
||||
uint8_t colorR{255};
|
||||
uint8_t colorG{255};
|
||||
uint8_t colorB{255};
|
||||
@ -126,7 +125,6 @@ public:
|
||||
inline Color getColor() const { return Color(_entityAttrLayout.colorR, _entityAttrLayout.colorG, _entityAttrLayout.colorB, _entityAttrLayout.colorA); }
|
||||
inline float getColorAlpha() const { return static_cast<float>(_entityAttrLayout.colorA) / 255.F; }
|
||||
inline float getLocalOpacity() const { return _entityAttrLayout.localOpacity; }
|
||||
inline float getSortingPriority() const { return _entityAttrLayout.sortingPriority; } // LCC_UI_SORTING_GROUP
|
||||
inline float getOpacity() const { return _opacity; }
|
||||
inline void setOpacity(float opacity) { _opacity = opacity; }
|
||||
inline bool isEnabled() const { return _entityAttrLayout.enabledIndex != 0; }
|
||||
@ -137,6 +135,9 @@ public:
|
||||
return _renderEntityType == RenderEntityType::STATIC ? &(_staticDrawInfos[index]) : _dynamicDrawInfos[index];
|
||||
}
|
||||
|
||||
inline float getRenderPriority() const { return _renderPriority; }
|
||||
inline void setRenderPriority(float value) { _renderPriority = value; }
|
||||
|
||||
private:
|
||||
CC_DISALLOW_COPY_MOVE_ASSIGN(RenderEntity);
|
||||
// weak reference
|
||||
@ -157,5 +158,7 @@ private:
|
||||
RenderEntityType _renderEntityType{RenderEntityType::STATIC};
|
||||
uint8_t _staticDrawInfoSize{0};
|
||||
bool _vbColorDirty{true};
|
||||
|
||||
float _renderPriority{0.0F};
|
||||
};
|
||||
} // namespace cc
|
||||
|
@ -0,0 +1,984 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2021 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
http://www.cocos.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
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 "core/scene-graph/Node.h"
|
||||
#include "base/StringUtil.h"
|
||||
#include "core/data/Object.h"
|
||||
#include "core/memop/CachedArray.h"
|
||||
#include "core/platform/Debug.h"
|
||||
#include "core/scene-graph/NodeEnum.h"
|
||||
#include "core/scene-graph/Scene.h"
|
||||
#include "core/utils/IDGenerator.h"
|
||||
#include "math/Utils.h"
|
||||
|
||||
namespace cc {
|
||||
|
||||
// static variables
|
||||
|
||||
uint32_t Node::clearFrame{0};
|
||||
uint32_t Node::clearRound{1000};
|
||||
const uint32_t Node::TRANSFORM_ON{1 << 0};
|
||||
uint32_t Node::globalFlagChangeVersion{0};
|
||||
|
||||
namespace {
|
||||
const ccstd::string EMPTY_NODE_NAME;
|
||||
IDGenerator idGenerator("Node");
|
||||
|
||||
ccstd::vector<Node *> dirtyNodes;
|
||||
CC_FORCE_INLINE void setDirtyNode(const index_t idx, Node *node) {
|
||||
if (idx >= dirtyNodes.size()) {
|
||||
if (idx >= dirtyNodes.capacity()) {
|
||||
size_t minCapacity = std::max((idx + 1) * 2, 32);
|
||||
if (minCapacity > dirtyNodes.capacity()) {
|
||||
dirtyNodes.reserve(minCapacity); // Make a pre-allocated size for dirtyNode vector for better grow performance.
|
||||
}
|
||||
}
|
||||
dirtyNodes.resize(idx + 1, nullptr);
|
||||
}
|
||||
dirtyNodes[idx] = node;
|
||||
}
|
||||
|
||||
CC_FORCE_INLINE Node *getDirtyNode(const index_t idx) {
|
||||
if (idx < 0 || idx >= dirtyNodes.size()) {
|
||||
return nullptr;
|
||||
}
|
||||
return dirtyNodes[idx];
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Node::Node() : Node(EMPTY_NODE_NAME) {
|
||||
}
|
||||
|
||||
Node::Node(const ccstd::string &name) {
|
||||
#define NODE_SHARED_MEMORY_BYTE_LENGTH (24)
|
||||
static_assert(offsetof(Node, _uiSortingEnabled) + sizeof(_uiSortingEnabled) - offsetof(Node, _eventMask) == NODE_SHARED_MEMORY_BYTE_LENGTH, "Wrong shared memory size");
|
||||
_sharedMemoryActor.initialize(&_eventMask, NODE_SHARED_MEMORY_BYTE_LENGTH);
|
||||
#undef NODE_SHARED_MEMORY_BYTE_LENGTH
|
||||
|
||||
_id = idGenerator.getNewId();
|
||||
if (name.empty()) {
|
||||
_name.append("New Node");
|
||||
} else {
|
||||
_name = name;
|
||||
}
|
||||
_eventProcessor = ccnew NodeEventProcessor(this);
|
||||
}
|
||||
|
||||
Node::~Node() {
|
||||
CC_SAFE_DELETE(_eventProcessor);
|
||||
if (!_children.empty()) {
|
||||
// Reset children's _parent to nullptr to avoid dangerous pointer
|
||||
for (const auto &child : _children) {
|
||||
child->_parent = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Node::onBatchCreated(bool dontChildPrefab) {
|
||||
// onBatchCreated was implemented in TS, so code should never go here.
|
||||
CC_ASSERT(false);
|
||||
emit(EventTypesToJS::NODE_ON_BATCH_CREATED, dontChildPrefab);
|
||||
}
|
||||
|
||||
Node *Node::instantiate(Node *cloned, bool isSyncedNode) {
|
||||
if (!cloned) {
|
||||
CC_ASSERT(false);
|
||||
// TODO(): cloned = legacyCC.instantiate._clone(this, this);
|
||||
return nullptr;
|
||||
}
|
||||
// TODO():
|
||||
// const newPrefabInfo = cloned._prefab;
|
||||
// if (EDITOR && newPrefabInfo) {
|
||||
// if (cloned == = newPrefabInfo.root) {
|
||||
// // newPrefabInfo.fileId = '';
|
||||
// } else {
|
||||
// // var PrefabUtils = Editor.require('scene://utils/prefab');
|
||||
// // PrefabUtils.unlinkPrefab(cloned);
|
||||
// }
|
||||
//}
|
||||
// if (EDITOR && legacyCC.GAME_VIEW) {
|
||||
// const syncing = newPrefabInfo&& cloned == = newPrefabInfo.root && newPrefabInfo.sync;
|
||||
// if (!syncing) {
|
||||
// cloned._name += ' (Clone)';
|
||||
// }
|
||||
//}
|
||||
cloned->_parent = nullptr;
|
||||
cloned->onBatchCreated(isSyncedNode);
|
||||
return cloned;
|
||||
}
|
||||
|
||||
void Node::onHierarchyChangedBase(Node *oldParent) { // NOLINT(misc-unused-parameters)
|
||||
Node *newParent = _parent;
|
||||
auto *scene = dynamic_cast<Scene *>(newParent);
|
||||
if (isPersistNode() && scene == nullptr) {
|
||||
emit(EventTypesToJS::NODE_REMOVE_PERSIST_ROOT_NODE);
|
||||
#if CC_EDITOR
|
||||
debug::warnID(1623);
|
||||
#endif
|
||||
}
|
||||
#if CC_EDITOR
|
||||
auto *curScene = getScene();
|
||||
const bool inCurrentSceneBefore = oldParent && oldParent->isChildOf(curScene);
|
||||
const bool inCurrentSceneNow = newParent && newParent->isChildOf(curScene);
|
||||
if (!inCurrentSceneBefore && inCurrentSceneNow) {
|
||||
// attached
|
||||
this->notifyEditorAttached(true);
|
||||
} else if (inCurrentSceneBefore && !inCurrentSceneNow) {
|
||||
// detached
|
||||
this->notifyEditorAttached(false);
|
||||
}
|
||||
// conflict detection
|
||||
// _Scene.DetectConflict.afterAddChild(this);
|
||||
#endif
|
||||
|
||||
bool shouldActiveNow = isActive() && !!(newParent && newParent->isActiveInHierarchy());
|
||||
if (isActiveInHierarchy() != shouldActiveNow) {
|
||||
// Director::getInstance()->getNodeActivator()->activateNode(this, shouldActiveNow); // TODO(xwx): use TS temporarily
|
||||
emit(EventTypesToJS::NODE_ACTIVE_NODE, shouldActiveNow);
|
||||
}
|
||||
}
|
||||
|
||||
void Node::off(const CallbacksInvoker::KeyType &type, bool useCapture) {
|
||||
_eventProcessor->offAll(type, useCapture);
|
||||
bool hasListeners = _eventProcessor->hasEventListener(type);
|
||||
if (!hasListeners) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask &= ~TRANSFORM_ON;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Node::off(const CallbacksInvoker::KeyType &type, const CallbackID &cbID, bool useCapture) {
|
||||
_eventProcessor->off(type, cbID, useCapture);
|
||||
bool hasListeners = _eventProcessor->hasEventListener(type);
|
||||
if (!hasListeners) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask &= ~TRANSFORM_ON;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Node::off(const CallbacksInvoker::KeyType &type, void *target, bool useCapture) {
|
||||
_eventProcessor->off(type, target, useCapture);
|
||||
bool hasListeners = _eventProcessor->hasEventListener(type);
|
||||
if (!hasListeners) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask &= ~TRANSFORM_ON;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void Node::dispatchEvent(event::Event *eve) {
|
||||
// _eventProcessor->dispatchEvent(eve);
|
||||
//}
|
||||
|
||||
bool Node::hasEventListener(const CallbacksInvoker::KeyType &type) const {
|
||||
return _eventProcessor->hasEventListener(type);
|
||||
}
|
||||
|
||||
bool Node::hasEventListener(const CallbacksInvoker::KeyType &type, const CallbackID &cbID) const {
|
||||
return _eventProcessor->hasEventListener(type, cbID);
|
||||
}
|
||||
bool Node::hasEventListener(const CallbacksInvoker::KeyType &type, void *target) const {
|
||||
return _eventProcessor->hasEventListener(type, target);
|
||||
}
|
||||
bool Node::hasEventListener(const CallbacksInvoker::KeyType &type, void *target, const CallbackID &cbID) const {
|
||||
return _eventProcessor->hasEventListener(type, target, cbID);
|
||||
}
|
||||
|
||||
void Node::targetOff(const CallbacksInvoker::KeyType &type) {
|
||||
_eventProcessor->targetOff(type);
|
||||
if ((_eventMask & TRANSFORM_ON) && !_eventProcessor->hasEventListener(NodeEventType::TRANSFORM_CHANGED)) {
|
||||
_eventMask &= ~TRANSFORM_ON;
|
||||
}
|
||||
}
|
||||
|
||||
void Node::setActive(bool isActive) {
|
||||
uint8_t isActiveU8 = isActive ? 1 : 0;
|
||||
if (_active != isActiveU8) {
|
||||
_active = isActiveU8;
|
||||
Node *parent = _parent;
|
||||
if (parent) {
|
||||
bool couldActiveInScene = parent->isActiveInHierarchy();
|
||||
if (couldActiveInScene) {
|
||||
// Director::getInstance()->getNodeActivator()->activateNode(this, isActive); // TODO(xwx): use TS temporarily
|
||||
emit(EventTypesToJS::NODE_ACTIVE_NODE, isActive);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Node::setParent(Node *parent, bool isKeepWorld /* = false */) {
|
||||
if (isKeepWorld) {
|
||||
updateWorldTransform();
|
||||
}
|
||||
|
||||
if (_parent == parent) {
|
||||
return;
|
||||
}
|
||||
|
||||
Node *oldParent = _parent;
|
||||
Node *newParent = parent;
|
||||
#if CC_DEBUG > 0
|
||||
if (oldParent && (oldParent->_objFlags & Flags::DEACTIVATING) == Flags::DEACTIVATING) {
|
||||
debug::errorID(3821);
|
||||
}
|
||||
#endif
|
||||
_parent = newParent;
|
||||
_siblingIndex = 0;
|
||||
onSetParent(oldParent, isKeepWorld);
|
||||
emit(NodeEventType::PARENT_CHANGED, oldParent);
|
||||
if (oldParent) {
|
||||
if (!(oldParent->_objFlags & Flags::DESTROYING)) {
|
||||
index_t removeAt = getIdxOfChild(oldParent->_children, this);
|
||||
// TODO(): DEV
|
||||
/*if (DEV && removeAt < 0) {
|
||||
errorID(1633);
|
||||
return;
|
||||
}*/
|
||||
if (removeAt < 0) {
|
||||
return;
|
||||
}
|
||||
oldParent->_children.erase(oldParent->_children.begin() + removeAt);
|
||||
oldParent->updateSiblingIndex();
|
||||
oldParent->emit(NodeEventType::CHILD_REMOVED, this);
|
||||
}
|
||||
}
|
||||
if (newParent) {
|
||||
#if CC_DEBUG > 0
|
||||
if ((newParent->_objFlags & Flags::DEACTIVATING) == Flags::DEACTIVATING) {
|
||||
debug::errorID(3821);
|
||||
}
|
||||
#endif
|
||||
newParent->_children.emplace_back(this);
|
||||
_siblingIndex = static_cast<index_t>(newParent->_children.size() - 1);
|
||||
newParent->emit(NodeEventType::CHILD_ADDED, this);
|
||||
}
|
||||
onHierarchyChanged(oldParent);
|
||||
}
|
||||
|
||||
void Node::walk(const WalkCallback &preFunc) {
|
||||
walk(preFunc, nullptr);
|
||||
}
|
||||
|
||||
void Node::walk(const WalkCallback &preFunc, const WalkCallback &postFunc) { //NOLINT(misc-no-recursion)
|
||||
if (preFunc) {
|
||||
preFunc(this);
|
||||
}
|
||||
|
||||
for (const auto &child : _children) {
|
||||
if (child) {
|
||||
child->walk(preFunc, postFunc);
|
||||
}
|
||||
}
|
||||
|
||||
if (postFunc) {
|
||||
postFunc(this);
|
||||
}
|
||||
}
|
||||
|
||||
//Component *Node::addComponent(Component *comp) {
|
||||
// comp->_node = this; // cjh TODO: shared_ptr
|
||||
// _components.emplace_back(comp);
|
||||
//
|
||||
// if (isActiveInHierarchy()) {
|
||||
// NodeActivator::activateComp(comp);
|
||||
// }
|
||||
//
|
||||
// return comp;
|
||||
//}
|
||||
//
|
||||
//void Node::removeComponent(Component *comp) {
|
||||
// auto iteComp = std::find(_components.begin(), _components.end(), comp);
|
||||
// if (iteComp != _components.end()) {
|
||||
// _components.erase(iteComp);
|
||||
// }
|
||||
//}
|
||||
|
||||
bool Node::onPreDestroyBase() {
|
||||
Flags destroyingFlag = Flags::DESTROYING;
|
||||
_objFlags |= destroyingFlag;
|
||||
bool destroyByParent = (!!_parent) && (!!(_parent->_objFlags & destroyingFlag));
|
||||
#if CC_EDITOR
|
||||
if (!destroyByParent) {
|
||||
this->notifyEditorAttached(false);
|
||||
}
|
||||
#endif
|
||||
if (isPersistNode()) {
|
||||
emit(EventTypesToJS::NODE_REMOVE_PERSIST_ROOT_NODE);
|
||||
}
|
||||
if (!destroyByParent) {
|
||||
if (_parent) {
|
||||
emit(NodeEventType::PARENT_CHANGED, this);
|
||||
index_t childIdx = getIdxOfChild(_parent->_children, this);
|
||||
if (childIdx != -1) {
|
||||
_parent->_children.erase(_parent->_children.begin() + childIdx);
|
||||
}
|
||||
_siblingIndex = 0;
|
||||
_parent->updateSiblingIndex();
|
||||
_parent->emit(NodeEventType::CHILD_REMOVED, this);
|
||||
}
|
||||
}
|
||||
|
||||
//NOTE: The following code is not needed now since we override Node._onPreDestroy in node.jsb.ts
|
||||
// and the logic will be done in TS.
|
||||
// emit(NodeEventType::NODE_DESTROYED, this);
|
||||
// for (const auto &child : _children) {
|
||||
// child->destroyImmediate();
|
||||
// }
|
||||
//
|
||||
// emit(EventTypesToJS::NODE_DESTROY_COMPONENTS);
|
||||
|
||||
_eventProcessor->destroy();
|
||||
return destroyByParent;
|
||||
}
|
||||
|
||||
Node *Node::getChildByName(const ccstd::string &name) const {
|
||||
if (name.empty()) {
|
||||
CC_LOG_INFO("Invalid name");
|
||||
return nullptr;
|
||||
}
|
||||
for (const auto &child : _children) {
|
||||
if (child->_name == name) {
|
||||
return child;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Node::setScene(Node *node) {
|
||||
node->updateScene();
|
||||
}
|
||||
|
||||
void Node::updateScene() {
|
||||
if (_parent == nullptr) {
|
||||
return;
|
||||
}
|
||||
_scene = _parent->_scene;
|
||||
emit(EventTypesToJS::NODE_SCENE_UPDATED, _scene);
|
||||
}
|
||||
|
||||
/* static */
|
||||
index_t Node::getIdxOfChild(const ccstd::vector<IntrusivePtr<Node>> &child, Node *target) {
|
||||
auto iteChild = std::find(child.begin(), child.end(), target);
|
||||
if (iteChild != child.end()) {
|
||||
return static_cast<index_t>(iteChild - child.begin());
|
||||
}
|
||||
return CC_INVALID_INDEX;
|
||||
}
|
||||
|
||||
Node *Node::getChildByUuid(const ccstd::string &uuid) const {
|
||||
if (uuid.empty()) {
|
||||
CC_LOG_INFO("Invalid uuid");
|
||||
return nullptr;
|
||||
}
|
||||
for (const auto &child : _children) {
|
||||
if (child->_id == uuid) {
|
||||
return child;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool Node::isChildOf(Node *parent) const {
|
||||
const Node *child = this;
|
||||
do {
|
||||
if (child == parent) {
|
||||
return true;
|
||||
}
|
||||
child = child->_parent;
|
||||
} while (child);
|
||||
return false;
|
||||
}
|
||||
|
||||
void Node::removeAllChildren() {
|
||||
for (auto i = static_cast<index_t>(_children.size() - 1); i >= 0; --i) {
|
||||
if (_children[i]) {
|
||||
_children[i]->setParent(nullptr);
|
||||
}
|
||||
}
|
||||
_children.clear();
|
||||
}
|
||||
|
||||
void Node::setSiblingIndex(index_t index) {
|
||||
if (!_parent) {
|
||||
return;
|
||||
}
|
||||
if (!!(_parent->_objFlags & Flags::DEACTIVATING)) {
|
||||
debug::errorID(3821);
|
||||
return;
|
||||
}
|
||||
ccstd::vector<IntrusivePtr<Node>> &siblings = _parent->_children;
|
||||
index = index != -1 ? index : static_cast<index_t>(siblings.size()) - 1;
|
||||
index_t oldIdx = getIdxOfChild(siblings, this);
|
||||
if (index != oldIdx) {
|
||||
if (oldIdx != CC_INVALID_INDEX) {
|
||||
siblings.erase(siblings.begin() + oldIdx);
|
||||
}
|
||||
if (index < siblings.size()) {
|
||||
siblings.insert(siblings.begin() + index, this);
|
||||
} else {
|
||||
siblings.emplace_back(this);
|
||||
}
|
||||
_parent->updateSiblingIndex();
|
||||
if (onSiblingIndexChanged != nullptr) {
|
||||
onSiblingIndexChanged(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Node *Node::getChildByPath(const ccstd::string &path) const {
|
||||
size_t end = 0;
|
||||
ccstd::vector<ccstd::string> segments = StringUtil::split(path, "/");
|
||||
auto *lastNode = const_cast<Node *>(this);
|
||||
for (const ccstd::string &segment : segments) {
|
||||
if (segment.empty()) {
|
||||
continue;
|
||||
}
|
||||
Node *next{nullptr};
|
||||
if (lastNode) {
|
||||
for (const auto &child : lastNode->_children) {
|
||||
if (child->_name == segment) {
|
||||
next = child;
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastNode = next;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
return lastNode;
|
||||
}
|
||||
|
||||
//
|
||||
void Node::setPositionInternal(float x, float y, float z, bool calledFromJS) {
|
||||
_localPosition.set(x, y, z);
|
||||
invalidateChildren(TransformBit::POSITION);
|
||||
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::POSITION);
|
||||
}
|
||||
|
||||
if (!calledFromJS) {
|
||||
notifyLocalPositionUpdated();
|
||||
}
|
||||
}
|
||||
|
||||
void Node::setRotationInternal(float x, float y, float z, float w, bool calledFromJS) {
|
||||
_localRotation.set(x, y, z, w);
|
||||
_eulerDirty = true;
|
||||
|
||||
invalidateChildren(TransformBit::ROTATION);
|
||||
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::ROTATION);
|
||||
}
|
||||
|
||||
if (!calledFromJS) {
|
||||
notifyLocalRotationUpdated();
|
||||
}
|
||||
}
|
||||
|
||||
void Node::setRotationFromEuler(float x, float y, float z) {
|
||||
_euler.set(x, y, z);
|
||||
Quaternion::fromEuler(x, y, z, &_localRotation);
|
||||
_eulerDirty = false;
|
||||
invalidateChildren(TransformBit::ROTATION);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::ROTATION);
|
||||
}
|
||||
|
||||
notifyLocalRotationUpdated();
|
||||
}
|
||||
|
||||
void Node::setScaleInternal(float x, float y, float z, bool calledFromJS) {
|
||||
_localScale.set(x, y, z);
|
||||
|
||||
invalidateChildren(TransformBit::SCALE);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::SCALE);
|
||||
}
|
||||
|
||||
if (!calledFromJS) {
|
||||
notifyLocalScaleUpdated();
|
||||
}
|
||||
}
|
||||
|
||||
void Node::updateWorldTransform() { //NOLINT(misc-no-recursion)
|
||||
if (!getDirtyFlag()) {
|
||||
return;
|
||||
}
|
||||
|
||||
index_t i = 0;
|
||||
Node *curr = this;
|
||||
Mat3 mat3;
|
||||
Mat3 m43;
|
||||
Quaternion quat;
|
||||
while (curr && curr->getDirtyFlag()) {
|
||||
setDirtyNode(i++, curr);
|
||||
curr = curr->getParent();
|
||||
}
|
||||
Node *child{nullptr};
|
||||
uint32_t dirtyBits = 0;
|
||||
while (i) {
|
||||
child = getDirtyNode(--i);
|
||||
if (!child) {
|
||||
continue;
|
||||
}
|
||||
dirtyBits |= child->getDirtyFlag();
|
||||
auto *currChild = child;
|
||||
if (curr) {
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::POSITION)) {
|
||||
currChild->_worldPosition.transformMat4(currChild->_localPosition, curr->_worldMatrix);
|
||||
currChild->_worldMatrix.m[12] = currChild->_worldPosition.x;
|
||||
currChild->_worldMatrix.m[13] = currChild->_worldPosition.y;
|
||||
currChild->_worldMatrix.m[14] = currChild->_worldPosition.z;
|
||||
}
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::RS)) {
|
||||
Mat4::fromRTS(currChild->_localRotation, currChild->_localPosition, currChild->_localScale, &currChild->_worldMatrix);
|
||||
Mat4::multiply(curr->_worldMatrix, currChild->_worldMatrix, &currChild->_worldMatrix);
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::ROTATION)) {
|
||||
Quaternion::multiply(curr->_worldRotation, currChild->_localRotation, &currChild->_worldRotation);
|
||||
}
|
||||
quat = currChild->_worldRotation;
|
||||
quat.conjugate();
|
||||
Mat3::fromQuat(quat, &mat3);
|
||||
Mat3::fromMat4(currChild->_worldMatrix, &m43);
|
||||
Mat3::multiply(mat3, m43, &mat3);
|
||||
currChild->_worldScale.set(mat3.m[0], mat3.m[4], mat3.m[8]);
|
||||
}
|
||||
} else if (child) {
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::POSITION)) {
|
||||
currChild->_worldPosition.set(currChild->_localPosition);
|
||||
currChild->_worldMatrix.m[12] = currChild->_worldPosition.x;
|
||||
currChild->_worldMatrix.m[13] = currChild->_worldPosition.y;
|
||||
currChild->_worldMatrix.m[14] = currChild->_worldPosition.z;
|
||||
}
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::RS)) {
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::ROTATION)) {
|
||||
currChild->_worldRotation.set(currChild->_localRotation);
|
||||
}
|
||||
if (dirtyBits & static_cast<uint32_t>(TransformBit::SCALE)) {
|
||||
currChild->_worldScale.set(currChild->_localScale);
|
||||
Mat4::fromRTS(currChild->_worldRotation, currChild->_worldPosition, currChild->_worldScale, &currChild->_worldMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
child->setDirtyFlag(static_cast<uint32_t>(TransformBit::NONE));
|
||||
curr = child;
|
||||
}
|
||||
}
|
||||
|
||||
const Mat4 &Node::getWorldMatrix() const { //NOLINT(misc-no-recursion)
|
||||
const_cast<Node *>(this)->updateWorldTransform();
|
||||
return _worldMatrix;
|
||||
}
|
||||
|
||||
Mat4 Node::getWorldRS() {
|
||||
updateWorldTransform();
|
||||
Mat4 target{_worldMatrix};
|
||||
target.m[12] = target.m[13] = target.m[14] = 0;
|
||||
return target;
|
||||
}
|
||||
|
||||
Mat4 Node::getWorldRT() {
|
||||
updateWorldTransform();
|
||||
Mat4 target;
|
||||
Mat4::fromRT(_worldRotation, _worldPosition, &target);
|
||||
return target;
|
||||
}
|
||||
|
||||
void Node::invalidateChildren(TransformBit dirtyBit) {
|
||||
auto curDirtyBit{static_cast<uint32_t>(dirtyBit)};
|
||||
const uint32_t childDirtyBit{curDirtyBit | static_cast<uint32_t>(TransformBit::POSITION)};
|
||||
setDirtyNode(0, this);
|
||||
int i{0};
|
||||
while (i >= 0) {
|
||||
Node *cur = getDirtyNode(i--);
|
||||
if (cur == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const uint32_t hasChangedFlags = cur->getChangedFlags();
|
||||
if (cur->isValid() && (cur->getDirtyFlag() & hasChangedFlags & curDirtyBit) != curDirtyBit) {
|
||||
cur->setDirtyFlag(cur->getDirtyFlag() | curDirtyBit);
|
||||
cur->setChangedFlags(hasChangedFlags | curDirtyBit);
|
||||
|
||||
for (Node *curChild : cur->getChildren()) {
|
||||
setDirtyNode(++i, curChild);
|
||||
}
|
||||
}
|
||||
curDirtyBit = childDirtyBit;
|
||||
}
|
||||
}
|
||||
|
||||
void Node::setWorldPosition(float x, float y, float z) {
|
||||
_worldPosition.set(x, y, z);
|
||||
if (_parent) {
|
||||
_parent->updateWorldTransform();
|
||||
Mat4 invertWMat{_parent->_worldMatrix};
|
||||
invertWMat.inverse();
|
||||
_localPosition.transformMat4(_worldPosition, invertWMat);
|
||||
} else {
|
||||
_localPosition.set(_worldPosition);
|
||||
}
|
||||
notifyLocalPositionUpdated();
|
||||
|
||||
invalidateChildren(TransformBit::POSITION);
|
||||
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::POSITION);
|
||||
}
|
||||
}
|
||||
|
||||
const Vec3 &Node::getWorldPosition() const {
|
||||
const_cast<Node *>(this)->updateWorldTransform();
|
||||
return _worldPosition;
|
||||
}
|
||||
|
||||
void Node::setWorldRotation(float x, float y, float z, float w) {
|
||||
_worldRotation.set(x, y, z, w);
|
||||
if (_parent) {
|
||||
_parent->updateWorldTransform();
|
||||
_localRotation.set(_parent->_worldRotation.getConjugated());
|
||||
_localRotation.multiply(_worldRotation);
|
||||
} else {
|
||||
_localRotation.set(_worldRotation);
|
||||
}
|
||||
|
||||
_eulerDirty = true;
|
||||
|
||||
invalidateChildren(TransformBit::ROTATION);
|
||||
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::ROTATION);
|
||||
}
|
||||
|
||||
notifyLocalRotationUpdated();
|
||||
}
|
||||
|
||||
const Quaternion &Node::getWorldRotation() const { //NOLINT(misc-no-recursion)
|
||||
const_cast<Node *>(this)->updateWorldTransform();
|
||||
return _worldRotation;
|
||||
}
|
||||
|
||||
void Node::setWorldScale(float x, float y, float z) {
|
||||
_worldScale.set(x, y, z);
|
||||
if (_parent != nullptr) {
|
||||
_parent->updateWorldTransform();
|
||||
Mat3 mat3;
|
||||
Mat3::fromQuat(_parent->_worldRotation.getConjugated(), &mat3);
|
||||
Mat3 b;
|
||||
Mat3::fromMat4(_parent->_worldMatrix, &b);
|
||||
Mat3::multiply(mat3, b, &mat3);
|
||||
Mat3 mat3Scaling;
|
||||
mat3Scaling.m[0] = _worldScale.x;
|
||||
mat3Scaling.m[4] = _worldScale.y;
|
||||
mat3Scaling.m[8] = _worldScale.z;
|
||||
|
||||
mat3.inverse();
|
||||
Mat3::multiply(mat3Scaling, mat3, &mat3);
|
||||
_localScale.x = Vec3{mat3.m[0], mat3.m[1], mat3.m[2]}.length();
|
||||
_localScale.y = Vec3{mat3.m[3], mat3.m[4], mat3.m[5]}.length();
|
||||
_localScale.z = Vec3{mat3.m[6], mat3.m[7], mat3.m[8]}.length();
|
||||
} else {
|
||||
_localScale = _worldScale;
|
||||
}
|
||||
|
||||
notifyLocalScaleUpdated();
|
||||
|
||||
invalidateChildren(TransformBit::SCALE);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::SCALE);
|
||||
}
|
||||
}
|
||||
|
||||
const Vec3 &Node::getWorldScale() const {
|
||||
const_cast<Node *>(this)->updateWorldTransform();
|
||||
return _worldScale;
|
||||
}
|
||||
|
||||
void Node::setForward(const Vec3 &dir) {
|
||||
const float len = dir.length();
|
||||
Vec3 v3Temp = dir * (-1.F / len);
|
||||
Quaternion qTemp{Quaternion::identity()};
|
||||
Quaternion::fromViewUp(v3Temp, &qTemp);
|
||||
setWorldRotation(qTemp);
|
||||
}
|
||||
|
||||
void Node::setAngle(float val) {
|
||||
_euler.set(0, 0, val);
|
||||
Quaternion::createFromAngleZ(val, &_localRotation);
|
||||
_eulerDirty = false;
|
||||
invalidateChildren(TransformBit::ROTATION);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::ROTATION);
|
||||
}
|
||||
|
||||
notifyLocalRotationUpdated();
|
||||
}
|
||||
|
||||
void Node::onSetParent(Node *oldParent, bool keepWorldTransform) {
|
||||
if (_parent) {
|
||||
if ((oldParent == nullptr || oldParent->_scene != _parent->_scene) && _parent->_scene != nullptr) {
|
||||
walk(setScene);
|
||||
}
|
||||
}
|
||||
|
||||
if (keepWorldTransform) {
|
||||
if (_parent) {
|
||||
_parent->updateWorldTransform();
|
||||
if (mathutils::approx<float>(_parent->_worldMatrix.determinant(), 0.F, mathutils::EPSILON)) {
|
||||
CC_LOG_WARNING("14300");
|
||||
_dirtyFlag |= static_cast<uint32_t>(TransformBit::TRS);
|
||||
updateWorldTransform();
|
||||
} else {
|
||||
Mat4 tmpMat4 = _parent->_worldMatrix.getInversed() * _worldMatrix;
|
||||
Mat4::toRTS(tmpMat4, &_localRotation, &_localPosition, &_localScale);
|
||||
}
|
||||
} else {
|
||||
_localPosition.set(_worldPosition);
|
||||
_localRotation.set(_worldRotation);
|
||||
_localScale.set(_worldScale);
|
||||
}
|
||||
|
||||
notifyLocalPositionRotationScaleUpdated();
|
||||
_eulerDirty = true;
|
||||
}
|
||||
invalidateChildren(TransformBit::TRS);
|
||||
}
|
||||
|
||||
void Node::rotate(const Quaternion &rot, NodeSpace ns /* = NodeSpace::LOCAL*/, bool calledFromJS /* = false*/) {
|
||||
Quaternion qTempA{rot};
|
||||
qTempA.normalize();
|
||||
if (ns == NodeSpace::LOCAL) {
|
||||
_localRotation *= qTempA;
|
||||
} else if (ns == NodeSpace::WORLD) {
|
||||
Quaternion qTempB{Quaternion::identity()};
|
||||
qTempB = qTempA * getWorldRotation();
|
||||
qTempA = _worldRotation;
|
||||
qTempA.inverse();
|
||||
qTempB = qTempA * qTempB;
|
||||
_localRotation = _localRotation * qTempB;
|
||||
}
|
||||
_eulerDirty = true;
|
||||
invalidateChildren(TransformBit::ROTATION);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::ROTATION);
|
||||
}
|
||||
|
||||
if (!calledFromJS) {
|
||||
notifyLocalRotationUpdated();
|
||||
}
|
||||
}
|
||||
|
||||
void Node::lookAt(const Vec3 &pos, const Vec3 &up) {
|
||||
Vec3 vTemp = getWorldPosition();
|
||||
Quaternion qTemp{Quaternion::identity()};
|
||||
vTemp -= pos;
|
||||
vTemp.normalize();
|
||||
Quaternion::fromViewUp(vTemp, up, &qTemp);
|
||||
setWorldRotation(qTemp);
|
||||
}
|
||||
|
||||
Vec3 Node::inverseTransformPoint(const Vec3 &p) {
|
||||
Vec3 out;
|
||||
out.set(p.x, p.y, p.z);
|
||||
Node *cur{this};
|
||||
index_t i{0};
|
||||
while (cur != nullptr && cur->getParent()) {
|
||||
setDirtyNode(i++, cur);
|
||||
cur = cur->getParent();
|
||||
}
|
||||
while (i >= 0) {
|
||||
Vec3::transformInverseRTS(out, cur->getRotation(), cur->getPosition(), cur->getScale(), &out);
|
||||
--i;
|
||||
cur = getDirtyNode(i);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
void Node::setMatrix(const Mat4 &val) {
|
||||
val.decompose(&_localScale, &_localRotation, &_localPosition);
|
||||
notifyLocalPositionRotationScaleUpdated();
|
||||
|
||||
invalidateChildren(TransformBit::TRS);
|
||||
_eulerDirty = true;
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::TRS);
|
||||
}
|
||||
}
|
||||
|
||||
void Node::setWorldRotationFromEuler(float x, float y, float z) {
|
||||
Quaternion::fromEuler(x, y, z, &_worldRotation);
|
||||
if (_parent) {
|
||||
_parent->updateWorldTransform();
|
||||
_localRotation = _parent->_worldRotation.getConjugated() * _worldRotation;
|
||||
} else {
|
||||
_localRotation = _worldRotation;
|
||||
}
|
||||
_eulerDirty = true;
|
||||
|
||||
invalidateChildren(TransformBit::ROTATION);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::ROTATION);
|
||||
}
|
||||
|
||||
notifyLocalRotationUpdated();
|
||||
}
|
||||
|
||||
void Node::setRTSInternal(Quaternion *rot, Vec3 *pos, Vec3 *scale, bool calledFromJS) {
|
||||
uint32_t dirtyBit = 0;
|
||||
if (rot) {
|
||||
dirtyBit |= static_cast<uint32_t>(TransformBit::ROTATION);
|
||||
_localRotation = *rot;
|
||||
_eulerDirty = true;
|
||||
}
|
||||
if (pos) {
|
||||
_localPosition = *pos;
|
||||
dirtyBit |= static_cast<uint32_t>(TransformBit::POSITION);
|
||||
}
|
||||
if (scale) {
|
||||
_localScale = *scale;
|
||||
dirtyBit |= static_cast<uint32_t>(TransformBit::SCALE);
|
||||
}
|
||||
|
||||
if (!calledFromJS) {
|
||||
notifyLocalPositionRotationScaleUpdated();
|
||||
}
|
||||
|
||||
if (dirtyBit) {
|
||||
invalidateChildren(static_cast<TransformBit>(dirtyBit));
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, dirtyBit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Node::resetChangedFlags() {
|
||||
globalFlagChangeVersion++;
|
||||
}
|
||||
|
||||
void Node::clearNodeArray() {
|
||||
if (clearFrame < clearRound) {
|
||||
clearFrame++;
|
||||
} else {
|
||||
clearFrame = 0;
|
||||
dirtyNodes.clear();
|
||||
}
|
||||
}
|
||||
|
||||
ccstd::string Node::getPathInHierarchy() const {
|
||||
ccstd::string result = getName();
|
||||
Node *curNode = getParent();
|
||||
while (curNode && curNode->getParent()) {
|
||||
result.insert(0, "/").insert(0, curNode->getName());
|
||||
curNode = curNode->getParent();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void Node::translate(const Vec3 &trans, NodeSpace ns) {
|
||||
Vec3 v3Temp{trans};
|
||||
if (ns == NodeSpace::LOCAL) {
|
||||
v3Temp.transformQuat(_localRotation);
|
||||
_localPosition.x += v3Temp.x;
|
||||
_localPosition.y += v3Temp.y;
|
||||
_localPosition.z += v3Temp.z;
|
||||
} else if (ns == NodeSpace::WORLD) {
|
||||
if (_parent) {
|
||||
Quaternion qTemp = _parent->getWorldRotation();
|
||||
qTemp.inverse();
|
||||
v3Temp.transformQuat(qTemp);
|
||||
Vec3 scale{_worldScale};
|
||||
_localPosition.x += v3Temp.x / scale.x;
|
||||
_localPosition.y += v3Temp.y / scale.y;
|
||||
_localPosition.z += v3Temp.z / scale.z;
|
||||
} else {
|
||||
_localPosition.x += trans.x;
|
||||
_localPosition.y += trans.y;
|
||||
_localPosition.z += trans.z;
|
||||
}
|
||||
}
|
||||
|
||||
notifyLocalPositionUpdated();
|
||||
|
||||
invalidateChildren(TransformBit::POSITION);
|
||||
if (_eventMask & TRANSFORM_ON) {
|
||||
emit(NodeEventType::TRANSFORM_CHANGED, TransformBit::POSITION);
|
||||
}
|
||||
}
|
||||
|
||||
bool Node::onPreDestroy() {
|
||||
bool result = onPreDestroyBase();
|
||||
// TODO(Lenovo): bookOfChange free
|
||||
return result;
|
||||
}
|
||||
|
||||
void Node::onHierarchyChanged(Node *oldParent) {
|
||||
emit(EventTypesToJS::NODE_REATTACH);
|
||||
_eventProcessor->reattach();
|
||||
onHierarchyChangedBase(oldParent);
|
||||
}
|
||||
|
||||
/* static */
|
||||
//Node *Node::find(const ccstd::string &path, Node *referenceNode /* = nullptr*/) {
|
||||
// return cc::find(path, referenceNode);
|
||||
//}
|
||||
|
||||
// For deserialization
|
||||
// void Node::_setChild(index_t i, Node *child) {
|
||||
// if (i < _children.size()) {
|
||||
// _children[i] = child;
|
||||
// } else {
|
||||
// CC_LOG_ERROR("Invalid index (%d) for Node children (size: %u)", i, static_cast<uint32_t>(_children.size()));
|
||||
// }
|
||||
//}
|
||||
//
|
||||
// Node *Node::_getChild(index_t i) {
|
||||
// if (i < _children.size()) {
|
||||
// return _children[i];
|
||||
// }
|
||||
// CC_LOG_ERROR("Invalid index (%d) for Node children (size: %u)", i, static_cast<uint32_t>(_children.size()));
|
||||
// return nullptr;
|
||||
//}
|
||||
//
|
||||
// void Node::_setChildrenSize(uint32_t size) {
|
||||
// _children.resize(size);
|
||||
//}
|
||||
//
|
||||
// uint32_t Node::_getChildrenSize() {
|
||||
// return _children.size();
|
||||
//}
|
||||
//
|
||||
void Node::_setChildren(ccstd::vector<IntrusivePtr<Node>> &&children) {
|
||||
_children = std::move(children);
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
} // namespace cc
|
@ -0,0 +1,861 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2021 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
http://www.cocos.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "base/Ptr.h"
|
||||
#include "base/std/any.h"
|
||||
#include "bindings/utils/BindingUtils.h"
|
||||
//#include "core/components/Component.h"
|
||||
//#include "core/event/Event.h"
|
||||
#include "core/event/EventTypesToJS.h"
|
||||
#include "core/scene-graph/BaseNode.h"
|
||||
#include "core/scene-graph/Layers.h"
|
||||
#include "core/scene-graph/NodeEnum.h"
|
||||
#include "core/scene-graph/NodeEvent.h"
|
||||
#include "core/scene-graph/NodeEventProcessor.h"
|
||||
|
||||
#include "math/Mat3.h"
|
||||
#include "math/Mat4.h"
|
||||
#include "math/Quaternion.h"
|
||||
#include "math/Vec3.h"
|
||||
#include "math/Vec4.h"
|
||||
|
||||
namespace cc {
|
||||
|
||||
class Scene;
|
||||
class NodeEventProcessor;
|
||||
|
||||
/**
|
||||
* Event types emitted by Node
|
||||
*/
|
||||
using EventType = NodeEventType;
|
||||
/**
|
||||
* Bit masks for Node transformation parts
|
||||
*/
|
||||
using TransformDirtyBit = TransformBit;
|
||||
|
||||
class Node : public BaseNode {
|
||||
public:
|
||||
class UserData : public RefCounted {
|
||||
public:
|
||||
~UserData() override = default;
|
||||
|
||||
protected:
|
||||
UserData() = default;
|
||||
};
|
||||
|
||||
using Super = BaseNode;
|
||||
|
||||
static const uint32_t TRANSFORM_ON;
|
||||
|
||||
static Node *instantiate(Node *cloned, bool isSyncedNode);
|
||||
static void setScene(Node *);
|
||||
|
||||
/**
|
||||
* @en Finds a node by hierarchy path, the path is case-sensitive.
|
||||
* It will traverse the hierarchy by splitting the path using '/' character.
|
||||
* This function will still returns the node even if it is inactive.
|
||||
* It is recommended to not use this function every frame instead cache the result at startup.
|
||||
* @zh 通过路径从节点树中查找节点的方法,路径是大小写敏感的,并且通过 `/` 来分隔节点层级。
|
||||
* 即使节点的状态是未启用的也可以找到,建议将结果缓存,而不是每次需要都去查找。
|
||||
* @param path The path of the target node
|
||||
* @param referenceNode If given, the search will be limited in the sub node tree of the reference node
|
||||
*/
|
||||
// static Node *find(const ccstd::string &path, Node *referenceNode = nullptr);
|
||||
|
||||
/**
|
||||
* @en Determine whether the given object is a normal Node. Will return false if [[Scene]] given.
|
||||
* @zh 指定对象是否是普通的节点?如果传入 [[Scene]] 会返回 false。
|
||||
*/
|
||||
template <typename T>
|
||||
static bool isNode(T *obj);
|
||||
|
||||
static void resetChangedFlags();
|
||||
static void clearNodeArray();
|
||||
|
||||
Node();
|
||||
explicit Node(const ccstd::string &name);
|
||||
~Node() override;
|
||||
|
||||
virtual void onPostActivated(bool active) {}
|
||||
|
||||
void setParent(Node *parent, bool isKeepWorld = false);
|
||||
|
||||
inline Scene *getScene() const { return _scene; };
|
||||
|
||||
using WalkCallback = std::function<void(Node *)>;
|
||||
void walk(const WalkCallback &preFunc);
|
||||
void walk(const WalkCallback &preFunc, const WalkCallback &postFunc);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void on(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target, bool useCapture = false);
|
||||
|
||||
template <typename... Args>
|
||||
void on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename... Args>
|
||||
void on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, bool useCapture = false);
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void once(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target, bool useCapture = false);
|
||||
|
||||
template <typename... Args>
|
||||
void once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
template <typename... Args>
|
||||
void once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, bool useCapture = false);
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, bool useCapture = false);
|
||||
|
||||
void off(const CallbacksInvoker::KeyType &type, bool useCapture = false);
|
||||
|
||||
void off(const CallbacksInvoker::KeyType &type, const CallbackID &cbID, bool useCapture = false);
|
||||
|
||||
void off(const CallbacksInvoker::KeyType &type, void *target, bool useCapture = false);
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void off(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target, bool useCapture = false);
|
||||
|
||||
template <typename... Args>
|
||||
void emit(const CallbacksInvoker::KeyType &type, Args &&...args);
|
||||
|
||||
// void dispatchEvent(event::Event *event);
|
||||
bool hasEventListener(const CallbacksInvoker::KeyType &type) const;
|
||||
bool hasEventListener(const CallbacksInvoker::KeyType &type, const CallbackID &cbID) const;
|
||||
bool hasEventListener(const CallbacksInvoker::KeyType &type, void *target) const;
|
||||
bool hasEventListener(const CallbacksInvoker::KeyType &type, void *target, const CallbackID &cbID) const;
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
bool hasEventListener(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target) const;
|
||||
|
||||
void targetOff(const CallbacksInvoker::KeyType &type);
|
||||
|
||||
bool destroy() override {
|
||||
if (CCObject::destroy()) {
|
||||
setActive(false);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
inline void destroyAllChildren() {
|
||||
for (const auto &child : _children) {
|
||||
child->destroy();
|
||||
}
|
||||
}
|
||||
|
||||
inline void updateSiblingIndex() {
|
||||
index_t i = 0;
|
||||
for (const auto &child : _children) {
|
||||
child->_siblingIndex = i++;
|
||||
}
|
||||
emit(NodeEventType::SIBLING_ORDER_CHANGED);
|
||||
}
|
||||
|
||||
inline void addChild(Node *node) { node->setParent(this); }
|
||||
|
||||
inline void removeChild(Node *node) const {
|
||||
auto idx = getIdxOfChild(_children, node);
|
||||
if (idx != -1) {
|
||||
node->setParent(nullptr);
|
||||
}
|
||||
}
|
||||
inline void removeFromParent() {
|
||||
if (_parent) {
|
||||
_parent->removeChild(this);
|
||||
}
|
||||
}
|
||||
void removeAllChildren();
|
||||
|
||||
bool isChildOf(Node *parent) const;
|
||||
|
||||
void setActive(bool isActive);
|
||||
|
||||
void setSiblingIndex(index_t index);
|
||||
|
||||
inline bool isPersistNode() const {
|
||||
return static_cast<FlagBits>(_objFlags & Flags::DONT_DESTROY) > 0;
|
||||
}
|
||||
|
||||
inline void setPersistNode(bool val) {
|
||||
val ? _objFlags |= Flags::DONT_DESTROY : _objFlags &= ~Flags::DONT_DESTROY;
|
||||
}
|
||||
|
||||
inline const ccstd::string &getUuid() const {
|
||||
return _id;
|
||||
}
|
||||
|
||||
inline bool isActive() const { return _active != 0; }
|
||||
|
||||
inline bool isActiveInHierarchy() const { return _activeInHierarchy != 0; }
|
||||
inline void setActiveInHierarchy(bool v) {
|
||||
_activeInHierarchy = (v ? 1 : 0);
|
||||
}
|
||||
|
||||
inline const ccstd::vector<IntrusivePtr<Node>> &getChildren() const { return _children; }
|
||||
inline Node *getParent() const { return _parent; }
|
||||
inline NodeEventProcessor *getEventProcessor() const { return _eventProcessor; }
|
||||
|
||||
Node *getChildByUuid(const ccstd::string &uuid) const;
|
||||
Node *getChildByName(const ccstd::string &name) const;
|
||||
Node *getChildByPath(const ccstd::string &path) const;
|
||||
inline index_t getSiblingIndex() const { return _siblingIndex; }
|
||||
inline UserData *getUserData() { return _userData.get(); }
|
||||
inline void setUserData(UserData *data) { _userData = data; }
|
||||
inline void insertChild(Node *child, index_t siblingIndex) {
|
||||
child->setParent(this);
|
||||
child->setSiblingIndex(siblingIndex);
|
||||
}
|
||||
|
||||
void invalidateChildren(TransformBit dirtyBit);
|
||||
|
||||
void translate(const Vec3 &, NodeSpace ns = NodeSpace::LOCAL);
|
||||
void rotate(const Quaternion &rot, NodeSpace ns = NodeSpace::LOCAL, bool calledFromJS = false);
|
||||
inline void rotateForJS(float x, float y, float z, float w, NodeSpace ns = NodeSpace::LOCAL) {
|
||||
rotate(Quaternion(x, y, z, w), ns, true);
|
||||
}
|
||||
void lookAt(const Vec3 &pos, const Vec3 &up = Vec3::UNIT_Y);
|
||||
|
||||
void pauseSystemEvents(bool recursive) {} // cjh TODO:
|
||||
void resumeSystemEvents(bool recursive) {} // cjh TODO:
|
||||
|
||||
ccstd::string getPathInHierarchy() const;
|
||||
// ===============================
|
||||
// transform
|
||||
// ===============================
|
||||
|
||||
/**
|
||||
* @en Set position in local coordinate system
|
||||
* @zh 设置本地坐标
|
||||
* @param position Target position
|
||||
*/
|
||||
inline void setPosition(const Vec3 &pos) { setPosition(pos.x, pos.y, pos.z); }
|
||||
inline void setPosition(float x, float y) { setPosition(x, y, _localPosition.z); }
|
||||
inline void setPosition(float x, float y, float z) { setPositionInternal(x, y, z, false); }
|
||||
inline void setPositionInternal(float x, float y, bool calledFromJS) { setPositionInternal(x, y, _localPosition.z, calledFromJS); }
|
||||
void setPositionInternal(float x, float y, float z, bool calledFromJS);
|
||||
// It is invoked after deserialization. It only sets position value, not triggers other logic.
|
||||
inline void setPositionForJS(float x, float y, float z) { _localPosition.set(x, y, z); }
|
||||
/**
|
||||
* @en Get position in local coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
|
||||
* @zh 获取本地坐标,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
|
||||
* @param out Set the result to out vector
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
|
||||
*/
|
||||
inline const Vec3 &getPosition() const { return _localPosition; }
|
||||
|
||||
/**
|
||||
* @en Set rotation in local coordinate system with a quaternion representing the rotation
|
||||
* @zh 用四元数设置本地旋转
|
||||
* @param rotation Rotation in quaternion
|
||||
*/
|
||||
inline void setRotation(const Quaternion &rotation) { setRotation(rotation.x, rotation.y, rotation.z, rotation.w); }
|
||||
inline void setRotation(float x, float y, float z, float w) { setRotationInternal(x, y, z, w, false); }
|
||||
void setRotationInternal(float x, float y, float z, float w, bool calledFromJS);
|
||||
inline void setRotationForJS(float x, float y, float z, float w) { _localRotation.set(x, y, z, w); }
|
||||
|
||||
inline void setEulerAngles(const Vec3 &val) { setRotationFromEuler(val.x, val.y, val.z); }
|
||||
inline void setRotationFromEuler(const Vec3 &val) { setRotationFromEuler(val.x, val.y, val.z); }
|
||||
inline void setRotationFromEuler(float x, float y) { setRotationFromEuler(x, y, _euler.z); }
|
||||
void setRotationFromEuler(float x, float y, float z);
|
||||
inline void setRotationFromEulerForJS(float x, float y, float z) { _euler.set(x, y, z); }
|
||||
/**
|
||||
* @en Get rotation as quaternion in local coordinate system, please try to pass `out` quaternion and reuse it to avoid garbage.
|
||||
* @zh 获取本地旋转,注意,尽可能传递复用的 [[Quat]] 以避免产生垃圾。
|
||||
* @param out Set the result to out quaternion
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new quaternion will be generated and return
|
||||
*/
|
||||
inline const Quaternion &getRotation() const { return _localRotation; }
|
||||
|
||||
/**
|
||||
* @en Set scale in local coordinate system
|
||||
* @zh 设置本地缩放
|
||||
* @param scale Target scale
|
||||
*/
|
||||
inline void setScale(const Vec3 &scale) { setScale(scale.x, scale.y, scale.z); }
|
||||
inline void setScale(float x, float y) { setScale(x, y, _localScale.z); }
|
||||
inline void setScale(float x, float y, float z) { setScaleInternal(x, y, z, false); }
|
||||
inline void setScaleInternal(float x, float y, bool calledFromJS) { setScaleInternal(x, y, _localScale.z, calledFromJS); }
|
||||
void setScaleInternal(float x, float y, float z, bool calledFromJS);
|
||||
inline void setScaleForJS(float x, float y, float z) { _localScale.set(x, y, z); }
|
||||
/**
|
||||
* @en Get scale in local coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
|
||||
* @zh 获取本地缩放,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
|
||||
* @param out Set the result to out vector
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
|
||||
*/
|
||||
inline const Vec3 &getScale() const { return _localScale; }
|
||||
|
||||
/**
|
||||
* @en Inversely transform a point from world coordinate system to local coordinate system.
|
||||
* @zh 逆向变换一个空间点,一般用于将世界坐标转换到本地坐标系中。
|
||||
* @param p A position in world coordinate system
|
||||
* @return The result point in local coordinate system will be stored in this vector
|
||||
*/
|
||||
Vec3 inverseTransformPoint(const Vec3 &p);
|
||||
|
||||
/**
|
||||
* @en Set position in world coordinate system
|
||||
* @zh 设置世界坐标
|
||||
* @param position Target position
|
||||
*/
|
||||
inline void setWorldPosition(const Vec3 &pos) { setWorldPosition(pos.x, pos.y, pos.z); }
|
||||
void setWorldPosition(float x, float y, float z);
|
||||
|
||||
/**
|
||||
* @en Get position in world coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
|
||||
* @zh 获取世界坐标,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
|
||||
* @param out Set the result to out vector
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
|
||||
*/
|
||||
const Vec3 &getWorldPosition() const;
|
||||
|
||||
/**
|
||||
* @en Set rotation in world coordinate system with a quaternion representing the rotation
|
||||
* @zh 用四元数设置世界坐标系下的旋转
|
||||
* @param rotation Rotation in quaternion
|
||||
*/
|
||||
inline void setWorldRotation(const Quaternion &rotation) { setWorldRotation(rotation.x, rotation.y, rotation.z, rotation.w); }
|
||||
void setWorldRotation(float x, float y, float z, float w);
|
||||
/**
|
||||
* @en Get rotation as quaternion in world coordinate system, please try to pass `out` quaternion and reuse it to avoid garbage.
|
||||
* @zh 获取世界坐标系下的旋转,注意,尽可能传递复用的 [[Quat]] 以避免产生垃圾。
|
||||
* @param out Set the result to out quaternion
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new quaternion will be generated and return
|
||||
*/
|
||||
const Quaternion &getWorldRotation() const;
|
||||
|
||||
/**
|
||||
* @en Set rotation in world coordinate system with euler angles
|
||||
* @zh 用欧拉角设置世界坐标系下的旋转
|
||||
* @param x X axis rotation
|
||||
* @param y Y axis rotation
|
||||
* @param z Z axis rotation
|
||||
*/
|
||||
inline void setWorldScale(const Vec3 &scale) { setWorldScale(scale.x, scale.y, scale.z); }
|
||||
void setWorldScale(float x, float y, float z);
|
||||
|
||||
/**
|
||||
* @en Get scale in world coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
|
||||
* @zh 获取世界缩放,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
|
||||
* @param out Set the result to out vector
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
|
||||
*/
|
||||
const Vec3 &getWorldScale() const;
|
||||
|
||||
void setWorldRotationFromEuler(float x, float y, float z);
|
||||
|
||||
/**
|
||||
* @en Local transformation matrix
|
||||
* @zh 本地坐标系变换矩阵
|
||||
*/
|
||||
void setMatrix(const Mat4 &val);
|
||||
|
||||
/**
|
||||
* @en Update the world transform information if outdated
|
||||
* @zh 更新节点的世界变换信息
|
||||
*/
|
||||
void updateWorldTransform();
|
||||
|
||||
/**
|
||||
* @en Get a world transform matrix
|
||||
* @zh 获取世界变换矩阵
|
||||
* @param out Set the result to out matrix
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return
|
||||
*/
|
||||
const Mat4 &getWorldMatrix() const;
|
||||
|
||||
/**
|
||||
* @en Get a world transform matrix with only rotation and scale
|
||||
* @zh 获取只包含旋转和缩放的世界变换矩阵
|
||||
* @param out Set the result to out matrix
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return
|
||||
*/
|
||||
Mat4 getWorldRS();
|
||||
|
||||
/**
|
||||
* @en Get a world transform matrix with only rotation and translation
|
||||
* @zh 获取只包含旋转和位移的世界变换矩阵
|
||||
* @param out Set the result to out matrix
|
||||
* @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return
|
||||
*/
|
||||
Mat4 getWorldRT();
|
||||
|
||||
/**
|
||||
* @en Set local transformation with rotation, position and scale separately.
|
||||
* @zh 一次性设置所有局部变换(平移、旋转、缩放)信息
|
||||
* @param rot The rotation
|
||||
* @param pos The position
|
||||
* @param scale The scale
|
||||
*/
|
||||
void setRTSInternal(Quaternion *rot, Vec3 *pos, Vec3 *scale, bool calledFromJS);
|
||||
inline void setRTS(Quaternion *rot, Vec3 *pos, Vec3 *scale) { setRTSInternal(rot, pos, scale, false); }
|
||||
|
||||
void setForward(const Vec3 &dir);
|
||||
|
||||
void setAngle(float);
|
||||
|
||||
inline const Vec3 &getEulerAngles() {
|
||||
if (_eulerDirty) {
|
||||
Quaternion::toEuler(_localRotation, false, &_euler);
|
||||
_eulerDirty = false;
|
||||
}
|
||||
return _euler;
|
||||
}
|
||||
|
||||
inline float getAngle() const {
|
||||
return _euler.z;
|
||||
}
|
||||
|
||||
inline Vec3 getForward() const {
|
||||
Vec3 forward{0, 0, -1};
|
||||
forward.transformQuat(getWorldRotation());
|
||||
return forward;
|
||||
}
|
||||
|
||||
inline Vec3 getUp() const {
|
||||
Vec3 up{0, 1, 0};
|
||||
up.transformQuat(getWorldRotation());
|
||||
return up;
|
||||
}
|
||||
|
||||
inline Vec3 getRight() const {
|
||||
Vec3 right{1, 0, 0};
|
||||
right.transformQuat(getWorldRotation());
|
||||
return right;
|
||||
}
|
||||
|
||||
inline bool isStatic() const {
|
||||
return _isStatic != 0;
|
||||
}
|
||||
|
||||
inline void setStatic(bool v) {
|
||||
_isStatic = v ? 1 : 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @en Whether the node's transformation have changed during the current frame.
|
||||
* @zh 这个节点的空间变换信息在当前帧内是否有变过?
|
||||
*/
|
||||
inline uint32_t getChangedFlags() const {
|
||||
return _hasChangedFlagsVersion == globalFlagChangeVersion ? _hasChangedFlags : 0;
|
||||
}
|
||||
inline void setChangedFlags(uint32_t value) {
|
||||
_hasChangedFlagsVersion = globalFlagChangeVersion;
|
||||
_hasChangedFlags = value;
|
||||
}
|
||||
|
||||
inline void setDirtyFlag(uint32_t value) { _dirtyFlag = value; }
|
||||
inline uint32_t getDirtyFlag() const { return _dirtyFlag; }
|
||||
inline void setLayer(uint32_t layer) {
|
||||
_layer = layer;
|
||||
emit(NodeEventType::LAYER_CHANGED, layer);
|
||||
}
|
||||
inline uint32_t getLayer() const { return _layer; }
|
||||
|
||||
inline float getUISortingPriority() const { return _uiSortingPriority; }
|
||||
|
||||
inline bool isUISortingEnabled() const { return _uiSortingEnabled != 0; }
|
||||
|
||||
// inline NodeUiProperties *getUIProps() const { return _uiProps.get(); }
|
||||
|
||||
// // ------------------ Component code start -----------------------------
|
||||
// // TODO(Lenovo):
|
||||
//
|
||||
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// static Component *findComponent(Node * /*node*/) {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// return nullptr;
|
||||
// }
|
||||
//
|
||||
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// static Component *findComponents(Node * /*node*/, const ccstd::vector<Component *> & /*components*/) {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// return nullptr;
|
||||
// }
|
||||
//
|
||||
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// static Component *findChildComponent(const ccstd::vector<Node *> & /*children*/) {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// return nullptr;
|
||||
// }
|
||||
//
|
||||
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// static void findChildComponents(const ccstd::vector<Node *> & /*children*/, ccstd::vector<Component *> & /*components*/) {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// }
|
||||
//
|
||||
// template <typename T, typename = std::enable_if_t<std::is_base_of_v<Component, T>, T>>
|
||||
// T *addComponent() {
|
||||
// T *comp = new T();
|
||||
// return static_cast<T *>(addComponent(comp));
|
||||
// }
|
||||
//
|
||||
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// void removeComponent() {
|
||||
// for (auto iter = _components.begin(); iter != _components.end(); ++iter) {
|
||||
// if (dynamic_cast<T *>(*iter) != nullptr) {
|
||||
// _components.erase(iter);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// Component *addComponent(Component *comp);
|
||||
// void removeComponent(Component *comp);
|
||||
//
|
||||
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// Component *getComponent() const {
|
||||
// for (auto *component : _components) {
|
||||
// if (dynamic_cast<T *>(component) != nullptr) {
|
||||
// return component;
|
||||
// }
|
||||
// }
|
||||
// return nullptr;
|
||||
// }
|
||||
//
|
||||
// // TODO(Lenovo):
|
||||
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// ccstd::vector<Component *> getComponents() const {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// return {};
|
||||
// };
|
||||
//
|
||||
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// Component *getComponentInChildren(const T & /*comp*/) const {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// return nullptr;
|
||||
// }
|
||||
//
|
||||
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
|
||||
// ccstd::vector<Component *> getComponentsInChildren() const {
|
||||
// // cjh TODO:
|
||||
// CC_ASSERT(false);
|
||||
// return {};
|
||||
// }
|
||||
//
|
||||
// inline ccstd::vector<Component *> getComponents() const { return _components; }
|
||||
//
|
||||
// void checkMultipleComp(Component *comp) {}
|
||||
// ccstd::vector<Component *> _components;
|
||||
//
|
||||
// friend void componentCorrupted(Node *node, Component *comp, uint32_t index);
|
||||
// ------------------ Component code end -----------------------------
|
||||
|
||||
// For deserialization
|
||||
// void _setChild(index_t i, Node *child);
|
||||
// Node * _getChild(index_t i);
|
||||
// void _setChildrenSize(uint32_t size);
|
||||
// uint32_t _getChildrenSize();
|
||||
void _setChildren(ccstd::vector<IntrusivePtr<Node>> &&children); // NOLINT
|
||||
|
||||
inline se::Object *_getSharedArrayBufferObject() const { return _sharedMemoryActor.getSharedArrayBufferObject(); } // NOLINT
|
||||
|
||||
bool onPreDestroy() override;
|
||||
bool onPreDestroyBase();
|
||||
|
||||
std::function<void(index_t)> onSiblingIndexChanged{nullptr};
|
||||
// For deserialization
|
||||
ccstd::string _id;
|
||||
Node *_parent{nullptr};
|
||||
|
||||
private:
|
||||
static index_t getIdxOfChild(const ccstd::vector<IntrusivePtr<Node>> &, Node *);
|
||||
|
||||
virtual void onBatchCreated(bool dontChildPrefab);
|
||||
virtual void updateScene();
|
||||
|
||||
void onSetParent(Node *oldParent, bool keepWorldTransform);
|
||||
void onHierarchyChanged(Node *);
|
||||
void onHierarchyChangedBase(Node *oldParent);
|
||||
|
||||
inline void notifyLocalPositionUpdated() {
|
||||
emit(EventTypesToJS::NODE_LOCAL_POSITION_UPDATED, _localPosition.x, _localPosition.y, _localPosition.z);
|
||||
}
|
||||
|
||||
inline void notifyLocalRotationUpdated() {
|
||||
emit(EventTypesToJS::NODE_LOCAL_ROTATION_UPDATED, _localRotation.x, _localRotation.y, _localRotation.z, _localRotation.w);
|
||||
}
|
||||
|
||||
inline void notifyLocalScaleUpdated() {
|
||||
emit(EventTypesToJS::NODE_LOCAL_SCALE_UPDATED, _localScale.x, _localScale.y, _localScale.z);
|
||||
}
|
||||
|
||||
inline void notifyLocalPositionRotationScaleUpdated() {
|
||||
emit(EventTypesToJS::NODE_LOCAL_POSITION_ROTATION_SCALE_UPDATED,
|
||||
_localPosition.x, _localPosition.y, _localPosition.z,
|
||||
_localRotation.x, _localRotation.y, _localRotation.z, _localRotation.w,
|
||||
_localScale.x, _localScale.y, _localScale.z);
|
||||
}
|
||||
|
||||
#if CC_EDITOR
|
||||
inline void notifyEditorAttached(bool attached) {
|
||||
emit(EventTypesToJS::NODE_EDITOR_ATTACHED, attached);
|
||||
}
|
||||
#endif
|
||||
|
||||
// increase on every frame, used to identify the frame
|
||||
static uint32_t globalFlagChangeVersion;
|
||||
|
||||
static uint32_t clearFrame;
|
||||
static uint32_t clearRound;
|
||||
|
||||
Scene *_scene{nullptr};
|
||||
NodeEventProcessor *_eventProcessor{nullptr};
|
||||
IntrusivePtr<UserData> _userData;
|
||||
|
||||
ccstd::vector<IntrusivePtr<Node>> _children;
|
||||
bindings::NativeMemorySharedToScriptActor _sharedMemoryActor;
|
||||
// local transform
|
||||
Vec3 _localPosition{Vec3::ZERO};
|
||||
Vec3 _localScale{Vec3::ONE};
|
||||
Quaternion _localRotation{Quaternion::identity()};
|
||||
// world transform
|
||||
Vec3 _worldPosition{Vec3::ZERO};
|
||||
Vec3 _worldScale{Vec3::ONE};
|
||||
Vec3 _euler{0, 0, 0};
|
||||
Quaternion _worldRotation{Quaternion::identity()};
|
||||
Mat4 _worldMatrix{Mat4::IDENTITY};
|
||||
|
||||
// Shared memory with JS
|
||||
// NOTE: TypeArray created in node.jsb.ts _ctor should have the same memory layout
|
||||
uint32_t _eventMask{0}; // Uint32: 0
|
||||
uint32_t _layer{static_cast<uint32_t>(Layers::LayerList::DEFAULT)}; // Uint32: 1
|
||||
uint32_t _dirtyFlag{0}; // Uint32: 2
|
||||
index_t _siblingIndex{0}; // Int32: 0
|
||||
float _uiSortingPriority{0.0F}; // Float: 0
|
||||
uint8_t _activeInHierarchy{0}; // Uint8: 0
|
||||
uint8_t _active{1}; // Uint8: 1
|
||||
uint8_t _isStatic{0}; // Uint8: 2
|
||||
uint8_t _uiSortingEnabled{0}; // Uint8: 3
|
||||
|
||||
/* set _hasChangedFlagsVersion to globalFlagChangeVersion when `_hasChangedFlags` updated.
|
||||
* `globalFlagChangeVersion == _hasChangedFlagsVersion` means that "_hasChangedFlags is dirty in current frametime".
|
||||
*/
|
||||
uint32_t _hasChangedFlagsVersion{0};
|
||||
uint32_t _hasChangedFlags{0};
|
||||
|
||||
bool _eulerDirty{false};
|
||||
|
||||
friend class NodeActivator;
|
||||
friend class Scene;
|
||||
|
||||
CC_DISALLOW_COPY_MOVE_ASSIGN(Node);
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
bool Node::isNode(T *obj) {
|
||||
return dynamic_cast<Node *>(obj) != nullptr && dynamic_cast<Scene *>(obj) == nullptr;
|
||||
}
|
||||
|
||||
template <typename... Args>
|
||||
void Node::emit(const CallbacksInvoker::KeyType &type, Args &&...args) {
|
||||
_eventProcessor->emit(type, std::forward<Args>(args)...);
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void Node::on(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target, bool useCapture) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask |= TRANSFORM_ON;
|
||||
}
|
||||
_eventProcessor->on(type, memberFn, target, useCapture);
|
||||
}
|
||||
|
||||
template <typename... Args>
|
||||
void Node::on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, CallbackID &cbID, bool useCapture) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask |= TRANSFORM_ON;
|
||||
}
|
||||
_eventProcessor->on(type, std::forward<std::function<void(Args...)>>(callback), cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void Node::on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, CallbackID &cbID, bool useCapture) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask |= TRANSFORM_ON;
|
||||
}
|
||||
_eventProcessor->on(type, std::forward<std::function<void(Args...)>>(callback), target, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, CallbackID &cbID, bool useCapture) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask |= TRANSFORM_ON;
|
||||
}
|
||||
_eventProcessor->on(type, callback, target, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, CallbackID &cbID, bool useCapture) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask |= TRANSFORM_ON;
|
||||
}
|
||||
_eventProcessor->on(type, callback, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename... Args>
|
||||
void Node::on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
on(type, callback, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void Node::on(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
on(type, callback, target, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
on(type, callback, target, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::on(const CallbacksInvoker::KeyType &type, LambdaType &&callback, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
on(type, callback, unusedID, useCapture);
|
||||
}
|
||||
template <typename Target, typename... Args>
|
||||
void Node::once(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target, bool useCapture) {
|
||||
_eventProcessor->once(type, memberFn, target, useCapture);
|
||||
}
|
||||
template <typename... Args>
|
||||
void Node::once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, CallbackID &cbID, bool useCapture) {
|
||||
_eventProcessor->once(type, callback, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void Node::once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, CallbackID &cbID, bool useCapture) {
|
||||
_eventProcessor->once(type, std::forward<std::function<void(Args...)>>(callback), target, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, CallbackID &cbID, bool useCapture) {
|
||||
_eventProcessor->once(type, callback, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, CallbackID &cbID, bool useCapture) {
|
||||
_eventProcessor->once(type, callback, target, cbID, useCapture);
|
||||
}
|
||||
|
||||
template <typename... Args>
|
||||
void Node::once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
once(type, callback, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void Node::once(const CallbacksInvoker::KeyType &type, std::function<void(Args...)> &&callback, Target *target, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
once(type, callback, target, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
once(type, callback, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename LambdaType>
|
||||
std::enable_if_t<!std::is_member_function_pointer<LambdaType>::value, void>
|
||||
Node::once(const CallbacksInvoker::KeyType &type, LambdaType &&callback, Target *target, bool useCapture) {
|
||||
CallbackID unusedID{0};
|
||||
once(type, callback, target, unusedID, useCapture);
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
void Node::off(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target, bool useCapture) {
|
||||
_eventProcessor->off(type, memberFn, target, useCapture);
|
||||
bool hasListeners = _eventProcessor->hasEventListener(type);
|
||||
if (!hasListeners) {
|
||||
if (type == NodeEventType::TRANSFORM_CHANGED) {
|
||||
_eventMask &= ~TRANSFORM_ON;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template <typename Target, typename... Args>
|
||||
bool Node::hasEventListener(const CallbacksInvoker::KeyType &type, void (Target::*memberFn)(Args...), Target *target) const {
|
||||
return _eventProcessor->hasEventListener(type, memberFn, target);
|
||||
}
|
||||
|
||||
} // namespace cc
|
@ -2,7 +2,7 @@
|
||||
相信大部分人都做过UI渲染优化,其重点也就是合批。但是在当前cocos使用节点树深度遍历的方式中,想要把相同类型的组件放在一起,势必会修改节点树,很可能破坏掉优雅合理的节点组织结构;还有可能因为节点树的改动,需要添加一些冗余糟糕的代码。
|
||||
最近刚好有时间,逛论坛的时候看到有同学提这类问题,各位大哥也给出了解决方案,就是在渲染的时候给节点重新排序。于是心血来潮去看了下3.6.3的源码,好像要实现其实挺简单的。
|
||||
# 原理
|
||||
为需要排序的UI渲染器设置排序优先级; 在UI渲染遍历节点树阶段,不立即执行各种UI渲染器,而是把UI渲染器缓存起来;在UI渲染遍历完节点树后,对UI渲染器缓存通过排序优先级进行排序后执行。然而,遮罩会打断这一过程,所以如果项目中大量使用了遮罩,优化效果可能会不太明显。
|
||||
为需要排序的UI渲染器(Sprite或者Label等)设置排序优先级; 在UI渲染遍历节点树阶段,不立即执行各种UI渲染器,而是把UI渲染器缓存起来;在UI渲染遍历完节点树后,对UI渲染器缓存通过排序优先级进行排序后执行。然而,遮罩会打断这一过程,所以如果项目中大量使用了遮罩,优化效果可能会不太明显。
|
||||
# 效果对比
|
||||
在ScrollView下生成200个项目测试对比。
|
||||
|
||||
@ -68,7 +68,10 @@ export enum SortingLayer {
|
||||
*/
|
||||
export const ORDER_IN_LAYER_MAX = 100000;
|
||||
```
|
||||
4. 在需要排序的UI渲染器上(Sprite或者Label等),添加SortingGroup组件,并设置排序层和排序值 ![QQ截图20230205173334|524x176](./docs/images/QQ截图20230205173334.png)
|
||||
4. 在需要排序的UI节点上,添加`SortingGroup`组件,并设置排序层和排序值,其配置会应用于当前节点和子孙节点上的UI渲染器; ![QQ截图20230205173334|524x176](./docs/images/QQ截图20230205173334.png)
|
||||
|
||||
UI渲染器的优先级以当前节点或者最近的祖先节点上的`SortingGroup`组件配置为准,如果没有则默认为`0`。
|
||||
|
||||
和Unity不同的是`Order In Layer`不必是整数,这里可以使用小数。
|
||||
不同`Sorting Layer`的情况下,`Sorting Layer`枚举越小越先渲染;相同`Sorting Layer`的情况下,`Order In Layer`的值越小越先渲染。
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user