mirror of
https://github.com/smallmain/cocos-enhance-kit.git
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99 lines
3.1 KiB
C++
99 lines
3.1 KiB
C++
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/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "TiledMapAssembler.hpp"
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#include "../NodeProxy.hpp"
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#include "../ModelBatcher.hpp"
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#include "../RenderFlow.hpp"
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RENDERER_BEGIN
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TiledMapAssembler::TiledMapAssembler()
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{
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}
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TiledMapAssembler::~TiledMapAssembler()
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{
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}
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void TiledMapAssembler::updateNodes(std::size_t iaIndex, const std::vector<std::string>& nodes)
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{
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_nodesMap[iaIndex] = nodes;
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}
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void TiledMapAssembler::clearNodes(std::size_t iaIndex)
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{
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_nodesMap.erase(iaIndex);
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}
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void TiledMapAssembler::handle(NodeProxy *node, ModelBatcher* batcher, Scene* scene)
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{
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_node = node;
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_batcher = batcher;
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// Last tiles data may be empty, but has user node, so render it by manual.
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auto lastNodesIndex = getIACount();
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auto it = _nodesMap.find(lastNodesIndex);
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if (it != _nodesMap.end())
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{
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renderNodes(lastNodesIndex);
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}
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Assembler::handle(node, batcher, scene);
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}
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void TiledMapAssembler::renderNodes(std::size_t index)
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{
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static cocos2d::Mat4 tempWorldMat;
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const auto& worldMat = _node->getWorldMatrix();
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auto it = _nodesMap.find(index);
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if (it != _nodesMap.end())
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{
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auto flow = _batcher->getFlow();
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for (auto& id : it->second) {
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auto child = _node->getChildByID(id);
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if (child)
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{
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child->enableVisit(true);
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child->enableUpdateWorldMatrix(false);
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child->updateLocalMatrix();
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auto& localMat = child->getLocalMatrix();
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cocos2d::Mat4::multiply(worldMat, localMat, &tempWorldMat);
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child->updateWorldMatrix(tempWorldMat);
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flow->visit(child);
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child->enableUpdateWorldMatrix(true);
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child->enableVisit(false);
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}
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}
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}
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_batcher->changeCommitState(ModelBatcher::Common);
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}
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void TiledMapAssembler::beforeFillBuffers(std::size_t index)
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{
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renderNodes(index);
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}
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RENDERER_END
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