green-pack-cocos/assets/scripts/puzzle/PuzzleAssembler.ts

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2024-02-04 08:08:11 +00:00
import { Color, IAssembler, IRenderData, RenderData, dynamicAtlasManager } from "cc";
import { PuzzleSprite } from "./PuzzleSprite";
const QUAD_INDICES = Uint16Array.from([0, 1, 2, 1, 3, 2]);
export const PuzzleAssembler: IAssembler = {
createData (sprite: PuzzleSprite) {
const renderData = sprite.requestRenderData();
renderData.dataLength = 4;
renderData.resize(4, 6);
renderData.chunk.setIndexBuffer(QUAD_INDICES);
return renderData;
},
updateRenderData (sprite: PuzzleSprite) {
const frame = sprite.spriteFrame;
dynamicAtlasManager.packToDynamicAtlas(sprite, frame);
this.updateUVs(sprite);// dirty need
//this.updateColor(sprite);// dirty need
const renderData = sprite.renderData;
if (renderData && frame) {
if (renderData.vertDirty) {
this.updateVertexData(sprite);
}
renderData.updateRenderData(sprite, frame);
}
},
updateWorldVerts (sprite: PuzzleSprite, chunk: { vb: any; }) {
const renderData = sprite.renderData!;
const vData = chunk.vb;
const dataList: IRenderData[] = renderData.data;
const node = sprite.node;
const m = node.worldMatrix;
const stride = renderData.floatStride;
let offset = 0;
const length = dataList.length;
for (let i = 0; i < length; i++) {
const curData = dataList[i];
const x = curData.x;
const y = curData.y;
let rhw = m.m03 * x + m.m07 * y + m.m15;
rhw = rhw ? 1 / rhw : 1;
offset = i * stride;
vData[offset + 0] = (m.m00 * x + m.m04 * y + m.m12) * rhw;
vData[offset + 1] = (m.m01 * x + m.m05 * y + m.m13) * rhw;
vData[offset + 2] = (m.m02 * x + m.m06 * y + m.m14) * rhw;
}
},
fillBuffers (sprite: PuzzleSprite) {
if (sprite === null) {
return;
}
const renderData = sprite.renderData!;
const chunk = renderData.chunk;
if (sprite["_flagChangedVersion"] !== sprite.node["flagChangedVersion"] || renderData.vertDirty) {
// const vb = chunk.vertexAccessor.getVertexBuffer(chunk.bufferId);
this.updateWorldVerts(sprite, chunk);
renderData.vertDirty = false;
sprite["_flagChangedVersion"] = sprite.node["flagChangedVersion"];
}
// quick version
const vidOrigin = chunk.vertexOffset;
const meshBuffer = chunk.meshBuffer;
const ib = chunk.meshBuffer.iData;
let indexOffset = meshBuffer.indexOffset;
const vid = vidOrigin;
// left bottom
ib[indexOffset++] = vid;
// right bottom
ib[indexOffset++] = vid + 1;
// left top
ib[indexOffset++] = vid + 2;
// right bottom
ib[indexOffset++] = vid + 1;
// right top
ib[indexOffset++] = vid + 3;
// left top
ib[indexOffset++] = vid + 2;
// IndexOffset should add 6 when vertices of a rect are visited.
meshBuffer.indexOffset += 6;
// slow version
// renderer.switchBufferAccessor().appendIndices(chunk);
},
updateVertexData (sprite: PuzzleSprite) {
const renderData: RenderData | null = sprite.renderData;
if (!renderData) {
return;
}
const uiTrans = sprite.node._uiProps.uiTransformComp!;
const dataList: IRenderData[] = renderData.data;
const cw = uiTrans.width;
const ch = uiTrans.height;
const appX = uiTrans.anchorX * cw;
const appY = uiTrans.anchorY * ch;
let l = 0;
let b = 0;
let r = 0;
let t = 0;
const frame = sprite.spriteFrame!;
const originSize = frame.originalSize;
const ow = originSize.width;
const oh = originSize.height;
const scaleX = cw / ow;
const scaleY = ch / oh;
const trimmedBorder = frame.trimmedBorder;
l = trimmedBorder.x * scaleX - appX;
b = trimmedBorder.z * scaleY - appY;
r = cw + trimmedBorder.y * scaleX - appX;
t = ch + trimmedBorder.w * scaleY - appY;
dataList[0].x = l;
dataList[0].y = b;
dataList[1].x = r;
dataList[1].y = b;
dataList[2].x = l;
dataList[2].y = t;
dataList[3].x = r;
dataList[3].y = t;
renderData.vertDirty = true;
},
updateUVs (sprite: PuzzleSprite) {
const renderData = sprite.renderData!;
const vData = renderData.chunk.vb;
const uv = sprite.uv;
// 01 11 00 10
vData[3] = uv[0];
vData[4] = uv[1];
vData[12] = uv[2];
vData[13] = uv[3];
vData[21] = uv[4];
vData[22] = uv[5];
vData[30] = uv[6];
vData[31] = uv[7];
},
updateColor (sprite: PuzzleSprite) {
const renderData = sprite.renderData!;
const vData = renderData.chunk.vb;
let colorOffset = 5;
const color = sprite.color;
const colorR = color.r / 255;
const colorG = color.g / 255;
const colorB = color.b / 255;
const colorA = color.a / 255;
for (let i = 0; i < renderData.dataLength; i++, colorOffset += renderData.floatStride) {
vData[colorOffset] = colorR;
vData[colorOffset + 1] = colorG;
vData[colorOffset + 2] = colorB;
vData[colorOffset + 3] = colorA;
}
},
};