mirror of
https://gitee.com/ruanwujing/green-pack-cocos
synced 2024-12-27 12:08:08 +00:00
174 lines
5.4 KiB
TypeScript
174 lines
5.4 KiB
TypeScript
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import { Color, IAssembler, IRenderData, RenderData, dynamicAtlasManager } from "cc";
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import { PuzzleSprite } from "./PuzzleSprite";
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const QUAD_INDICES = Uint16Array.from([0, 1, 2, 1, 3, 2]);
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export const PuzzleAssembler: IAssembler = {
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createData (sprite: PuzzleSprite) {
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const renderData = sprite.requestRenderData();
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renderData.dataLength = 4;
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renderData.resize(4, 6);
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renderData.chunk.setIndexBuffer(QUAD_INDICES);
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return renderData;
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},
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updateRenderData (sprite: PuzzleSprite) {
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const frame = sprite.spriteFrame;
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dynamicAtlasManager.packToDynamicAtlas(sprite, frame);
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this.updateUVs(sprite);// dirty need
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//this.updateColor(sprite);// dirty need
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const renderData = sprite.renderData;
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if (renderData && frame) {
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if (renderData.vertDirty) {
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this.updateVertexData(sprite);
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}
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renderData.updateRenderData(sprite, frame);
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}
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},
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updateWorldVerts (sprite: PuzzleSprite, chunk: { vb: any; }) {
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const renderData = sprite.renderData!;
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const vData = chunk.vb;
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const dataList: IRenderData[] = renderData.data;
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const node = sprite.node;
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const m = node.worldMatrix;
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const stride = renderData.floatStride;
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let offset = 0;
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const length = dataList.length;
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for (let i = 0; i < length; i++) {
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const curData = dataList[i];
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const x = curData.x;
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const y = curData.y;
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let rhw = m.m03 * x + m.m07 * y + m.m15;
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rhw = rhw ? 1 / rhw : 1;
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offset = i * stride;
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vData[offset + 0] = (m.m00 * x + m.m04 * y + m.m12) * rhw;
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vData[offset + 1] = (m.m01 * x + m.m05 * y + m.m13) * rhw;
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vData[offset + 2] = (m.m02 * x + m.m06 * y + m.m14) * rhw;
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}
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},
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fillBuffers (sprite: PuzzleSprite) {
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if (sprite === null) {
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return;
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}
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const renderData = sprite.renderData!;
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const chunk = renderData.chunk;
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if (sprite["_flagChangedVersion"] !== sprite.node["flagChangedVersion"] || renderData.vertDirty) {
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// const vb = chunk.vertexAccessor.getVertexBuffer(chunk.bufferId);
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this.updateWorldVerts(sprite, chunk);
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renderData.vertDirty = false;
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sprite["_flagChangedVersion"] = sprite.node["flagChangedVersion"];
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}
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// quick version
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const vidOrigin = chunk.vertexOffset;
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const meshBuffer = chunk.meshBuffer;
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const ib = chunk.meshBuffer.iData;
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let indexOffset = meshBuffer.indexOffset;
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const vid = vidOrigin;
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// left bottom
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ib[indexOffset++] = vid;
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// right bottom
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ib[indexOffset++] = vid + 1;
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// left top
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ib[indexOffset++] = vid + 2;
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// right bottom
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ib[indexOffset++] = vid + 1;
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// right top
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ib[indexOffset++] = vid + 3;
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// left top
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ib[indexOffset++] = vid + 2;
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// IndexOffset should add 6 when vertices of a rect are visited.
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meshBuffer.indexOffset += 6;
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// slow version
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// renderer.switchBufferAccessor().appendIndices(chunk);
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},
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updateVertexData (sprite: PuzzleSprite) {
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const renderData: RenderData | null = sprite.renderData;
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if (!renderData) {
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return;
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}
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const uiTrans = sprite.node._uiProps.uiTransformComp!;
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const dataList: IRenderData[] = renderData.data;
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const cw = uiTrans.width;
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const ch = uiTrans.height;
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const appX = uiTrans.anchorX * cw;
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const appY = uiTrans.anchorY * ch;
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let l = 0;
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let b = 0;
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let r = 0;
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let t = 0;
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const frame = sprite.spriteFrame!;
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const originSize = frame.originalSize;
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const ow = originSize.width;
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const oh = originSize.height;
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const scaleX = cw / ow;
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const scaleY = ch / oh;
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const trimmedBorder = frame.trimmedBorder;
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l = trimmedBorder.x * scaleX - appX;
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b = trimmedBorder.z * scaleY - appY;
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r = cw + trimmedBorder.y * scaleX - appX;
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t = ch + trimmedBorder.w * scaleY - appY;
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dataList[0].x = l;
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dataList[0].y = b;
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dataList[1].x = r;
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dataList[1].y = b;
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dataList[2].x = l;
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dataList[2].y = t;
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dataList[3].x = r;
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dataList[3].y = t;
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renderData.vertDirty = true;
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},
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updateUVs (sprite: PuzzleSprite) {
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const renderData = sprite.renderData!;
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const vData = renderData.chunk.vb;
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const uv = sprite.uv;
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// 01 11 00 10
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vData[3] = uv[0];
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vData[4] = uv[1];
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vData[12] = uv[2];
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vData[13] = uv[3];
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vData[21] = uv[4];
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vData[22] = uv[5];
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vData[30] = uv[6];
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vData[31] = uv[7];
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},
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updateColor (sprite: PuzzleSprite) {
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const renderData = sprite.renderData!;
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const vData = renderData.chunk.vb;
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let colorOffset = 5;
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const color = sprite.color;
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const colorR = color.r / 255;
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const colorG = color.g / 255;
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const colorB = color.b / 255;
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const colorA = color.a / 255;
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for (let i = 0; i < renderData.dataLength; i++, colorOffset += renderData.floatStride) {
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vData[colorOffset] = colorR;
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vData[colorOffset + 1] = colorG;
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vData[colorOffset + 2] = colorB;
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vData[colorOffset + 3] = colorA;
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}
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},
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};
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