green-pack-cocos/assets/scripts/components/GPRoundBoxAssembler.ts
ruanwujing eb5bd5307d 拼图
2024-02-04 16:08:11 +08:00

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import { IAssembler, IRenderData, RenderData, dynamicAtlasManager } from "cc";
import { GPRoundBoxSprite } from "./GPRoundBoxSprite";
export const GPRoundBoxAssembler: IAssembler = {
// 根据圆角segments参数构造网格的顶点索引列表
GetIndexBuffer(sprite:GPRoundBoxSprite) {
let indexBuffer = [
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8
]
// 为四个角的扇形push进索引值
let index = 12
let fanIndexBuild = function(center, start, end) {
let last = start;
for (let i = 0; i < sprite.segments - 1; i++) {
// 左上角 p2为扇形圆心p1/p5为两个边界
let cur = index;
index++;
indexBuffer.push(center, last, cur);
last = cur;
}
indexBuffer.push(center, last, end)
}
if (sprite.leftBottom)
fanIndexBuild(3, 4, 0);
if (sprite.leftTop)
fanIndexBuild(2, 1, 5);
if (sprite.rightTop)
fanIndexBuild(9, 6, 10);
if (sprite.rightBottom)
fanIndexBuild(8, 11, 7);
return indexBuffer
},
createData (sprite: GPRoundBoxSprite) {
const renderData = sprite.requestRenderData();
let corner = 0;
corner += sprite.leftBottom ? 1: 0;
corner += sprite.leftTop ? 1: 0;
corner += sprite.rightTop ? 1: 0;
corner += sprite.rightBottom ? 1: 0;
let vNum = 12 + (sprite.segments - 1) * corner;
renderData.dataLength = vNum;
renderData.resize(vNum, 18 + sprite.segments * 3 * corner);
let indexBuffer = GPRoundBoxAssembler.GetIndexBuffer(sprite);
renderData.chunk.setIndexBuffer(indexBuffer);
return renderData;
},
// 照抄simple的
updateRenderData (sprite: GPRoundBoxSprite) {
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);
}
},
// 局部坐标转世界坐标 照抄的,不用改
updateWorldVerts (sprite: GPRoundBoxSprite, 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;
}
},
// 每帧调用的把数据和到一整个meshbuffer里
fillBuffers (sprite: GPRoundBoxSprite) {
if (sprite === null) {
return;
}
const renderData = sprite.renderData!;
const chunk = renderData.chunk;
if (sprite.node.hasChangedFlags || renderData.vertDirty) {
// const vb = chunk.vertexAccessor.getVertexBuffer(chunk.bufferId);
this.updateWorldVerts(sprite, chunk);
renderData.vertDirty = false;
}
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 bid = chunk.bufferId;
const vidOrigin = chunk.vertexOffset;
const meshBuffer = chunk.meshBuffer;
const ib = chunk.meshBuffer.iData;
let indexOffset = meshBuffer.indexOffset;
const vid = vidOrigin;
// 沿着当前这个位置往后将我们这个对象的index放进去
let indexBuffer = GPRoundBoxAssembler.GetIndexBuffer(sprite);
for (let i = 0; i < renderData.indexCount; i++) {
ib[indexOffset++] = vid + indexBuffer[i];
}
meshBuffer.indexOffset += renderData.indexCount;
},
// 计算每个顶点相对于sprite坐标的位置
updateVertexData (sprite: GPRoundBoxSprite) {
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;
const left = 0 - appX;
const right = cw - appX;
const top = ch - appY;
const bottom = 0 - appY;
const left_r = left + sprite.radius;
const bottom_r = bottom + sprite.radius;
const top_r = top - sprite.radius;
const right_r = right - sprite.radius;
// 三个矩形的顶点
dataList[0].x = left;
dataList[0].y = sprite.leftBottom ? bottom_r: bottom;
dataList[1].x = left;
dataList[1].y = sprite.leftTop ? top_r: top;
dataList[2].x = left_r;
dataList[2].y = sprite.leftTop ? top_r: top;
dataList[3].x = left_r;
dataList[3].y = sprite.leftBottom ? bottom_r: bottom;
dataList[4].x = left_r;
dataList[4].y = bottom;
dataList[5].x = left_r;
dataList[5].y = top;
dataList[6].x = right_r;
dataList[6].y = top;
dataList[7].x = right_r;
dataList[7].y = bottom;
dataList[8].x = right_r;
dataList[8].y = sprite.rightBottom ? bottom_r: bottom;
dataList[9].x = right_r;
dataList[9].y = sprite.rightTop ? top_r: top;
dataList[10].x = right;
dataList[10].y = sprite.rightTop ? top_r: top;
dataList[11].x = right;
dataList[11].y = sprite.rightBottom ? bottom_r: bottom;
// 扇形圆角的顶点
let index = 12;
let fanPosBuild = function(center, startAngle) {
for (let i = 1; i < sprite.segments; i++) {
// 我这里顶点都是按顺时针分配的,所以角度要从开始角度减
// 每个扇形都是90度
let angle = startAngle * Math.PI / 180 - i / sprite.segments * 0.5 * Math.PI;
dataList[index].x = center.x + Math.cos(angle) * sprite.radius;
dataList[index].y = center.y + Math.sin(angle) * sprite.radius;
index++;
}
}
if (sprite.leftBottom)
fanPosBuild(dataList[3], 270);
if (sprite.leftTop)
fanPosBuild(dataList[2], 180);
if (sprite.rightTop)
fanPosBuild(dataList[9], 90);
if (sprite.rightBottom)
fanPosBuild(dataList[8], 0);
renderData.vertDirty = true;
},
// 更新计算uv
updateUVs (sprite: GPRoundBoxSprite) {
if (!sprite.spriteFrame) return;
const renderData = sprite.renderData!;
const vData = renderData.chunk.vb;
const uv = sprite.spriteFrame.uv;
// 这里我打印了一下uv的值第一个看上去是左上角但其实opengl端的纹理存在上下颠倒问题所以这里其实还是左下角
// 左下,右下,左上,右上
const uv_l = uv[0];
const uv_b = uv[1];
const uv_r = uv[2];
const uv_t = uv[5];
const uv_w = Math.abs(uv_r - uv_l);
const uv_h = uv_t - uv_b;
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;
// 用相对坐标计算uv
for (let i = 0; i < renderData.dataLength; i++) {
vData[i * renderData.floatStride + 3] = uv_l + (dataList[i].x + appX) / cw * uv_w;
vData[i * renderData.floatStride + 4] = uv_b + (dataList[i].y + appY) / ch * uv_h;
}
},
// 照抄,不用改
updateColor (sprite: GPRoundBoxSprite) {
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;
}
},
};