mirror of
https://gitee.com/ruanwujing/green-pack-cocos
synced 2024-12-26 11:48:44 +00:00
255 lines
9.3 KiB
TypeScript
255 lines
9.3 KiB
TypeScript
import { IAssembler, IRenderData, RenderData, dynamicAtlasManager } from "cc";
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import { GPRoundBoxSprite } from "./GPRoundBoxSprite";
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export const GPRoundBoxAssembler: IAssembler = {
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// 根据圆角segments参数,构造网格的顶点索引列表
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GetIndexBuffer(sprite:GPRoundBoxSprite) {
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let indexBuffer = [
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0, 1, 2, 2, 3, 0,
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4, 5, 6, 6, 7, 4,
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8, 9, 10, 10, 11, 8
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]
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// 为四个角的扇形push进索引值
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let index = 12
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let fanIndexBuild = function(center, start, end) {
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let last = start;
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for (let i = 0; i < sprite.segments - 1; i++) {
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// 左上角 p2为扇形圆心,p1/p5为两个边界
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let cur = index;
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index++;
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indexBuffer.push(center, last, cur);
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last = cur;
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}
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indexBuffer.push(center, last, end)
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}
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if (sprite.leftBottom)
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fanIndexBuild(3, 4, 0);
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if (sprite.leftTop)
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fanIndexBuild(2, 1, 5);
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if (sprite.rightTop)
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fanIndexBuild(9, 6, 10);
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if (sprite.rightBottom)
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fanIndexBuild(8, 11, 7);
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return indexBuffer
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},
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createData (sprite: GPRoundBoxSprite) {
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const renderData = sprite.requestRenderData();
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let corner = 0;
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corner += sprite.leftBottom ? 1: 0;
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corner += sprite.leftTop ? 1: 0;
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corner += sprite.rightTop ? 1: 0;
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corner += sprite.rightBottom ? 1: 0;
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let vNum = 12 + (sprite.segments - 1) * corner;
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renderData.dataLength = vNum;
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renderData.resize(vNum, 18 + sprite.segments * 3 * corner);
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let indexBuffer = GPRoundBoxAssembler.GetIndexBuffer(sprite);
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renderData.chunk.setIndexBuffer(indexBuffer);
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return renderData;
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},
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// 照抄simple的
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updateRenderData (sprite: GPRoundBoxSprite) {
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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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// 局部坐标转世界坐标 照抄的,不用改
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updateWorldVerts (sprite: GPRoundBoxSprite, 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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// 每帧调用的,把数据和到一整个meshbuffer里
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fillBuffers (sprite: GPRoundBoxSprite) {
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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.node.hasChangedFlags || 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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}
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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 bid = chunk.bufferId;
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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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// 沿着当前这个位置往后将我们这个对象的index放进去
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let indexBuffer = GPRoundBoxAssembler.GetIndexBuffer(sprite);
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for (let i = 0; i < renderData.indexCount; i++) {
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ib[indexOffset++] = vid + indexBuffer[i];
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}
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meshBuffer.indexOffset += renderData.indexCount;
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},
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// 计算每个顶点相对于sprite坐标的位置
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updateVertexData (sprite: GPRoundBoxSprite) {
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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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const left = 0 - appX;
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const right = cw - appX;
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const top = ch - appY;
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const bottom = 0 - appY;
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const left_r = left + sprite.radius;
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const bottom_r = bottom + sprite.radius;
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const top_r = top - sprite.radius;
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const right_r = right - sprite.radius;
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// 三个矩形的顶点
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dataList[0].x = left;
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dataList[0].y = sprite.leftBottom ? bottom_r: bottom;
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dataList[1].x = left;
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dataList[1].y = sprite.leftTop ? top_r: top;
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dataList[2].x = left_r;
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dataList[2].y = sprite.leftTop ? top_r: top;
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dataList[3].x = left_r;
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dataList[3].y = sprite.leftBottom ? bottom_r: bottom;
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dataList[4].x = left_r;
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dataList[4].y = bottom;
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dataList[5].x = left_r;
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dataList[5].y = top;
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dataList[6].x = right_r;
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dataList[6].y = top;
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dataList[7].x = right_r;
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dataList[7].y = bottom;
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dataList[8].x = right_r;
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dataList[8].y = sprite.rightBottom ? bottom_r: bottom;
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dataList[9].x = right_r;
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dataList[9].y = sprite.rightTop ? top_r: top;
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dataList[10].x = right;
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dataList[10].y = sprite.rightTop ? top_r: top;
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dataList[11].x = right;
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dataList[11].y = sprite.rightBottom ? bottom_r: bottom;
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// 扇形圆角的顶点
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let index = 12;
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let fanPosBuild = function(center, startAngle) {
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for (let i = 1; i < sprite.segments; i++) {
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// 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
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// 每个扇形都是90度
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let angle = startAngle * Math.PI / 180 - i / sprite.segments * 0.5 * Math.PI;
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dataList[index].x = center.x + Math.cos(angle) * sprite.radius;
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dataList[index].y = center.y + Math.sin(angle) * sprite.radius;
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index++;
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}
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}
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if (sprite.leftBottom)
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fanPosBuild(dataList[3], 270);
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if (sprite.leftTop)
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fanPosBuild(dataList[2], 180);
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if (sprite.rightTop)
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fanPosBuild(dataList[9], 90);
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if (sprite.rightBottom)
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fanPosBuild(dataList[8], 0);
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renderData.vertDirty = true;
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},
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// 更新计算uv
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updateUVs (sprite: GPRoundBoxSprite) {
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if (!sprite.spriteFrame) return;
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const renderData = sprite.renderData!;
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const vData = renderData.chunk.vb;
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const uv = sprite.spriteFrame.uv;
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// 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
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// 左下,右下,左上,右上
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const uv_l = uv[0];
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const uv_b = uv[1];
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const uv_r = uv[2];
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const uv_t = uv[5];
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const uv_w = Math.abs(uv_r - uv_l);
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const uv_h = uv_t - uv_b;
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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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// 用相对坐标,计算uv
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for (let i = 0; i < renderData.dataLength; i++) {
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vData[i * renderData.floatStride + 3] = uv_l + (dataList[i].x + appX) / cw * uv_w;
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vData[i * renderData.floatStride + 4] = uv_b + (dataList[i].y + appY) / ch * uv_h;
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}
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},
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// 照抄,不用改
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updateColor (sprite: GPRoundBoxSprite) {
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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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}; |