Added updateQuad and boundingBox.

This commit is contained in:
NathanSweet 2013-04-08 18:55:19 +02:00
parent 5fbef05423
commit a624c637c7
5 changed files with 104 additions and 9 deletions

View File

@ -26,6 +26,10 @@
[self scheduleUpdate];
#if __CC_PLATFORM_MAC
[self setMouseEnabled:YES];
#endif
return self;
}
@ -37,4 +41,17 @@
}
}
#if __CC_PLATFORM_MAC
- (BOOL) ccMouseDown:(NSEvent*)event {
CCDirector* director = [CCDirector sharedDirector];
NSPoint location = [director convertEventToGL:event];
location.x -= [[director runningScene]position].x;
location.y -= [[director runningScene]position].y;
location.x -= skeletonNode.position.x;
location.y -= skeletonNode.position.y;
if (CGRectContainsPoint(skeletonNode.boundingBox, location)) NSLog(@"Clicked!");
return YES;
}
#endif
@end

View File

@ -34,6 +34,7 @@ namespace spine {
extern "C" {
#endif
ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* self, Slot* slot);
ccV3F_C4B_T2F_Quad* RegionAttachment_getQuad (RegionAttachment* self);
#ifdef __cplusplus

View File

@ -94,7 +94,7 @@ void _Cocos2dRegionAttachment_dispose (Attachment* self) {
FREE(self);
}
void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* attachment, Slot* slot) {
Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
Cocos2dSkeleton* skeleton = SUB_CAST(Cocos2dSkeleton, slot->skeleton);
@ -130,12 +130,21 @@ void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
quad->br.vertices.x = offset[6] * slot->bone->m00 + offset[7] * slot->bone->m01 + slot->bone->worldX;
quad->br.vertices.y = offset[6] * slot->bone->m10 + offset[7] * slot->bone->m11 + slot->bone->worldY;
return quad;
}
void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
RegionAttachment_updateQuad(attachment, slot);
Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
Cocos2dSkeleton* skeleton = SUB_CAST(Cocos2dSkeleton, slot->skeleton);
// Cocos2d doesn't handle batching for us, so we'll just force a single texture per skeleton.
skeleton->node->textureAtlas = self->textureAtlas;
while (self->textureAtlas.capacity <= skeleton->node->quadCount) {
if (![self->textureAtlas resizeCapacity:self->textureAtlas.capacity * 2]) return;
}
[self->textureAtlas updateQuad:quad atIndex:skeleton->node->quadCount++];
[self->textureAtlas updateQuad:&self->quad atIndex:skeleton->node->quadCount++];
}
RegionAttachment* RegionAttachment_create (const char* name, AtlasRegion* region) {
@ -304,7 +313,7 @@ char* _Util_readFile (const char* path, int* length) {
skeleton->a = self.opacity / (float)255;
quadCount = 0;
for (int i = 0, n = skeleton->slotCount; i < n; i++)
for (int i = 0, n = skeleton->slotCount; i < n; ++i)
if (skeleton->slots[i]->attachment) Attachment_draw(skeleton->slots[i]->attachment, skeleton->slots[i]);
if (textureAtlas) [textureAtlas drawNumberOfQuads:quadCount];
@ -313,7 +322,7 @@ char* _Util_readFile (const char* path, int* length) {
ccDrawColor4B(0, 0, 255, 255);
glLineWidth(1);
CGPoint points[4];
for (int i = 0, n = skeleton->slotCount; i < n; i++) {
for (int i = 0, n = skeleton->slotCount; i < n; ++i) {
if (!skeleton->slots[i]->attachment) continue;
ccV3F_C4B_T2F_Quad* quad = &((Cocos2dRegionAttachment*)skeleton->slots[i]->attachment)->quad;
points[0] = ccp(quad->bl.vertices.x, quad->bl.vertices.y);
@ -327,7 +336,7 @@ char* _Util_readFile (const char* path, int* length) {
// Bone lengths.
glLineWidth(2);
ccDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
for (int i = 0, n = skeleton->boneCount; i < n; ++i) {
Bone *bone = skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
@ -336,7 +345,7 @@ char* _Util_readFile (const char* path, int* length) {
// Bone origins.
ccPointSize(4);
ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = skeleton->boneCount; i < n; i++) {
for (int i = 0, n = skeleton->boneCount; i < n; ++i) {
Bone *bone = skeleton->bones[i];
ccDrawPoint(ccp(bone->worldX, bone->worldY));
if (i == 0) ccDrawColor4B(0, 255, 0, 255);
@ -344,6 +353,33 @@ char* _Util_readFile (const char* path, int* length) {
}
}
- (CGRect) boundingBox {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
Attachment* attachment = slot->attachment;
if (attachment->type != ATTACHMENT_REGION) continue;
Cocos2dRegionAttachment* regionAttachment = SUB_CAST(Cocos2dRegionAttachment, attachment);
minX = fmin(minX, regionAttachment->quad.bl.vertices.x);
minY = fmin(minY, regionAttachment->quad.bl.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.bl.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.bl.vertices.y);
minX = fmin(minX, regionAttachment->quad.br.vertices.x);
minY = fmin(minY, regionAttachment->quad.br.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.br.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.br.vertices.y);
minX = fmin(minX, regionAttachment->quad.tl.vertices.x);
minY = fmin(minY, regionAttachment->quad.tl.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.tl.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.tl.vertices.y);
minX = fmin(minX, regionAttachment->quad.tr.vertices.x);
minY = fmin(minY, regionAttachment->quad.tr.vertices.y);
maxX = fmax(maxX, regionAttachment->quad.tr.vertices.x);
maxY = fmax(maxY, regionAttachment->quad.tr.vertices.y);
}
return CGRectMake(minX, minY, maxX - minX, maxY - minY);
}
// Convenience methods:
- (void) setMix:(NSString*)fromName to:(NSString*)toName duration:(float)duration {

View File

@ -27,6 +27,8 @@
#include <spine/extension.h>
USING_NS_CC;
using std::min;
using std::max;
namespace spine {
void _Cocos2dxAtlasPage_dispose (AtlasPage* page) {
@ -186,6 +188,33 @@ void CCSkeleton::draw () {
}
}
CCRect CCSkeleton::boundingBox () {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
Attachment* attachment = slot->attachment;
if (attachment->type != ATTACHMENT_REGION) continue;
Cocos2dxRegionAttachment* regionAttachment = SUB_CAST(Cocos2dxRegionAttachment, attachment);
minX = min(minX, regionAttachment->quad.bl.vertices.x);
minY = min(minY, regionAttachment->quad.bl.vertices.y);
maxX = max(maxX, regionAttachment->quad.bl.vertices.x);
maxY = max(maxY, regionAttachment->quad.bl.vertices.y);
minX = min(minX, regionAttachment->quad.br.vertices.x);
minY = min(minY, regionAttachment->quad.br.vertices.y);
maxX = max(maxX, regionAttachment->quad.br.vertices.x);
maxY = max(maxY, regionAttachment->quad.br.vertices.y);
minX = min(minX, regionAttachment->quad.tl.vertices.x);
minY = min(minY, regionAttachment->quad.tl.vertices.y);
maxX = max(maxX, regionAttachment->quad.tl.vertices.x);
maxY = max(maxY, regionAttachment->quad.tl.vertices.y);
minX = min(minX, regionAttachment->quad.tr.vertices.x);
minY = min(minY, regionAttachment->quad.tr.vertices.y);
maxX = max(maxX, regionAttachment->quad.tr.vertices.x);
maxY = max(maxY, regionAttachment->quad.tr.vertices.y);
}
return CCRectMake(minX, minY, maxX - minX, maxY - minY);
}
// Convenience methods:
void CCSkeleton::setMix (const char* fromName, const char* toName, float duration) {
@ -255,7 +284,7 @@ void _Cocos2dxRegionAttachment_dispose (Attachment* self) {
FREE(self);
}
void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* attachment, Slot* slot) {
Cocos2dxRegionAttachment* self = SUB_CAST(Cocos2dxRegionAttachment, attachment);
Cocos2dxSkeleton* skeleton = SUB_CAST(Cocos2dxSkeleton, slot->skeleton);
@ -291,12 +320,21 @@ void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
quad->br.vertices.x = offset[6] * slot->bone->m00 + offset[7] * slot->bone->m01 + slot->bone->worldX;
quad->br.vertices.y = offset[6] * slot->bone->m10 + offset[7] * slot->bone->m11 + slot->bone->worldY;
// cocos2dx doesn't handle batching for us, so we'll just force a single texture per skeleton.
return quad;
}
void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
RegionAttachment_updateQuad(attachment, slot);
Cocos2dxRegionAttachment* self = SUB_CAST(Cocos2dxRegionAttachment, attachment);
Cocos2dxSkeleton* skeleton = SUB_CAST(Cocos2dxSkeleton, slot->skeleton);
// cocos2dx doesn't handle batching for us, so we force a single texture per skeleton.
skeleton->node->textureAtlas = self->textureAtlas;
while (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) {
if (!self->textureAtlas->resizeCapacity(self->textureAtlas->getCapacity() * 2)) return;
}
self->textureAtlas->updateQuad(quad, skeleton->node->quadCount++);
self->textureAtlas->updateQuad(&self->quad, skeleton->node->quadCount++);
}
RegionAttachment* RegionAttachment_create (const char* name, AtlasRegion* region) {

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@ -102,6 +102,7 @@ public:
virtual void update (float deltaTime);
virtual void draw ();
virtual cocos2d::CCRect boundingBox ();
// CCBlendProtocol
CC_PROPERTY(cocos2d::ccBlendFunc, blendFunc, BlendFunc);
@ -115,6 +116,8 @@ typedef struct {
cocos2d::CCTextureAtlas* textureAtlas;
} Cocos2dxRegionAttachment;
cocos2d::ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* self, Slot* slot);
}
#endif /* SPINE_COCOS2DX_H_ */