mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 08:38:43 +08:00
Added updateQuad and boundingBox.
This commit is contained in:
parent
5fbef05423
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a624c637c7
@ -26,6 +26,10 @@
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[self scheduleUpdate];
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#if __CC_PLATFORM_MAC
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[self setMouseEnabled:YES];
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#endif
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return self;
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}
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@ -37,4 +41,17 @@
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}
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}
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#if __CC_PLATFORM_MAC
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- (BOOL) ccMouseDown:(NSEvent*)event {
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CCDirector* director = [CCDirector sharedDirector];
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NSPoint location = [director convertEventToGL:event];
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location.x -= [[director runningScene]position].x;
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location.y -= [[director runningScene]position].y;
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location.x -= skeletonNode.position.x;
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location.y -= skeletonNode.position.y;
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if (CGRectContainsPoint(skeletonNode.boundingBox, location)) NSLog(@"Clicked!");
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return YES;
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}
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#endif
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@end
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@ -34,6 +34,7 @@ namespace spine {
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extern "C" {
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#endif
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ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* self, Slot* slot);
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ccV3F_C4B_T2F_Quad* RegionAttachment_getQuad (RegionAttachment* self);
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#ifdef __cplusplus
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@ -94,7 +94,7 @@ void _Cocos2dRegionAttachment_dispose (Attachment* self) {
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FREE(self);
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}
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void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* attachment, Slot* slot) {
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Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
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Cocos2dSkeleton* skeleton = SUB_CAST(Cocos2dSkeleton, slot->skeleton);
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@ -130,12 +130,21 @@ void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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quad->br.vertices.x = offset[6] * slot->bone->m00 + offset[7] * slot->bone->m01 + slot->bone->worldX;
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quad->br.vertices.y = offset[6] * slot->bone->m10 + offset[7] * slot->bone->m11 + slot->bone->worldY;
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return quad;
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}
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void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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RegionAttachment_updateQuad(attachment, slot);
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Cocos2dRegionAttachment* self = SUB_CAST(Cocos2dRegionAttachment, attachment);
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Cocos2dSkeleton* skeleton = SUB_CAST(Cocos2dSkeleton, slot->skeleton);
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// Cocos2d doesn't handle batching for us, so we'll just force a single texture per skeleton.
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skeleton->node->textureAtlas = self->textureAtlas;
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while (self->textureAtlas.capacity <= skeleton->node->quadCount) {
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if (![self->textureAtlas resizeCapacity:self->textureAtlas.capacity * 2]) return;
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}
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[self->textureAtlas updateQuad:quad atIndex:skeleton->node->quadCount++];
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[self->textureAtlas updateQuad:&self->quad atIndex:skeleton->node->quadCount++];
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}
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RegionAttachment* RegionAttachment_create (const char* name, AtlasRegion* region) {
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@ -304,7 +313,7 @@ char* _Util_readFile (const char* path, int* length) {
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skeleton->a = self.opacity / (float)255;
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quadCount = 0;
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for (int i = 0, n = skeleton->slotCount; i < n; i++)
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for (int i = 0, n = skeleton->slotCount; i < n; ++i)
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if (skeleton->slots[i]->attachment) Attachment_draw(skeleton->slots[i]->attachment, skeleton->slots[i]);
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if (textureAtlas) [textureAtlas drawNumberOfQuads:quadCount];
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@ -313,7 +322,7 @@ char* _Util_readFile (const char* path, int* length) {
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ccDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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CGPoint points[4];
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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for (int i = 0, n = skeleton->slotCount; i < n; ++i) {
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if (!skeleton->slots[i]->attachment) continue;
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ccV3F_C4B_T2F_Quad* quad = &((Cocos2dRegionAttachment*)skeleton->slots[i]->attachment)->quad;
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points[0] = ccp(quad->bl.vertices.x, quad->bl.vertices.y);
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@ -327,7 +336,7 @@ char* _Util_readFile (const char* path, int* length) {
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// Bone lengths.
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glLineWidth(2);
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ccDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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for (int i = 0, n = skeleton->boneCount; i < n; ++i) {
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Bone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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@ -336,7 +345,7 @@ char* _Util_readFile (const char* path, int* length) {
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// Bone origins.
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ccPointSize(4);
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ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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for (int i = 0, n = skeleton->boneCount; i < n; ++i) {
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Bone *bone = skeleton->bones[i];
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ccDrawPoint(ccp(bone->worldX, bone->worldY));
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if (i == 0) ccDrawColor4B(0, 255, 0, 255);
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@ -344,6 +353,33 @@ char* _Util_readFile (const char* path, int* length) {
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}
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}
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- (CGRect) boundingBox {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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for (int i = 0; i < skeleton->slotCount; ++i) {
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Slot* slot = skeleton->slots[i];
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Attachment* attachment = slot->attachment;
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if (attachment->type != ATTACHMENT_REGION) continue;
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Cocos2dRegionAttachment* regionAttachment = SUB_CAST(Cocos2dRegionAttachment, attachment);
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minX = fmin(minX, regionAttachment->quad.bl.vertices.x);
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minY = fmin(minY, regionAttachment->quad.bl.vertices.y);
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maxX = fmax(maxX, regionAttachment->quad.bl.vertices.x);
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maxY = fmax(maxY, regionAttachment->quad.bl.vertices.y);
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minX = fmin(minX, regionAttachment->quad.br.vertices.x);
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minY = fmin(minY, regionAttachment->quad.br.vertices.y);
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maxX = fmax(maxX, regionAttachment->quad.br.vertices.x);
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maxY = fmax(maxY, regionAttachment->quad.br.vertices.y);
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minX = fmin(minX, regionAttachment->quad.tl.vertices.x);
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minY = fmin(minY, regionAttachment->quad.tl.vertices.y);
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maxX = fmax(maxX, regionAttachment->quad.tl.vertices.x);
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maxY = fmax(maxY, regionAttachment->quad.tl.vertices.y);
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minX = fmin(minX, regionAttachment->quad.tr.vertices.x);
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minY = fmin(minY, regionAttachment->quad.tr.vertices.y);
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maxX = fmax(maxX, regionAttachment->quad.tr.vertices.x);
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maxY = fmax(maxY, regionAttachment->quad.tr.vertices.y);
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}
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return CGRectMake(minX, minY, maxX - minX, maxY - minY);
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}
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// Convenience methods:
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- (void) setMix:(NSString*)fromName to:(NSString*)toName duration:(float)duration {
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@ -27,6 +27,8 @@
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#include <spine/extension.h>
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USING_NS_CC;
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using std::min;
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using std::max;
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namespace spine {
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void _Cocos2dxAtlasPage_dispose (AtlasPage* page) {
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@ -186,6 +188,33 @@ void CCSkeleton::draw () {
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}
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}
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CCRect CCSkeleton::boundingBox () {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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for (int i = 0; i < skeleton->slotCount; ++i) {
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Slot* slot = skeleton->slots[i];
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Attachment* attachment = slot->attachment;
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if (attachment->type != ATTACHMENT_REGION) continue;
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Cocos2dxRegionAttachment* regionAttachment = SUB_CAST(Cocos2dxRegionAttachment, attachment);
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minX = min(minX, regionAttachment->quad.bl.vertices.x);
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minY = min(minY, regionAttachment->quad.bl.vertices.y);
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maxX = max(maxX, regionAttachment->quad.bl.vertices.x);
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maxY = max(maxY, regionAttachment->quad.bl.vertices.y);
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minX = min(minX, regionAttachment->quad.br.vertices.x);
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minY = min(minY, regionAttachment->quad.br.vertices.y);
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maxX = max(maxX, regionAttachment->quad.br.vertices.x);
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maxY = max(maxY, regionAttachment->quad.br.vertices.y);
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minX = min(minX, regionAttachment->quad.tl.vertices.x);
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minY = min(minY, regionAttachment->quad.tl.vertices.y);
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maxX = max(maxX, regionAttachment->quad.tl.vertices.x);
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maxY = max(maxY, regionAttachment->quad.tl.vertices.y);
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minX = min(minX, regionAttachment->quad.tr.vertices.x);
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minY = min(minY, regionAttachment->quad.tr.vertices.y);
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maxX = max(maxX, regionAttachment->quad.tr.vertices.x);
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maxY = max(maxY, regionAttachment->quad.tr.vertices.y);
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}
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return CCRectMake(minX, minY, maxX - minX, maxY - minY);
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}
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// Convenience methods:
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void CCSkeleton::setMix (const char* fromName, const char* toName, float duration) {
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@ -255,7 +284,7 @@ void _Cocos2dxRegionAttachment_dispose (Attachment* self) {
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FREE(self);
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}
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void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* attachment, Slot* slot) {
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Cocos2dxRegionAttachment* self = SUB_CAST(Cocos2dxRegionAttachment, attachment);
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Cocos2dxSkeleton* skeleton = SUB_CAST(Cocos2dxSkeleton, slot->skeleton);
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@ -291,12 +320,21 @@ void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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quad->br.vertices.x = offset[6] * slot->bone->m00 + offset[7] * slot->bone->m01 + slot->bone->worldX;
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quad->br.vertices.y = offset[6] * slot->bone->m10 + offset[7] * slot->bone->m11 + slot->bone->worldY;
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// cocos2dx doesn't handle batching for us, so we'll just force a single texture per skeleton.
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return quad;
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}
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void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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RegionAttachment_updateQuad(attachment, slot);
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Cocos2dxRegionAttachment* self = SUB_CAST(Cocos2dxRegionAttachment, attachment);
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Cocos2dxSkeleton* skeleton = SUB_CAST(Cocos2dxSkeleton, slot->skeleton);
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// cocos2dx doesn't handle batching for us, so we force a single texture per skeleton.
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skeleton->node->textureAtlas = self->textureAtlas;
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while (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) {
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if (!self->textureAtlas->resizeCapacity(self->textureAtlas->getCapacity() * 2)) return;
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}
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self->textureAtlas->updateQuad(quad, skeleton->node->quadCount++);
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self->textureAtlas->updateQuad(&self->quad, skeleton->node->quadCount++);
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}
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RegionAttachment* RegionAttachment_create (const char* name, AtlasRegion* region) {
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@ -102,6 +102,7 @@ public:
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virtual void update (float deltaTime);
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virtual void draw ();
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virtual cocos2d::CCRect boundingBox ();
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// CCBlendProtocol
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CC_PROPERTY(cocos2d::ccBlendFunc, blendFunc, BlendFunc);
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@ -115,6 +116,8 @@ typedef struct {
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cocos2d::CCTextureAtlas* textureAtlas;
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} Cocos2dxRegionAttachment;
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cocos2d::ccV3F_C4B_T2F_Quad* RegionAttachment_updateQuad (Attachment* self, Slot* slot);
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}
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#endif /* SPINE_COCOS2DX_H_ */
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