6e8fbca745
match the genesis editor version 1.3.0.653.
293 lines
7.2 KiB
C++
293 lines
7.2 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "appframework/actor.h"
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#include "app/basegamefeature/managers/timesource.h"
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#include "foundation/math/matrix44.h"
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#include "foundation/math/float2.h"
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#include "foundation/math/float3.h"
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#include "foundation/meshbuilder/parallelogrambuilder.h"
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#include "sprite/spriteimage.h"
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#include "sprite/spritepackage.h"
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#include "sprite/spritemesh.h"
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#include "spritebaserendercomponent.h"
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#include "spriterenderobject.h"
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namespace App
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{
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using namespace Math;
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__ImplementClass(App::SpriteBaseRenderComponent, 'SBRC', App::RenderComponent)
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SpriteBaseRenderComponent::SpriteBaseRenderComponent()
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{
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}
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SpriteBaseRenderComponent::~SpriteBaseRenderComponent()
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{
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}
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void SpriteBaseRenderComponent::SetupCallbacks()
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{
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mActor->RegisterComponentCallback(this, MoveAfter);
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Super::SetupCallbacks();
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}
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void SpriteBaseRenderComponent::UpdateRenderLayer()
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{
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if (mRenderObject.isvalid())
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{
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mRenderObject->SetLayerID(mActor->GetLayerID());
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}
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}
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void SpriteBaseRenderComponent::OnActivate()
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{
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if (!mRenderObject)
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{
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_BuildSimpleRenderObject();
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}
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mRenderObject->SetTransform(mActor->GetWorldTransform());
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if (mVisible)
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{
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_AttachRenderObject();
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}
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Super::OnActivate();
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}
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void SpriteBaseRenderComponent::OnDeactivate()
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{
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if (IsActive())
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{
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_DeattachRenderObject();
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}
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Super::OnDeactivate();
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}
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void SpriteBaseRenderComponent::OnDestroy()
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{
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if (IsActive())
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{
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_DeattachRenderObject();
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}
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mRenderableResUnitList.Clear();
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mSpriteInfo.Destroy();
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Super::OnDestroy();
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}
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void SpriteBaseRenderComponent::_OnMoveAfter()
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{
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n_assert(mActor)
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if (mRenderObject.isvalid())
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{
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mRenderObject->SetTransform(mActor->GetWorldTransform());
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}
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}
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void SpriteBaseRenderComponent::CopyFrom( const GPtr<Component>& pComponent )
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{
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if( !pComponent.isvalid() )
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return;
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if( !pComponent->GetRtti()->IsDerivedFrom( *(this->GetRtti()) ) )
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return;
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if ( IsActive() )
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{
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return;
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}
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const GPtr<SpriteBaseRenderComponent> rh = pComponent.downcast<SpriteBaseRenderComponent>();
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//mSpriteInfo.CopyFrom(rh->mSpriteInfo);
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Setup(rh->GetPackageID());
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}
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void SpriteBaseRenderComponent::GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const
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{
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mSpriteInfo.GetReferenceResourceId(list);
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/// Do not get super's ReferenceResourceIds;
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}
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void SpriteBaseRenderComponent::Setup(const Resources::ResourceId& packId)
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{
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mSpriteInfo.Set(packId);
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}
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void SpriteBaseRenderComponent::SetVisible(bool bVis)
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{
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Super::SetVisible(bVis);
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if (IsActive())
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{
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if (mVisible)
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{
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_AttachRenderObject();
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}
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else
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{
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_DeattachRenderObject();
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}
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}
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}
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void SpriteBaseRenderComponent::_AttachRenderObject()
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{
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if (mRenderObject)
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{
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n_assert(mActor);
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mRenderObject->Attach(mActor->GetRenderScene());
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}
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}
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void SpriteBaseRenderComponent::_DeattachRenderObject()
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{
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if (mRenderObject)
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{
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n_assert(mActor);
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mRenderObject->Detach();
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//mRenderableResUnitList.Clear();
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}
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}
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void SpriteBaseRenderComponent::OnRenderSceneChanged()
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{
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if (mRenderObject.isvalid() && mRenderObject->Attached())
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{
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mRenderObject->Attach(mActor->GetRenderScene());
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}
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}
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void SpriteBaseRenderComponent::_SetMaterial()
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{
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mRenderableResUnitList[0].SetResInfo(mSpriteInfo.GetMaterial());
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}
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void SpriteBaseRenderComponent::_BuildSimpleRenderObject()
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{
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n_assert(NULL == mRenderObject);
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mRenderObject = RenderObjectType::Create();
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mRenderObject->SetOwner(this);
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mRenderObject->SetBoundingBox(mSpriteInfo.GetBoundingBox());
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}
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void SpriteBaseRenderComponent::_UpdateBoundingBox()
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{
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n_assert(NULL != mRenderObject);
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mRenderObject->SetBoundingBox(mSpriteInfo.GetBoundingBox());
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if (mActor)
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{
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mActor->_UpdateLocalBBox();
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}
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}
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bool SpriteBaseRenderComponent::_BuildSimpleRenderable()
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{
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if (mSpriteInfo.GetPrimitiveHandle().IsValid())
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{
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mRenderableResUnitList.Clear();
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mRenderableResUnitList.Append(Graphic::RenderbleResUnit());
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_SetMaterial();
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mRenderableResUnitList[0].ResetRenderable<RenderObjectType::RenderableType>();
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return true;
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};
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return false;
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}
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void SpriteBaseRenderComponent::_SetImage(const GPtr<Sprite::SpriteImage>& texture)
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{
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n_assert(texture.isvalid());
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if (0 == mRenderableResUnitList.Size())
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{
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if (!_BuildSimpleRenderable())
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{
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return;
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}
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}
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#ifdef __SPRITE_CHECK__
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if (mSpriteInfo.CheckMaterial())
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{
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_SetMaterial();
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}
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#endif
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mRenderableResUnitList[0].GetRenderableFast<RenderObjectType::RenderableType>()->SetImage(texture);
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}
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void SpriteBaseRenderComponent::_ClearRenderable()
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{
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mRenderableResUnitList.Clear();
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}
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const RenderBase::PrimitiveHandle& SpriteBaseRenderComponent::_getHandle() const
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{
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return mSpriteInfo.GetPrimitiveHandle();
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}
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Resources::ResourceId SpriteBaseRenderComponent::GetPackageID() const
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{
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return mSpriteInfo.GetPackID();
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}
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void SpriteBaseRenderComponent::SetMaterialID( IndexT iSubMesh, const Resources::ResourceId& matID,const bool bCopy /* = false */,Resources::Priority p )
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{
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///empty.
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}
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void SpriteBaseRenderComponent::SetMaterialByShaderID( IndexT iSubMesh, const Resources::ResourceId& shaderID,const bool bSave /* = true */,Resources::Priority p )
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{
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///empty.
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}
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void SpriteBaseRenderComponent::ModifyMaterialShaderID(IndexT iSubMesh, const Resources::ResourceId& shaderID)
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{
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///empty.
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}
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Math::bbox SpriteBaseRenderComponent::GetLocalBoundingBox()
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{
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return mSpriteInfo.GetBoundingBox();
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}
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bool SpriteBaseRenderComponent::Intersect( const Math::Ray& worldRay, Math::scalar& fout, Math::scalar fTolerance /*= N_TINY*/ )
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{
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if (GetActor())
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{
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const GPtr<Resources::SpritePackageResInfo> spri = mSpriteInfo.GetPackageResInfo();
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if (spri)
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{
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GPtr<Sprite::SpritePackage> sp = spri->GetPackage();
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if (sp && sp->GetMesh())
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{
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Math::matrix44 invMat = Math::matrix44::inverse(GetActor()->GetWorldTransform());
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Math::Ray localRay = worldRay.Tramsform( invMat );
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return sp->GetMesh()->Intersect(localRay, fout, fTolerance);
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}
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}
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}
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return false;
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}
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} |