Переглянути джерело

vector and matrix names fixed

Vector -> Vec2
Matrix -> Mat4
according to cocos 2dx 3.1 alpha branch
sbrednikhin 11 роки тому
батько
коміт
0dd179b4b4

+ 1 - 1
spine-cocos2dx/example/Classes/GoblinsExample.cpp

@@ -52,7 +52,7 @@ bool GoblinsExample::init () {
 	skeletonNode->setSkin("goblin");
 
 	Size windowSize = Director::getInstance()->getWinSize();
-	skeletonNode->setPosition(Vector2(windowSize.width / 2, 20));
+	skeletonNode->setPosition(Vec2(windowSize.width / 2, 20));
 	addChild(skeletonNode);
 
 	scheduleUpdate();

+ 1 - 1
spine-cocos2dx/example/Classes/SpineboyExample.cpp

@@ -78,7 +78,7 @@ bool SpineboyExample::init () {
 	// skeletonNode->runAction(RepeatForever::create(Sequence::create(FadeOut::create(1), FadeIn::create(1), DelayTime::create(5), NULL)));
 
 	Size windowSize = Director::getInstance()->getWinSize();
-	skeletonNode->setPosition(Vector2(windowSize.width / 2, 20));
+	skeletonNode->setPosition(Vec2(windowSize.width / 2, 20));
 	addChild(skeletonNode);
 
 	scheduleUpdate();

+ 10 - 10
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -132,13 +132,13 @@ void SkeletonRenderer::update (float deltaTime) {
 	spSkeleton_update(skeleton, deltaTime * timeScale);
 }
 
-void SkeletonRenderer::draw (Renderer* renderer, const Matrix& transform, bool transformUpdated) {
+void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, bool transformUpdated) {
     drawCommand.init(_globalZOrder);
     drawCommand.func = CC_CALLBACK_0(SkeletonRenderer::drawSkeleton, this, transform, transformUpdated);
     renderer->addCommand(&drawCommand);
 }
 
-void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpdated) {
+void SkeletonRenderer::drawSkeleton (const Mat4 &transform, bool transformUpdated) {
 	getShaderProgram()->use();
 	getShaderProgram()->setUniformsForBuiltins(transform);
 
@@ -228,17 +228,17 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
 			// Slots.
 			DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
 			glLineWidth(1);
-			Vector2 points[4];
+			Vec2 points[4];
 			V3F_C4B_T2F_Quad quad;
 			for (int i = 0, n = skeleton->slotCount; i < n; i++) {
 				spSlot* slot = skeleton->drawOrder[i];
 				if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
 				spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
 				spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
-				points[0] = Vector2(worldVertices[0], worldVertices[1]);
-				points[1] = Vector2(worldVertices[2], worldVertices[3]);
-				points[2] = Vector2(worldVertices[4], worldVertices[5]);
-				points[3] = Vector2(worldVertices[6], worldVertices[7]);
+				points[0] = Vec2(worldVertices[0], worldVertices[1]);
+				points[1] = Vec2(worldVertices[2], worldVertices[3]);
+				points[2] = Vec2(worldVertices[4], worldVertices[5]);
+				points[3] = Vec2(worldVertices[6], worldVertices[7]);
 				DrawPrimitives::drawPoly(points, 4, true);
 			}
 		}
@@ -250,14 +250,14 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
 				spBone *bone = skeleton->bones[i];
 				float x = bone->data->length * bone->m00 + bone->worldX;
 				float y = bone->data->length * bone->m10 + bone->worldY;
-				DrawPrimitives::drawLine(Vector2(bone->worldX, bone->worldY), Vector2(x, y));
+				DrawPrimitives::drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y));
 			}
 			// Bone origins.
 			DrawPrimitives::setPointSize(4);
 			DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
 			for (int i = 0, n = skeleton->boneCount; i < n; i++) {
 				spBone *bone = skeleton->bones[i];
-				DrawPrimitives::drawPoint(Vector2(bone->worldX, bone->worldY));
+				DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY));
 				if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
 			}
 		}
@@ -304,7 +304,7 @@ Rect SkeletonRenderer::boundingBox () {
 		maxX = max(maxX, vertices[SP_VERTEX_X3] * scaleX);
 		maxY = max(maxY, vertices[SP_VERTEX_Y3] * scaleY);
 	}
-	Vector2 position = getPosition();
+	Vec2 position = getPosition();
 	return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
 }
 

+ 2 - 2
spine-cocos2dx/src/spine/SkeletonRenderer.h

@@ -59,8 +59,8 @@ public:
 	virtual ~SkeletonRenderer ();
 
 	virtual void update (float deltaTime);
-	virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Matrix& transform, bool transformUpdated) override;
-	virtual void drawSkeleton (const cocos2d::Matrix& transform, bool transformUpdated);
+	virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, bool transformUpdated) override;
+	virtual void drawSkeleton (const cocos2d::Mat4& transform, bool transformUpdated);
 	virtual cocos2d::Rect boundingBox ();
 
 	// --- Convenience methods for common Skeleton_* functions.