// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Context.h" #include "Scene.h" #include "Sprite2D.h" #include "StaticSprite2D.h" #include "Texture2D.h" #include "DebugNew.h" namespace Urho3D { extern const char* URHO2D_CATEGORY; StaticSprite2D::StaticSprite2D(Context* context) : Drawable2D(context), flipX_(false), flipY_(false), color_(Color::WHITE), useHotSpot_(false), hotSpot_(0.5f, 0.5f) { vertices_.Reserve(6); } StaticSprite2D::~StaticSprite2D() { } void StaticSprite2D::RegisterObject(Context* context) { context->RegisterFactory(URHO2D_CATEGORY); MIXED_ACCESSOR_ATTRIBUTE("Sprite", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()), AM_DEFAULT); ACCESSOR_ATTRIBUTE("Flip X", GetFlipX, SetFlipX, bool, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Flip Y", GetFlipY, SetFlipY, bool, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT); COPY_BASE_ATTRIBUTES(Drawable2D); } void StaticSprite2D::SetSprite(Sprite2D* sprite) { if (sprite == sprite_) return; sprite_ = sprite; if (sprite) verticesDirty_ = true; SetTexture(sprite_ ? sprite_->GetTexture() : 0); } void StaticSprite2D::SetFlip(bool flipX, bool flipY) { if (flipX == flipX_ && flipY == flipY_) return; flipX_ = flipX; flipY_ = flipY; verticesDirty_ = true; MarkNetworkUpdate(); } void StaticSprite2D::SetFlipX(bool flipX) { SetFlip(flipX, flipY_); } void StaticSprite2D::SetFlipY(bool flipY) { SetFlip(flipX_, flipY); } void StaticSprite2D::SetColor(const Color& color) { if (color == color_) return; color_ = color; verticesDirty_ = true; MarkNetworkUpdate(); } void StaticSprite2D::SetUseHotSpot(bool useHotSpot) { if (useHotSpot == useHotSpot_) return; useHotSpot_ = useHotSpot; verticesDirty_ = true; MarkNetworkUpdate(); } void StaticSprite2D::SetHotSpot(const Vector2& hotspot) { if (hotspot == hotSpot_) return; hotSpot_ = hotspot; if (useHotSpot_) { verticesDirty_ = true; MarkNetworkUpdate(); } } Sprite2D* StaticSprite2D::GetSprite() const { return sprite_; } void StaticSprite2D::SetSpriteAttr(const ResourceRef& value) { Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value); if (sprite) SetSprite(sprite); } ResourceRef StaticSprite2D::GetSpriteAttr() const { return Sprite2D::SaveToResourceRef(sprite_); } void StaticSprite2D::OnWorldBoundingBoxUpdate() { boundingBox_.Clear(); if (sprite_) { const IntRect& rectangle_ = sprite_->GetRectangle(); float width = (float)rectangle_.Width() * PIXEL_SIZE; // Compute width and height in pixels float height = (float)rectangle_.Height() * PIXEL_SIZE; const Vector2& hotSpot = sprite_->GetHotSpot(); float hotSpotX = flipX_ ? (1.0f - hotSpot.x_) : hotSpot.x_; float hotSpotY = flipY_ ? (1.0f - hotSpot.y_) : hotSpot.y_; float leftX = -width * hotSpotX; float rightX = width * (1.0f - hotSpotX); float bottomY = -height * hotSpotY; float topY = height * (1.0f - hotSpotY); boundingBox_.Merge(Vector3(leftX, bottomY, 0.0f)); boundingBox_.Merge(Vector3(rightX, topY, 0.0f)); } worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform()); } void StaticSprite2D::UpdateVertices() { if (!verticesDirty_) return; vertices_.Clear(); Texture2D* texture = GetTexture(); if (!texture) return; const IntRect& rectangle_ = sprite_->GetRectangle(); if (rectangle_.Width() == 0 || rectangle_.Height() == 0) return; /* V1---------V2 | / | | / | | / | | / | | / | V0---------V3 */ Vertex2D vertex0; Vertex2D vertex1; Vertex2D vertex2; Vertex2D vertex3; float width = (float)rectangle_.Width() * PIXEL_SIZE; // Compute width and height in pixels float height = (float)rectangle_.Height() * PIXEL_SIZE; float hotSpotX; float hotSpotY; if (useHotSpot_) { hotSpotX = flipX_ ? (1.0f - hotSpot_.x_) : hotSpot_.x_; hotSpotY = flipY_ ? (1.0f - hotSpot_.y_) : hotSpot_.y_; } else { const Vector2& hotSpot = sprite_->GetHotSpot(); hotSpotX = flipX_ ? (1.0f - hotSpot.x_) : hotSpot.x_; hotSpotY = flipY_ ? (1.0f - hotSpot.y_) : hotSpot.y_; } #ifdef URHO3D_OPENGL float leftX = -width * hotSpotX; float rightX = width * (1.0f - hotSpotX); float bottomY = -height * hotSpotY; float topY = height * (1.0f - hotSpotY); #else const float halfPixelOffset = 0.5f * PIXEL_SIZE; float leftX = -width * hotSpotX + halfPixelOffset; float rightX = width * (1.0f - hotSpotX) + halfPixelOffset; float bottomY = -height * hotSpotY + halfPixelOffset; float topY = height * (1.0f - hotSpotY) + halfPixelOffset; #endif const Matrix3x4& worldTransform = node_->GetWorldTransform(); vertex0.position_ = worldTransform * Vector3(leftX, bottomY, 0.0f); vertex1.position_ = worldTransform * Vector3(leftX, topY, 0.0f); vertex2.position_ = worldTransform * Vector3(rightX, topY, 0.0f); vertex3.position_ = worldTransform * Vector3(rightX, bottomY, 0.0f); float invTexW = 1.0f / (float)texture->GetWidth(); float invTexH = 1.0f / (float)texture->GetHeight(); float leftU = rectangle_.left_ * invTexW; float rightU = rectangle_.right_ * invTexW; float topV = rectangle_.top_ * invTexH; float bottomV = rectangle_.bottom_ * invTexH; vertex0.uv_ = Vector2(leftU, bottomV); vertex1.uv_ = Vector2(leftU, topV); vertex2.uv_ = Vector2(rightU, topV); vertex3.uv_ = Vector2(rightU, bottomV); if (flipX_) { Swap(vertex0.uv_.x_, vertex3.uv_.x_); Swap(vertex1.uv_.x_, vertex2.uv_.x_); } if (flipY_) { Swap(vertex0.uv_.y_, vertex1.uv_.y_); Swap(vertex2.uv_.y_, vertex3.uv_.y_); } vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = color_.ToUInt(); vertices_.Push(vertex0); vertices_.Push(vertex1); vertices_.Push(vertex2); vertices_.Push(vertex3); verticesDirty_ = false; } }