StaticSprite2D.cpp 5.9 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Context.h"
  24. #include "Scene.h"
  25. #include "Sprite2D.h"
  26. #include "StaticSprite2D.h"
  27. #include "Texture2D.h"
  28. #include "DebugNew.h"
  29. namespace Urho3D
  30. {
  31. extern const char* URHO2D_CATEGORY;
  32. StaticSprite2D::StaticSprite2D(Context* context) :
  33. Drawable2D(context),
  34. flipX_(false),
  35. flipY_(false),
  36. color_(Color::WHITE)
  37. {
  38. vertices_.Reserve(6);
  39. }
  40. StaticSprite2D::~StaticSprite2D()
  41. {
  42. }
  43. void StaticSprite2D::RegisterObject(Context* context)
  44. {
  45. context->RegisterFactory<StaticSprite2D>(URHO2D_CATEGORY);
  46. ACCESSOR_ATTRIBUTE(StaticSprite2D, VAR_BOOL, "Flip X", GetFlipX, SetFlipX, bool, false, AM_DEFAULT);
  47. ACCESSOR_ATTRIBUTE(StaticSprite2D, VAR_BOOL, "Flip Y", GetFlipY, SetFlipY, bool, false, AM_DEFAULT);
  48. REF_ACCESSOR_ATTRIBUTE(StaticSprite2D, VAR_COLOR, "Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
  49. COPY_BASE_ATTRIBUTES(StaticSprite2D, Drawable2D);
  50. }
  51. void StaticSprite2D::SetFlip(bool flipX, bool flipY)
  52. {
  53. if (flipX_ == flipX && flipY_ == flipY)
  54. return;
  55. flipX_ = flipX;
  56. flipY_ = flipY;
  57. verticesDirty_ = true;
  58. MarkNetworkUpdate();
  59. }
  60. void StaticSprite2D::SetFlipX(bool flipX)
  61. {
  62. SetFlip(flipX, flipY_);
  63. }
  64. void StaticSprite2D::SetFlipY(bool flipY)
  65. {
  66. SetFlip(flipX_, flipY);
  67. }
  68. void StaticSprite2D::SetColor(const Color& color)
  69. {
  70. if (color == color_)
  71. return;
  72. color_ = color;
  73. verticesDirty_ = true;
  74. MarkNetworkUpdate();
  75. }
  76. void StaticSprite2D::OnWorldBoundingBoxUpdate()
  77. {
  78. boundingBox_.Clear();
  79. if (sprite_)
  80. {
  81. const IntRect& rectangle_ = sprite_->GetRectangle();
  82. float width = (float)rectangle_.Width() * PIXEL_SIZE; // Compute width and height in pixels
  83. float height = (float)rectangle_.Height() * PIXEL_SIZE;
  84. const Vector2& hotSpot = sprite_->GetHotSpot();
  85. float hotSpotX = flipX_ ? (1.0f - hotSpot.x_) : hotSpot.x_;
  86. float hotSpotY = flipY_ ? (1.0f - hotSpot.y_) : hotSpot.y_;
  87. float leftX = -width * hotSpotX;
  88. float rightX = width * (1.0f - hotSpotX);
  89. float bottomY = -height * hotSpotY;
  90. float topY = height * (1.0f - hotSpotY);
  91. boundingBox_.Merge(Vector3(leftX, bottomY, 0.0f));
  92. boundingBox_.Merge(Vector3(rightX, topY, 0.0f));
  93. }
  94. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  95. }
  96. void StaticSprite2D::UpdateVertices()
  97. {
  98. if (!verticesDirty_)
  99. return;
  100. vertices_.Clear();
  101. Texture2D* texture = GetTexture();
  102. if (!texture)
  103. return;
  104. const IntRect& rectangle_ = sprite_->GetRectangle();
  105. if (rectangle_.Width() == 0 || rectangle_.Height() == 0)
  106. return;
  107. /*
  108. V1---------V2
  109. | / |
  110. | / |
  111. | / |
  112. | / |
  113. | / |
  114. V0---------V3
  115. */
  116. Vertex2D vertex0;
  117. Vertex2D vertex1;
  118. Vertex2D vertex2;
  119. Vertex2D vertex3;
  120. float width = (float)rectangle_.Width() * PIXEL_SIZE; // Compute width and height in pixels
  121. float height = (float)rectangle_.Height() * PIXEL_SIZE;
  122. const Vector2& hotSpot = sprite_->GetHotSpot();
  123. float hotSpotX = flipX_ ? (1.0f - hotSpot.x_) : hotSpot.x_;
  124. float hotSpotY = flipY_ ? (1.0f - hotSpot.y_) : hotSpot.y_;
  125. float leftX = -width * hotSpotX;
  126. float rightX = width * (1.0f - hotSpotX);
  127. float bottomY = -height * hotSpotY;
  128. float topY = height * (1.0f - hotSpotY);
  129. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  130. vertex0.position_ = worldTransform * Vector3(leftX, bottomY, 0.0f);
  131. vertex1.position_ = worldTransform * Vector3(leftX, topY, 0.0f);
  132. vertex2.position_ = worldTransform * Vector3(rightX, topY, 0.0f);
  133. vertex3.position_ = worldTransform * Vector3(rightX, bottomY, 0.0f);
  134. float invTexW = 1.0f / (float)texture->GetWidth();
  135. float invTexH = 1.0f / (float)texture->GetHeight();
  136. float leftU = rectangle_.left_ * invTexW;
  137. float rightU = rectangle_.right_ * invTexW;
  138. float topV = rectangle_.top_ * invTexH;
  139. float bottomV = rectangle_.bottom_ * invTexH;
  140. vertex0.uv_ = Vector2(leftU, bottomV);
  141. vertex1.uv_ = Vector2(leftU, topV);
  142. vertex2.uv_ = Vector2(rightU, topV);
  143. vertex3.uv_ = Vector2(rightU, bottomV);
  144. if (flipX_)
  145. {
  146. Swap(vertex0.uv_.x_, vertex3.uv_.x_);
  147. Swap(vertex1.uv_.x_, vertex2.uv_.x_);
  148. }
  149. if (flipY_)
  150. {
  151. Swap(vertex0.uv_.y_, vertex1.uv_.y_);
  152. Swap(vertex2.uv_.y_, vertex3.uv_.y_);
  153. }
  154. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = color_.ToUInt();
  155. vertices_.Push(vertex0);
  156. vertices_.Push(vertex1);
  157. vertices_.Push(vertex2);
  158. vertices_.Push(vertex3);
  159. verticesDirty_ = false;
  160. }
  161. }