Squashed commit of the following:

commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5
Author: Ricardo Quesada <ricardoquesada@gmail.com>
Date:   Wed May 14 10:03:44 2014 -0700

    math renames

    `Vector2` -> `Vec2`
    `Vector3` -> `Vec3`
    `Vector4` -> `Vec4`
    `Matrix` -> `Mat4`

commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 09:24:28 2014 -0700

    raw version of rename Vector3

commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 09:07:14 2014 -0700

    rename Vector2 after merge

commit ab2ed58c129dbc30a4c0970ed94568c5d271657b
Merge: 1978d2d 86fb75a
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 09:05:30 2014 -0700

    Merge branch 'v3' into v3_renameMathClassName

    Conflicts:
    	tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp
    	tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp
    	tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp
    	tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp
    	tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp

commit 1978d2d174877172ccddc083020a1bbf43ad3b39
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 08:51:45 2014 -0700

    rename vector2 in tests/cpp-empty-test folder

commit d4e0ff13dcce62724d2fece656543f26aa28e467
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:58:23 2014 -0700

    rename vector2 in tests/cpp-tests cpp files

commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:52:57 2014 -0700

    rename vector2 in tests/cpp-tests head files

commit 6daef564400d4e28c4ce20859a68e0f583fed125
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:49:48 2014 -0700

    rename vector2 in extension folder

commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:47:22 2014 -0700

    rename vector2 in cocos/2d cpp files

commit e1f3105aae06d595661a3030f519f7cc13aefbed
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:44:39 2014 -0700

    rename vector2 in cocos/2d head files

commit 6708d890bfe486109120c3cd4b9fe5c078b7108f
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:40:59 2014 -0700

    rename vector2 in cocos/base folder

commit d3978fa5447c31ea2f3ece5469b7e746dfba4248
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:40:43 2014 -0700

    rename vector2 in cocos/deprecated folder

commit 4bff45139363d6b9706edbbcf9f322d48b4fd019
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:40:26 2014 -0700

    rename vector2 in cocos/editor-support folder

commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:36:48 2014 -0700

    rename vector2 in cocos/ui folder

commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:32:39 2014 -0700

    rename vector2 in cocos/renderer folder

commit 0bd2710dd8714cecb993880bc37affd9ecb05c27
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:32:15 2014 -0700

    rename vector2 in cocos/physics folder

commit b7f0581c4587348bdbc1478d5374c2325735f21d
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:25:01 2014 -0700

    rename vector2 in cocos/math folder

commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd
Author: Huabing.Xu <dabingnn@gmail.com>
Date:   Wed May 14 00:16:55 2014 -0700

    rename Vector2 to Vec2
    deprecate typedef Vector2
This commit is contained in:
Ricardo Quesada 2014-05-14 10:07:09 -07:00
Родитель 86fb75a031
Коммит dc711643cd
458 изменённых файлов: 6048 добавлений и 6046 удалений

Просмотреть файл

@ -215,7 +215,7 @@ bool Follow::initWithTarget(Node *followedNode, const Rect& rect/* = Rect::ZERO*
_boundaryFullyCovered = false;
Size winSize = Director::getInstance()->getWinSize();
_fullScreenSize = Vector2(winSize.width, winSize.height);
_fullScreenSize = Vec2(winSize.width, winSize.height);
_halfScreenSize = _fullScreenSize * 0.5f;
if (_boundarySet)
@ -257,9 +257,9 @@ void Follow::step(float dt)
if(_boundaryFullyCovered)
return;
Vector2 tempPos = _halfScreenSize - _followedNode->getPosition();
Vec2 tempPos = _halfScreenSize - _followedNode->getPosition();
_target->setPosition(Vector2(clampf(tempPos.x, _leftBoundary, _rightBoundary),
_target->setPosition(Vec2(clampf(tempPos.x, _leftBoundary, _rightBoundary),
clampf(tempPos.y, _bottomBoundary, _topBoundary)));
}
else

Просмотреть файл

@ -277,8 +277,8 @@ protected:
bool _boundaryFullyCovered;
// fast access to the screen dimensions
Vector2 _halfScreenSize;
Vector2 _fullScreenSize;
Vec2 _halfScreenSize;
Vec2 _fullScreenSize;
// world boundaries
float _leftBoundary;

Просмотреть файл

@ -60,12 +60,12 @@ ActionCamera * ActionCamera::reverse() const
void ActionCamera::restore()
{
_center = Vector3(0, 0, 0);
_eye = Vector3(0, 0, FLT_EPSILON);
_up = Vector3(0, 1, 0);
_center = Vec3(0, 0, 0);
_eye = Vec3(0, 0, FLT_EPSILON);
_up = Vec3(0, 1, 0);
}
void ActionCamera::setEye(const Vector3& eye)
void ActionCamera::setEye(const Vec3& eye)
{
_eye = eye;
updateTransform();
@ -73,17 +73,17 @@ void ActionCamera::setEye(const Vector3& eye)
void ActionCamera::setEye(float x, float y, float z)
{
_eye = Vector3(x, y, z);
_eye = Vec3(x, y, z);
updateTransform();
}
void ActionCamera::setCenter(const Vector3& center)
void ActionCamera::setCenter(const Vec3& center)
{
_center = center;
updateTransform();
}
void ActionCamera::setUp(const Vector3& up)
void ActionCamera::setUp(const Vec3& up)
{
_up = up;
updateTransform();
@ -91,18 +91,18 @@ void ActionCamera::setUp(const Vector3& up)
void ActionCamera::updateTransform()
{
Matrix lookupMatrix;
Matrix::createLookAt(_eye.x, _eye.y, _eye.z, _center.x, _center.y, _center.z, _up.x, _up.y, _up.z, &lookupMatrix);
Mat4 lookupMatrix;
Mat4::createLookAt(_eye.x, _eye.y, _eye.z, _center.x, _center.y, _center.z, _up.x, _up.y, _up.z, &lookupMatrix);
Vector2 anchorPoint = _target->getAnchorPointInPoints();
Vec2 anchorPoint = _target->getAnchorPointInPoints();
bool needsTranslation = !anchorPoint.equals(Vector2::ZERO);
bool needsTranslation = !anchorPoint.equals(Vec2::ZERO);
Matrix mv = Matrix::IDENTITY;
Mat4 mv = Mat4::IDENTITY;
if(needsTranslation) {
Matrix t;
Matrix::createTranslation(anchorPoint.x, anchorPoint.y, 0, &t);
Mat4 t;
Mat4::createTranslation(anchorPoint.x, anchorPoint.y, 0, &t);
mv = mv * t;
}
@ -110,8 +110,8 @@ void ActionCamera::updateTransform()
if(needsTranslation) {
Matrix t;
Matrix::createTranslation(-anchorPoint.x, -anchorPoint.y, 0, &t);
Mat4 t;
Mat4::createTranslation(-anchorPoint.x, -anchorPoint.y, 0, &t);
mv = mv * t;
}

Просмотреть файл

@ -63,27 +63,27 @@ public:
virtual ActionCamera *clone() const override;
/* sets the Eye value of the Camera */
void setEye(const Vector3 &eye);
void setEye(const Vec3 &eye);
void setEye(float x, float y, float z);
/* returns the Eye value of the Camera */
const Vector3& getEye() const { return _eye; }
const Vec3& getEye() const { return _eye; }
/* sets the Center value of the Camera */
void setCenter(const Vector3 &center);
void setCenter(const Vec3 &center);
/* returns the Center value of the Camera */
const Vector3& getCenter() const { return _center; }
const Vec3& getCenter() const { return _center; }
/* sets the Up value of the Camera */
void setUp(const Vector3 &up);
void setUp(const Vec3 &up);
/* Returns the Up value of the Camera */
const Vector3& getUp() const { return _up; }
const Vec3& getUp() const { return _up; }
protected:
void restore();
void updateTransform();
Vector3 _center;
Vector3 _eye;
Vector3 _up;
Vec3 _center;
Vec3 _eye;
Vec3 _up;
};
/**

Просмотреть файл

@ -62,18 +62,18 @@ PointArray* PointArray::create(ssize_t capacity)
bool PointArray::initWithCapacity(ssize_t capacity)
{
_controlPoints = new vector<Vector2*>();
_controlPoints = new vector<Vec2*>();
return true;
}
PointArray* PointArray::clone() const
{
vector<Vector2*> *newArray = new vector<Vector2*>();
vector<Vector2*>::iterator iter;
vector<Vec2*> *newArray = new vector<Vec2*>();
vector<Vec2*>::iterator iter;
for (iter = _controlPoints->begin(); iter != _controlPoints->end(); ++iter)
{
newArray->push_back(new Vector2((*iter)->x, (*iter)->y));
newArray->push_back(new Vec2((*iter)->x, (*iter)->y));
}
PointArray *points = new PointArray();
@ -88,7 +88,7 @@ PointArray::~PointArray()
{
CCLOGINFO("deallocing PointArray: %p", this);
vector<Vector2*>::iterator iter;
vector<Vec2*>::iterator iter;
for (iter = _controlPoints->begin(); iter != _controlPoints->end(); ++iter)
{
delete *iter;
@ -98,17 +98,17 @@ PointArray::~PointArray()
PointArray::PointArray() :_controlPoints(nullptr){}
const std::vector<Vector2*>* PointArray::getControlPoints() const
const std::vector<Vec2*>* PointArray::getControlPoints() const
{
return _controlPoints;
}
void PointArray::setControlPoints(vector<Vector2*> *controlPoints)
void PointArray::setControlPoints(vector<Vec2*> *controlPoints)
{
CCASSERT(controlPoints != nullptr, "control points should not be nullptr");
// delete old points
vector<Vector2*>::iterator iter;
vector<Vec2*>::iterator iter;
for (iter = _controlPoints->begin(); iter != _controlPoints->end(); ++iter)
{
delete *iter;
@ -118,35 +118,35 @@ void PointArray::setControlPoints(vector<Vector2*> *controlPoints)
_controlPoints = controlPoints;
}
void PointArray::addControlPoint(Vector2 controlPoint)
void PointArray::addControlPoint(Vec2 controlPoint)
{
_controlPoints->push_back(new Vector2(controlPoint.x, controlPoint.y));
_controlPoints->push_back(new Vec2(controlPoint.x, controlPoint.y));
}
void PointArray::insertControlPoint(Vector2 &controlPoint, ssize_t index)
void PointArray::insertControlPoint(Vec2 &controlPoint, ssize_t index)
{
Vector2 *temp = new Vector2(controlPoint.x, controlPoint.y);
Vec2 *temp = new Vec2(controlPoint.x, controlPoint.y);
_controlPoints->insert(_controlPoints->begin() + index, temp);
}
Vector2 PointArray::getControlPointAtIndex(ssize_t index)
Vec2 PointArray::getControlPointAtIndex(ssize_t index)
{
index = MIN(static_cast<ssize_t>(_controlPoints->size())-1, MAX(index, 0));
return *(_controlPoints->at(index));
}
void PointArray::replaceControlPoint(cocos2d::Vector2 &controlPoint, ssize_t index)
void PointArray::replaceControlPoint(cocos2d::Vec2 &controlPoint, ssize_t index)
{
Vector2 *temp = _controlPoints->at(index);
Vec2 *temp = _controlPoints->at(index);
temp->x = controlPoint.x;
temp->y = controlPoint.y;
}
void PointArray::removeControlPointAtIndex(ssize_t index)
{
vector<Vector2*>::iterator iter = _controlPoints->begin() + index;
Vector2* removedPoint = *iter;
vector<Vec2*>::iterator iter = _controlPoints->begin() + index;
Vec2* removedPoint = *iter;
_controlPoints->erase(iter);
delete removedPoint;
}
@ -158,13 +158,13 @@ ssize_t PointArray::count() const
PointArray* PointArray::reverse() const
{
vector<Vector2*> *newArray = new vector<Vector2*>();
vector<Vector2*>::reverse_iterator iter;
Vector2 *point = nullptr;
vector<Vec2*> *newArray = new vector<Vec2*>();
vector<Vec2*>::reverse_iterator iter;
Vec2 *point = nullptr;
for (iter = _controlPoints->rbegin(); iter != _controlPoints->rend(); ++iter)
{
point = *iter;
newArray->push_back(new Vector2(point->x, point->y));
newArray->push_back(new Vec2(point->x, point->y));
}
PointArray *config = PointArray::create(0);
config->setControlPoints(newArray);
@ -175,8 +175,8 @@ PointArray* PointArray::reverse() const
void PointArray::reverseInline()
{
size_t l = _controlPoints->size();
Vector2 *p1 = nullptr;
Vector2 *p2 = nullptr;
Vec2 *p1 = nullptr;
Vec2 *p2 = nullptr;
float x, y;
for (size_t i = 0; i < l/2; ++i)
{
@ -195,7 +195,7 @@ void PointArray::reverseInline()
}
// CatmullRom Spline formula:
Vector2 ccCardinalSplineAt(Vector2 &p0, Vector2 &p1, Vector2 &p2, Vector2 &p3, float tension, float t)
Vec2 ccCardinalSplineAt(Vec2 &p0, Vec2 &p1, Vec2 &p2, Vec2 &p3, float tension, float t)
{
float t2 = t * t;
float t3 = t2 * t;
@ -213,7 +213,7 @@ Vector2 ccCardinalSplineAt(Vector2 &p0, Vector2 &p1, Vector2 &p2, Vector2 &p3, f
float x = (p0.x*b1 + p1.x*b2 + p2.x*b3 + p3.x*b4);
float y = (p0.y*b1 + p1.y*b2 + p2.y*b3 + p3.y*b4);
return Vector2(x,y);
return Vec2(x,y);
}
/* Implementation of CardinalSplineTo
@ -274,7 +274,7 @@ void CardinalSplineTo::startWithTarget(cocos2d::Node *target)
_deltaT = (float) 1 / (_points->count() - 1);
_previousPosition = target->getPosition();
_accumulatedDiff = Vector2::ZERO;
_accumulatedDiff = Vec2::ZERO;
}
CardinalSplineTo* CardinalSplineTo::clone() const
@ -307,17 +307,17 @@ void CardinalSplineTo::update(float time)
}
// Interpolate
Vector2 pp0 = _points->getControlPointAtIndex(p-1);
Vector2 pp1 = _points->getControlPointAtIndex(p+0);
Vector2 pp2 = _points->getControlPointAtIndex(p+1);
Vector2 pp3 = _points->getControlPointAtIndex(p+2);
Vec2 pp0 = _points->getControlPointAtIndex(p-1);
Vec2 pp1 = _points->getControlPointAtIndex(p+0);
Vec2 pp2 = _points->getControlPointAtIndex(p+1);
Vec2 pp3 = _points->getControlPointAtIndex(p+2);
Vector2 newPos = ccCardinalSplineAt(pp0, pp1, pp2, pp3, _tension, lt);
Vec2 newPos = ccCardinalSplineAt(pp0, pp1, pp2, pp3, _tension, lt);
#if CC_ENABLE_STACKABLE_ACTIONS
// Support for stacked actions
Node *node = _target;
Vector2 diff = node->getPosition() - _previousPosition;
Vec2 diff = node->getPosition() - _previousPosition;
if( diff.x !=0 || diff.y != 0 ) {
_accumulatedDiff = _accumulatedDiff + diff;
newPos = newPos + _accumulatedDiff;
@ -327,7 +327,7 @@ void CardinalSplineTo::update(float time)
this->updatePosition(newPos);
}
void CardinalSplineTo::updatePosition(cocos2d::Vector2 &newPos)
void CardinalSplineTo::updatePosition(cocos2d::Vec2 &newPos)
{
_target->setPosition(newPos);
_previousPosition = newPos;
@ -365,9 +365,9 @@ CardinalSplineBy::CardinalSplineBy() : _startPosition(0,0)
{
}
void CardinalSplineBy::updatePosition(cocos2d::Vector2 &newPos)
void CardinalSplineBy::updatePosition(cocos2d::Vec2 &newPos)
{
Vector2 p = newPos + _startPosition;
Vec2 p = newPos + _startPosition;
_target->setPosition(p);
_previousPosition = p;
}
@ -379,11 +379,11 @@ CardinalSplineBy* CardinalSplineBy::reverse() const
//
// convert "absolutes" to "diffs"
//
Vector2 p = copyConfig->getControlPointAtIndex(0);
Vec2 p = copyConfig->getControlPointAtIndex(0);
for (ssize_t i = 1; i < copyConfig->count(); ++i)
{
Vector2 current = copyConfig->getControlPointAtIndex(i);
Vector2 diff = current - p;
Vec2 current = copyConfig->getControlPointAtIndex(i);
Vec2 diff = current - p;
copyConfig->replaceControlPoint(diff, i);
p = current;
@ -404,9 +404,9 @@ CardinalSplineBy* CardinalSplineBy::reverse() const
for (ssize_t i = 1; i < pReverse->count(); ++i)
{
Vector2 current = pReverse->getControlPointAtIndex(i);
Vec2 current = pReverse->getControlPointAtIndex(i);
current = -current;
Vector2 abs = current + p;
Vec2 abs = current + p;
pReverse->replaceControlPoint(abs, i);
p = abs;
@ -524,11 +524,11 @@ CatmullRomBy* CatmullRomBy::reverse() const
//
// convert "absolutes" to "diffs"
//
Vector2 p = copyConfig->getControlPointAtIndex(0);
Vec2 p = copyConfig->getControlPointAtIndex(0);
for (ssize_t i = 1; i < copyConfig->count(); ++i)
{
Vector2 current = copyConfig->getControlPointAtIndex(i);
Vector2 diff = current - p;
Vec2 current = copyConfig->getControlPointAtIndex(i);
Vec2 diff = current - p;
copyConfig->replaceControlPoint(diff, i);
p = current;
@ -549,9 +549,9 @@ CatmullRomBy* CatmullRomBy::reverse() const
for (ssize_t i = 1; i < reverse->count(); ++i)
{
Vector2 current = reverse->getControlPointAtIndex(i);
Vec2 current = reverse->getControlPointAtIndex(i);
current = -current;
Vector2 abs = current + p;
Vec2 abs = current + p;
reverse->replaceControlPoint(abs, i);
p = abs;

Просмотреть файл

@ -80,22 +80,22 @@ public:
/** appends a control point
* @js NA
*/
void addControlPoint(Vector2 controlPoint);
void addControlPoint(Vec2 controlPoint);
/** inserts a controlPoint at index
* @js NA
*/
void insertControlPoint(Vector2 &controlPoint, ssize_t index);
void insertControlPoint(Vec2 &controlPoint, ssize_t index);
/** replaces an existing controlPoint at index
* @js NA
*/
void replaceControlPoint(Vector2 &controlPoint, ssize_t index);
void replaceControlPoint(Vec2 &controlPoint, ssize_t index);
/** get the value of a controlPoint at a given index
* @js NA
*/
Vector2 getControlPointAtIndex(ssize_t index);
Vec2 getControlPointAtIndex(ssize_t index);
/** deletes a control point at a given index
* @js NA
@ -124,14 +124,14 @@ public:
/**
* @js NA
*/
const std::vector<Vector2*>* getControlPoints() const;
const std::vector<Vec2*>* getControlPoints() const;
/**
* @js NA
*/
void setControlPoints(std::vector<Vector2*> *controlPoints);
void setControlPoints(std::vector<Vec2*> *controlPoints);
private:
/** Array that contains the control points */
std::vector<Vector2*> *_controlPoints;
std::vector<Vec2*> *_controlPoints;
};
/** Cardinal Spline path.
@ -164,7 +164,7 @@ public:
/** initializes the action with a duration and an array of points */
bool initWithDuration(float duration, PointArray* points, float tension);
virtual void updatePosition(Vector2 &newPos);
virtual void updatePosition(Vec2 &newPos);
inline PointArray* getPoints() { return _points; }
/**
@ -189,8 +189,8 @@ protected:
PointArray *_points;
float _deltaT;
float _tension;
Vector2 _previousPosition;
Vector2 _accumulatedDiff;
Vec2 _previousPosition;
Vec2 _accumulatedDiff;
};
/** Cardinal Spline path.
@ -214,12 +214,12 @@ public:
// Overrides
virtual void startWithTarget(Node *target) override;
virtual void updatePosition(Vector2 &newPos) override;
virtual void updatePosition(Vec2 &newPos) override;
virtual CardinalSplineBy *clone() const override;
virtual CardinalSplineBy* reverse() const override;
protected:
Vector2 _startPosition;
Vec2 _startPosition;
};
/** An action that moves the target with a CatmullRom curve to a destination point.
@ -275,7 +275,7 @@ public:
};
/** Returns the Cardinal Spline position for a given set of control points, tension and time */
extern CC_DLL Vector2 ccCardinalSplineAt(Vector2 &p0, Vector2 &p1, Vector2 &p2, Vector2 &p3, float tension, float t);
extern CC_DLL Vec2 ccCardinalSplineAt(Vec2 &p0, Vec2 &p1, Vec2 &p2, Vec2 &p3, float tension, float t);
// end of actions group
/// @}

Просмотреть файл

@ -103,19 +103,19 @@ GridBase* Grid3DAction::getGrid()
return Grid3D::create(_gridSize);
}
Vector3 Grid3DAction::getVertex(const Vector2& position) const
Vec3 Grid3DAction::getVertex(const Vec2& position) const
{
Grid3D *g = (Grid3D*)_gridNodeTarget->getGrid();
return g->getVertex(position);
}
Vector3 Grid3DAction::getOriginalVertex(const Vector2& position) const
Vec3 Grid3DAction::getOriginalVertex(const Vec2& position) const
{
Grid3D *g = (Grid3D*)_gridNodeTarget->getGrid();
return g->getOriginalVertex(position);
}
void Grid3DAction::setVertex(const Vector2& position, const Vector3& vertex)
void Grid3DAction::setVertex(const Vec2& position, const Vec3& vertex)
{
Grid3D *g = (Grid3D*)_gridNodeTarget->getGrid();
g->setVertex(position, vertex);
@ -128,19 +128,19 @@ GridBase* TiledGrid3DAction::getGrid(void)
return TiledGrid3D::create(_gridSize);
}
Quad3 TiledGrid3DAction::getTile(const Vector2& pos) const
Quad3 TiledGrid3DAction::getTile(const Vec2& pos) const
{
TiledGrid3D *g = (TiledGrid3D*)_gridNodeTarget->getGrid();
return g->getTile(pos);
}
Quad3 TiledGrid3DAction::getOriginalTile(const Vector2& pos) const
Quad3 TiledGrid3DAction::getOriginalTile(const Vec2& pos) const
{
TiledGrid3D *g = (TiledGrid3D*)_gridNodeTarget->getGrid();
return g->getOriginalTile(pos);
}
void TiledGrid3DAction::setTile(const Vector2& pos, const Quad3& coords)
void TiledGrid3DAction::setTile(const Vec2& pos, const Quad3& coords)
{
TiledGrid3D *g = (TiledGrid3D*)_gridNodeTarget->getGrid();
return g->setTile(pos, coords);

Просмотреть файл

@ -82,31 +82,31 @@ public:
* @js NA
* @lua NA
*/
Vector3 getVertex(const Vector2& position) const;
Vec3 getVertex(const Vec2& position) const;
/** @deprecated Use getVertex() instead
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE inline Vector3 vertex(const Vector2& position) { return getVertex(position); }
CC_DEPRECATED_ATTRIBUTE inline Vec3 vertex(const Vec2& position) { return getVertex(position); }
/** returns the non-transformed vertex than belongs to certain position in the grid
* @js NA
* @lua NA
*/
Vector3 getOriginalVertex(const Vector2& position) const;
Vec3 getOriginalVertex(const Vec2& position) const;
/** @deprecated Use getOriginalVertex() instead
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE inline Vector3 originalVertex(const Vector2& position) { return getOriginalVertex(position); }
CC_DEPRECATED_ATTRIBUTE inline Vec3 originalVertex(const Vec2& position) { return getOriginalVertex(position); }
/** sets a new vertex to a certain position of the grid
* @js NA
* @lua NA
*/
void setVertex(const Vector2& position, const Vector3& vertex);
void setVertex(const Vec2& position, const Vec3& vertex);
// Overrides
virtual Grid3DAction * clone() const override = 0;
@ -126,31 +126,31 @@ public:
* @js NA
* @lua NA
*/
Quad3 getTile(const Vector2& position) const;
Quad3 getTile(const Vec2& position) const;
/** @deprecated Use getTile() instead
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE Quad3 tile(const Vector2& position) { return getTile(position); }
CC_DEPRECATED_ATTRIBUTE Quad3 tile(const Vec2& position) { return getTile(position); }
/** returns the non-transformed tile that belongs to a certain position of the grid
* @js NA
* @lua NA
*/
Quad3 getOriginalTile(const Vector2& position) const;
Quad3 getOriginalTile(const Vec2& position) const;
/** @deprecated Use getOriginalTile() instead
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE Quad3 originalTile(const Vector2& position) { return getOriginalTile(position); }
CC_DEPRECATED_ATTRIBUTE Quad3 originalTile(const Vec2& position) { return getOriginalTile(position); }
/** sets a new tile to a certain position of the grid
* @js NA
* @lua NA
*/
void setTile(const Vector2& position, const Quad3& coords);
void setTile(const Vec2& position, const Quad3& coords);
/** returns the grid */
virtual GridBase* getGrid();

Просмотреть файл

@ -79,10 +79,10 @@ void Waves3D::update(float time)
{
for (j = 0; j < _gridSize.height + 1; ++j)
{
Vector3 v = getOriginalVertex(Vector2(i ,j));
Vec3 v = getOriginalVertex(Vec2(i ,j));
v.z += (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * 0.01f) * _amplitude * _amplitudeRate);
//CCLOG("v.z offset is %f\n", (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * .01f) * _amplitude * _amplitudeRate));
setVertex(Vector2(i, j), v);
setVertex(Vec2(i, j), v);
}
}
}
@ -142,32 +142,32 @@ void FlipX3D::update(float time)
angle = angle / 2.0f; // x calculates degrees from 0 to 90
float mx = cosf(angle);
Vector3 v0, v1, v, diff;
Vec3 v0, v1, v, diff;
v0 = getOriginalVertex(Vector2(1, 1));
v1 = getOriginalVertex(Vector2(0, 0));
v0 = getOriginalVertex(Vec2(1, 1));
v1 = getOriginalVertex(Vec2(0, 0));
float x0 = v0.x;
float x1 = v1.x;
float x;
Vector2 a, b, c, d;
Vec2 a, b, c, d;
if ( x0 > x1 )
{
// Normal Grid
a = Vector2(0,0);
b = Vector2(0,1);
c = Vector2(1,0);
d = Vector2(1,1);
a = Vec2(0,0);
b = Vec2(0,1);
c = Vec2(1,0);
d = Vec2(1,1);
x = x0;
}
else
{
// Reversed Grid
c = Vector2(0,0);
d = Vector2(0,1);
a = Vector2(1,0);
b = Vector2(1,1);
c = Vec2(0,0);
d = Vec2(0,1);
a = Vec2(1,0);
b = Vec2(1,1);
x = x1;
}
@ -236,32 +236,32 @@ void FlipY3D::update(float time)
angle = angle / 2.0f; // x calculates degrees from 0 to 90
float my = cosf(angle);
Vector3 v0, v1, v, diff;
Vec3 v0, v1, v, diff;
v0 = getOriginalVertex(Vector2(1, 1));
v1 = getOriginalVertex(Vector2(0, 0));
v0 = getOriginalVertex(Vec2(1, 1));
v1 = getOriginalVertex(Vec2(0, 0));
float y0 = v0.y;
float y1 = v1.y;
float y;
Vector2 a, b, c, d;
Vec2 a, b, c, d;
if (y0 > y1)
{
// Normal Grid
a = Vector2(0,0);
b = Vector2(0,1);
c = Vector2(1,0);
d = Vector2(1,1);
a = Vec2(0,0);
b = Vec2(0,1);
c = Vec2(1,0);
d = Vec2(1,1);
y = y0;
}
else
{
// Reversed Grid
b = Vector2(0,0);
a = Vector2(0,1);
d = Vector2(1,0);
c = Vector2(1,1);
b = Vec2(0,0);
a = Vec2(0,1);
d = Vec2(1,0);
c = Vec2(1,1);
y = y1;
}
@ -296,7 +296,7 @@ void FlipY3D::update(float time)
// implementation of Lens3D
Lens3D* Lens3D::create(float duration, const Size& gridSize, const Vector2& position, float radius)
Lens3D* Lens3D::create(float duration, const Size& gridSize, const Vec2& position, float radius)
{
Lens3D *action = new Lens3D();
@ -315,11 +315,11 @@ Lens3D* Lens3D::create(float duration, const Size& gridSize, const Vector2& posi
return action;
}
bool Lens3D::initWithDuration(float duration, const Size& gridSize, const Vector2& position, float radius)
bool Lens3D::initWithDuration(float duration, const Size& gridSize, const Vec2& position, float radius)
{
if (Grid3DAction::initWithDuration(duration, gridSize))
{
_position = Vector2(-1, -1);
_position = Vec2(-1, -1);
setPosition(position);
_radius = radius;
_lensEffect = 0.7f;
@ -341,7 +341,7 @@ Lens3D* Lens3D::clone() const
return a;
}
void Lens3D::setPosition(const Vector2& pos)
void Lens3D::setPosition(const Vec2& pos)
{
if( !pos.equals(_position))
{
@ -361,8 +361,8 @@ void Lens3D::update(float time)
{
for (j = 0; j < _gridSize.height + 1; ++j)
{
Vector3 v = getOriginalVertex(Vector2(i, j));
Vector2 vect = _position - Vector2(v.x, v.y);
Vec3 v = getOriginalVertex(Vec2(i, j));
Vec2 vect = _position - Vec2(v.x, v.y);
float r = vect.getLength();
if (r < _radius)
@ -380,12 +380,12 @@ void Lens3D::update(float time)
if (vect.getLength() > 0)
{
vect.normalize();
Vector2 new_vect = vect * new_r;
Vec2 new_vect = vect * new_r;
v.z += (_concave ? -1.0f : 1.0f) * new_vect.getLength() * _lensEffect;
}
}
setVertex(Vector2(i, j), v);
setVertex(Vec2(i, j), v);
}
}
@ -395,7 +395,7 @@ void Lens3D::update(float time)
// implementation of Ripple3D
Ripple3D* Ripple3D::create(float duration, const Size& gridSize, const Vector2& position, float radius, unsigned int waves, float amplitude)
Ripple3D* Ripple3D::create(float duration, const Size& gridSize, const Vec2& position, float radius, unsigned int waves, float amplitude)
{
Ripple3D *action = new Ripple3D();
@ -414,7 +414,7 @@ Ripple3D* Ripple3D::create(float duration, const Size& gridSize, const Vector2&
return action;
}
bool Ripple3D::initWithDuration(float duration, const Size& gridSize, const Vector2& position, float radius, unsigned int waves, float amplitude)
bool Ripple3D::initWithDuration(float duration, const Size& gridSize, const Vec2& position, float radius, unsigned int waves, float amplitude)
{
if (Grid3DAction::initWithDuration(duration, gridSize))
{
@ -430,7 +430,7 @@ bool Ripple3D::initWithDuration(float duration, const Size& gridSize, const Vect
return false;
}
void Ripple3D::setPosition(const Vector2& position)
void Ripple3D::setPosition(const Vec2& position)
{
_position = position;
}
@ -453,8 +453,8 @@ void Ripple3D::update(float time)
{
for (j = 0; j < (_gridSize.height+1); ++j)
{
Vector3 v = getOriginalVertex(Vector2(i, j));
Vector2 vect = _position - Vector2(v.x,v.y);
Vec3 v = getOriginalVertex(Vec2(i, j));
Vec2 vect = _position - Vec2(v.x,v.y);
float r = vect.getLength();
if (r < _radius)
@ -464,7 +464,7 @@ void Ripple3D::update(float time)
v.z += (sinf( time*(float)M_PI * _waves * 2 + r * 0.1f) * _amplitude * _amplitudeRate * rate);
}
setVertex(Vector2(i, j), v);
setVertex(Vec2(i, j), v);
}
}
}
@ -521,7 +521,7 @@ void Shaky3D::update(float time)
{
for (j = 0; j < (_gridSize.height+1); ++j)
{
Vector3 v = getOriginalVertex(Vector2(i ,j));
Vec3 v = getOriginalVertex(Vec2(i ,j));
v.x += (rand() % (_randrange*2)) - _randrange;
v.y += (rand() % (_randrange*2)) - _randrange;
if (_shakeZ)
@ -529,7 +529,7 @@ void Shaky3D::update(float time)
v.z += (rand() % (_randrange*2)) - _randrange;
}
setVertex(Vector2(i, j), v);
setVertex(Vec2(i, j), v);
}
}
}
@ -586,10 +586,10 @@ void Liquid::update(float time)
{
for (j = 1; j < _gridSize.height; ++j)
{
Vector3 v = getOriginalVertex(Vector2(i, j));
Vec3 v = getOriginalVertex(Vec2(i, j));
v.x = (v.x + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.y * .01f) * _amplitude * _amplitudeRate));
setVertex(Vector2(i, j), v);
setVertex(Vec2(i, j), v);
}
}
}
@ -648,7 +648,7 @@ void Waves::update(float time)
{
for (j = 0; j < _gridSize.height + 1; ++j)
{
Vector3 v = getOriginalVertex(Vector2(i, j));
Vec3 v = getOriginalVertex(Vec2(i, j));
if (_vertical)
{
@ -660,14 +660,14 @@ void Waves::update(float time)
v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
}
setVertex(Vector2(i, j), v);
setVertex(Vec2(i, j), v);
}
}
}
// implementation of Twirl
Twirl* Twirl::create(float duration, const Size& gridSize, Vector2 position, unsigned int twirls, float amplitude)
Twirl* Twirl::create(float duration, const Size& gridSize, Vec2 position, unsigned int twirls, float amplitude)
{
Twirl *action = new Twirl();
@ -686,7 +686,7 @@ Twirl* Twirl::create(float duration, const Size& gridSize, Vector2 position, uns
return action;
}
bool Twirl::initWithDuration(float duration, const Size& gridSize, Vector2 position, unsigned int twirls, float amplitude)
bool Twirl::initWithDuration(float duration, const Size& gridSize, Vec2 position, unsigned int twirls, float amplitude)
{
if (Grid3DAction::initWithDuration(duration, gridSize))
{
@ -701,7 +701,7 @@ bool Twirl::initWithDuration(float duration, const Size& gridSize, Vector2 posit
return false;
}
void Twirl::setPosition(const Vector2& position)
void Twirl::setPosition(const Vec2& position)
{
_position = position;
}
@ -718,28 +718,28 @@ Twirl *Twirl::clone() const
void Twirl::update(float time)
{
int i, j;
Vector2 c = _position;
Vec2 c = _position;
for (i = 0; i < (_gridSize.width+1); ++i)
{
for (j = 0; j < (_gridSize.height+1); ++j)
{
Vector3 v = getOriginalVertex(Vector2(i ,j));
Vec3 v = getOriginalVertex(Vec2(i ,j));
Vector2 avg = Vector2(i-(_gridSize.width/2.0f), j-(_gridSize.height/2.0f));
Vec2 avg = Vec2(i-(_gridSize.width/2.0f), j-(_gridSize.height/2.0f));
float r = avg.getLength();
float amp = 0.1f * _amplitude * _amplitudeRate;
float a = r * cosf( (float)M_PI/2.0f + time * (float)M_PI * _twirls * 2 ) * amp;
Vector2 d = Vector2(
Vec2 d = Vec2(
sinf(a) * (v.y-c.y) + cosf(a) * (v.x-c.x),
cosf(a) * (v.y-c.y) - sinf(a) * (v.x-c.x));
v.x = c.x + d.x;
v.y = c.y + d.y;
setVertex(Vector2(i ,j), v);
setVertex(Vec2(i ,j), v);
}
}
}

Просмотреть файл

@ -120,7 +120,7 @@ class CC_DLL Lens3D : public Grid3DAction
{
public:
/** creates the action with center position, radius, a grid size and duration */
static Lens3D* create(float duration, const Size& gridSize, const Vector2& position, float radius);
static Lens3D* create(float duration, const Size& gridSize, const Vec2& position, float radius);
/** Get lens center position */
inline float getLensEffect() const { return _lensEffect; }
@ -129,8 +129,8 @@ public:
/** Set whether lens is concave */
inline void setConcave(bool concave) { _concave = concave; }
inline const Vector2& getPosition() const { return _position; }
void setPosition(const Vector2& position);
inline const Vec2& getPosition() const { return _position; }
void setPosition(const Vec2& position);
// Overrides
virtual Lens3D* clone() const override;
@ -141,11 +141,11 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~Lens3D() {}
/** initializes the action with center position, radius, a grid size and duration */
bool initWithDuration(float duration, const Size& gridSize, const Vector2& position, float radius);
bool initWithDuration(float duration, const Size& gridSize, const Vec2& position, float radius);
protected:
/* lens center position */
Vector2 _position;
Vec2 _position;
float _radius;
/** lens effect. Defaults to 0.7 - 0 means no effect, 1 is very strong effect */
float _lensEffect;
@ -163,12 +163,12 @@ class CC_DLL Ripple3D : public Grid3DAction
{
public:
/** creates the action with radius, number of waves, amplitude, a grid size and duration */
static Ripple3D* create(float duration, const Size& gridSize, const Vector2& position, float radius, unsigned int waves, float amplitude);
static Ripple3D* create(float duration, const Size& gridSize, const Vec2& position, float radius, unsigned int waves, float amplitude);
/** get center position */
inline const Vector2& getPosition() const { return _position; }
inline const Vec2& getPosition() const { return _position; }
/** set center position */
void setPosition(const Vector2& position);
void setPosition(const Vec2& position);
inline float getAmplitude() const { return _amplitude; }
inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
@ -185,11 +185,11 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~Ripple3D() {}
/** initializes the action with radius, number of waves, amplitude, a grid size and duration */
bool initWithDuration(float duration, const Size& gridSize, const Vector2& position, float radius, unsigned int waves, float amplitude);
bool initWithDuration(float duration, const Size& gridSize, const Vec2& position, float radius, unsigned int waves, float amplitude);
protected:
/* center position */
Vector2 _position;
Vec2 _position;
float _radius;
unsigned int _waves;
float _amplitude;
@ -298,12 +298,12 @@ class CC_DLL Twirl : public Grid3DAction
{
public:
/** creates the action with center position, number of twirls, amplitude, a grid size and duration */
static Twirl* create(float duration, const Size& gridSize, Vector2 position, unsigned int twirls, float amplitude);
static Twirl* create(float duration, const Size& gridSize, Vec2 position, unsigned int twirls, float amplitude);
/** get twirl center */
inline const Vector2& getPosition() const { return _position; }
inline const Vec2& getPosition() const { return _position; }
/** set twirl center */
void setPosition(const Vector2& position);
void setPosition(const Vec2& position);
inline float getAmplitude() const { return _amplitude; }
inline void setAmplitude(float amplitude) { _amplitude = amplitude; }
@ -321,11 +321,11 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~Twirl() {}
/** initializes the action with center position, number of twirls, amplitude, a grid size and duration */
bool initWithDuration(float duration, const Size& gridSize, Vector2 position, unsigned int twirls, float amplitude);
bool initWithDuration(float duration, const Size& gridSize, Vec2 position, unsigned int twirls, float amplitude);
protected:
/* twirl center */
Vector2 _position;
Vec2 _position;
unsigned int _twirls;
float _amplitude;
float _amplitudeRate;

Просмотреть файл

@ -278,7 +278,7 @@ FlipY * FlipY::clone() const
// Place
//
Place* Place::create(const Vector2& pos)
Place* Place::create(const Vec2& pos)
{
Place *ret = new Place();
@ -291,7 +291,7 @@ Place* Place::create(const Vector2& pos)
return nullptr;
}
bool Place::initWithPosition(const Vector2& pos) {
bool Place::initWithPosition(const Vec2& pos) {
_position = pos;
return true;
}

Просмотреть файл

@ -228,7 +228,7 @@ class CC_DLL Place : public ActionInstant //<NSCopying>
public:
/** creates a Place action with a position */
static Place * create(const Vector2& pos);
static Place * create(const Vec2& pos);
//
// Overrides
@ -242,10 +242,10 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~Place(){}
/** Initializes a Place action with a position */
bool initWithPosition(const Vector2& pos);
bool initWithPosition(const Vec2& pos);
protected:
Vector2 _position;
Vec2 _position;
private:
CC_DISALLOW_COPY_AND_ASSIGN(Place);

Просмотреть файл

@ -859,7 +859,7 @@ RotateBy* RotateBy::create(float duration, float deltaAngleX, float deltaAngleY)
return rotateBy;
}
RotateBy* RotateBy::create(float duration, const Vector3& deltaAngle3D)
RotateBy* RotateBy::create(float duration, const Vec3& deltaAngle3D)
{
RotateBy *rotateBy = new RotateBy();
rotateBy->initWithDuration(duration, deltaAngle3D);
@ -896,7 +896,7 @@ bool RotateBy::initWithDuration(float duration, float deltaAngleX, float deltaAn
return false;
}
bool RotateBy::initWithDuration(float duration, const Vector3& deltaAngle3D)
bool RotateBy::initWithDuration(float duration, const Vec3& deltaAngle3D)
{
if (ActionInterval::initWithDuration(duration))
{
@ -942,7 +942,7 @@ void RotateBy::update(float time)
{
if(_is3D)
{
Vector3 v;
Vec3 v;
v.x = _startAngle3D.x + _angle3D.x * time;
v.y = _startAngle3D.y + _angle3D.y * time;
v.z = _startAngle3D.z + _angle3D.z * time;
@ -960,7 +960,7 @@ RotateBy* RotateBy::reverse() const
{
if(_is3D)
{
Vector3 v;
Vec3 v;
v.x = - _angle3D.x;
v.y = - _angle3D.y;
v.z = - _angle3D.z;
@ -973,7 +973,7 @@ RotateBy* RotateBy::reverse() const
// MoveBy
//
MoveBy* MoveBy::create(float duration, const Vector2& deltaPosition)
MoveBy* MoveBy::create(float duration, const Vec2& deltaPosition)
{
MoveBy *ret = new MoveBy();
ret->initWithDuration(duration, deltaPosition);
@ -982,7 +982,7 @@ MoveBy* MoveBy::create(float duration, const Vector2& deltaPosition)
return ret;
}
bool MoveBy::initWithDuration(float duration, const Vector2& deltaPosition)
bool MoveBy::initWithDuration(float duration, const Vec2& deltaPosition)
{
if (ActionInterval::initWithDuration(duration))
{
@ -1010,7 +1010,7 @@ void MoveBy::startWithTarget(Node *target)
MoveBy* MoveBy::reverse() const
{
return MoveBy::create(_duration, Vector2( -_positionDelta.x, -_positionDelta.y));
return MoveBy::create(_duration, Vec2( -_positionDelta.x, -_positionDelta.y));
}
@ -1019,10 +1019,10 @@ void MoveBy::update(float t)
if (_target)
{
#if CC_ENABLE_STACKABLE_ACTIONS
Vector2 currentPos = _target->getPosition();
Vector2 diff = currentPos - _previousPosition;
Vec2 currentPos = _target->getPosition();
Vec2 diff = currentPos - _previousPosition;
_startPosition = _startPosition + diff;
Vector2 newPos = _startPosition + (_positionDelta * t);
Vec2 newPos = _startPosition + (_positionDelta * t);
_target->setPosition(newPos);
_previousPosition = newPos;
#else
@ -1035,7 +1035,7 @@ void MoveBy::update(float t)
// MoveTo
//
MoveTo* MoveTo::create(float duration, const Vector2& position)
MoveTo* MoveTo::create(float duration, const Vec2& position)
{
MoveTo *ret = new MoveTo();
ret->initWithDuration(duration, position);
@ -1044,7 +1044,7 @@ MoveTo* MoveTo::create(float duration, const Vector2& position)
return ret;
}
bool MoveTo::initWithDuration(float duration, const Vector2& position)
bool MoveTo::initWithDuration(float duration, const Vec2& position)
{
if (ActionInterval::initWithDuration(duration))
{
@ -1252,7 +1252,7 @@ SkewBy* SkewBy::reverse() const
// JumpBy
//
JumpBy* JumpBy::create(float duration, const Vector2& position, float height, int jumps)
JumpBy* JumpBy::create(float duration, const Vec2& position, float height, int jumps)
{
JumpBy *jumpBy = new JumpBy();
jumpBy->initWithDuration(duration, position, height, jumps);
@ -1261,7 +1261,7 @@ JumpBy* JumpBy::create(float duration, const Vector2& position, float height, in
return jumpBy;
}
bool JumpBy::initWithDuration(float duration, const Vector2& position, float height, int jumps)
bool JumpBy::initWithDuration(float duration, const Vec2& position, float height, int jumps)
{
CCASSERT(jumps>=0, "Number of jumps must be >= 0");
@ -1303,24 +1303,24 @@ void JumpBy::update(float t)
float x = _delta.x * t;
#if CC_ENABLE_STACKABLE_ACTIONS
Vector2 currentPos = _target->getPosition();
Vec2 currentPos = _target->getPosition();
Vector2 diff = currentPos - _previousPos;
Vec2 diff = currentPos - _previousPos;
_startPosition = diff + _startPosition;
Vector2 newPos = _startPosition + Vector2(x,y);
Vec2 newPos = _startPosition + Vec2(x,y);
_target->setPosition(newPos);
_previousPos = newPos;
#else
_target->setPosition(_startPosition + Vector2(x,y));
_target->setPosition(_startPosition + Vec2(x,y));
#endif // !CC_ENABLE_STACKABLE_ACTIONS
}
}
JumpBy* JumpBy::reverse() const
{
return JumpBy::create(_duration, Vector2(-_delta.x, -_delta.y),
return JumpBy::create(_duration, Vec2(-_delta.x, -_delta.y),
_height, _jumps);
}
@ -1328,7 +1328,7 @@ JumpBy* JumpBy::reverse() const
// JumpTo
//
JumpTo* JumpTo::create(float duration, const Vector2& position, float height, int jumps)
JumpTo* JumpTo::create(float duration, const Vec2& position, float height, int jumps)
{
JumpTo *jumpTo = new JumpTo();
jumpTo->initWithDuration(duration, position, height, jumps);
@ -1355,7 +1355,7 @@ JumpTo* JumpTo::reverse() const
void JumpTo::startWithTarget(Node *target)
{
JumpBy::startWithTarget(target);
_delta = Vector2(_delta.x - _startPosition.x, _delta.y - _startPosition.y);
_delta = Vec2(_delta.x - _startPosition.x, _delta.y - _startPosition.y);
}
// Bezier cubic formula:
@ -1427,16 +1427,16 @@ void BezierBy::update(float time)
float y = bezierat(ya, yb, yc, yd, time);
#if CC_ENABLE_STACKABLE_ACTIONS
Vector2 currentPos = _target->getPosition();
Vector2 diff = currentPos - _previousPosition;
Vec2 currentPos = _target->getPosition();
Vec2 diff = currentPos - _previousPosition;
_startPosition = _startPosition + diff;
Vector2 newPos = _startPosition + Vector2(x,y);
Vec2 newPos = _startPosition + Vec2(x,y);
_target->setPosition(newPos);
_previousPosition = newPos;
#else
_target->setPosition( _startPosition + Vector2(x,y));
_target->setPosition( _startPosition + Vec2(x,y));
#endif // !CC_ENABLE_STACKABLE_ACTIONS
}
}

Просмотреть файл

@ -370,7 +370,7 @@ public:
/** creates the action */
static RotateBy* create(float duration, float deltaAngle);
static RotateBy* create(float duration, float deltaAngleZ_X, float deltaAngleZ_Y);
static RotateBy* create(float duration, const Vector3& deltaAngle3D);
static RotateBy* create(float duration, const Vec3& deltaAngle3D);
//
// Override
@ -387,7 +387,7 @@ CC_CONSTRUCTOR_ACCESS:
/** initializes the action */
bool initWithDuration(float duration, float deltaAngle);
bool initWithDuration(float duration, float deltaAngleZ_X, float deltaAngleZ_Y);
bool initWithDuration(float duration, const Vector3& deltaAngle3D);
bool initWithDuration(float duration, const Vec3& deltaAngle3D);
protected:
float _angleZ_X;
@ -396,8 +396,8 @@ protected:
float _startAngleZ_Y;
bool _is3D;
Vector3 _angle3D;
Vector3 _startAngle3D;
Vec3 _angle3D;
Vec3 _startAngle3D;
private:
CC_DISALLOW_COPY_AND_ASSIGN(RotateBy);
@ -413,7 +413,7 @@ class CC_DLL MoveBy : public ActionInterval
{
public:
/** creates the action */
static MoveBy* create(float duration, const Vector2& deltaPosition);
static MoveBy* create(float duration, const Vec2& deltaPosition);
//
// Overrides
@ -428,12 +428,12 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~MoveBy() {}
/** initializes the action */
bool initWithDuration(float duration, const Vector2& deltaPosition);
bool initWithDuration(float duration, const Vec2& deltaPosition);
protected:
Vector2 _positionDelta;
Vector2 _startPosition;
Vector2 _previousPosition;
Vec2 _positionDelta;
Vec2 _startPosition;
Vec2 _previousPosition;
private:
CC_DISALLOW_COPY_AND_ASSIGN(MoveBy);
@ -448,7 +448,7 @@ class CC_DLL MoveTo : public MoveBy
{
public:
/** creates the action */
static MoveTo* create(float duration, const Vector2& position);
static MoveTo* create(float duration, const Vec2& position);
//
// Overrides
@ -461,10 +461,10 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~MoveTo() {}
/** initializes the action */
bool initWithDuration(float duration, const Vector2& position);
bool initWithDuration(float duration, const Vec2& position);
protected:
Vector2 _endPosition;
Vec2 _endPosition;
private:
CC_DISALLOW_COPY_AND_ASSIGN(MoveTo);
@ -539,7 +539,7 @@ class CC_DLL JumpBy : public ActionInterval
{
public:
/** creates the action */
static JumpBy* create(float duration, const Vector2& position, float height, int jumps);
static JumpBy* create(float duration, const Vec2& position, float height, int jumps);
//
// Overrides
@ -554,14 +554,14 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~JumpBy() {}
/** initializes the action */
bool initWithDuration(float duration, const Vector2& position, float height, int jumps);
bool initWithDuration(float duration, const Vec2& position, float height, int jumps);
protected:
Vector2 _startPosition;
Vector2 _delta;
Vec2 _startPosition;
Vec2 _delta;
float _height;
int _jumps;
Vector2 _previousPos;
Vec2 _previousPos;
private:
CC_DISALLOW_COPY_AND_ASSIGN(JumpBy);
@ -573,7 +573,7 @@ class CC_DLL JumpTo : public JumpBy
{
public:
/** creates the action */
static JumpTo* create(float duration, const Vector2& position, float height, int jumps);
static JumpTo* create(float duration, const Vec2& position, float height, int jumps);
//
// Override
@ -592,11 +592,11 @@ private:
*/
typedef struct _ccBezierConfig {
//! end position of the bezier
Vector2 endPosition;
Vec2 endPosition;
//! Bezier control point 1
Vector2 controlPoint_1;
Vec2 controlPoint_1;
//! Bezier control point 2
Vector2 controlPoint_2;
Vec2 controlPoint_2;
} ccBezierConfig;
/** @brief An action that moves the target with a cubic Bezier curve by a certain distance.
@ -630,8 +630,8 @@ CC_CONSTRUCTOR_ACCESS:
protected:
ccBezierConfig _config;
Vector2 _startPosition;
Vector2 _previousPosition;
Vec2 _startPosition;
Vec2 _previousPosition;
private:
CC_DISALLOW_COPY_AND_ASSIGN(BezierBy);

Просмотреть файл

@ -76,7 +76,7 @@ void PageTurn3D::update(float time)
for (int j = 0; j <= _gridSize.height; ++j)
{
// Get original vertex
Vector3 p = getOriginalVertex(Vector2(i ,j));
Vec3 p = getOriginalVertex(Vec2(i ,j));
float R = sqrtf((p.x * p.x) + ((p.y - ay) * (p.y - ay)));
float r = R * sinTheta;
@ -111,7 +111,7 @@ void PageTurn3D::update(float time)
}
// Set new coords
setVertex(Vector2(i, j), p);
setVertex(Vec2(i, j), p);
}
}

Просмотреть файл

@ -34,8 +34,8 @@ NS_CC_BEGIN
struct Tile
{
Vector2 position;
Vector2 startPosition;
Vec2 position;
Vec2 startPosition;
Size delta;
};
@ -91,7 +91,7 @@ void ShakyTiles3D::update(float time)
{
for (j = 0; j < _gridSize.height; ++j)
{
Quad3 coords = getOriginalTile(Vector2(i, j));
Quad3 coords = getOriginalTile(Vec2(i, j));
// X
coords.bl.x += ( rand() % (_randrange*2) ) - _randrange;
@ -113,7 +113,7 @@ void ShakyTiles3D::update(float time)
coords.tr.z += ( rand() % (_randrange*2) ) - _randrange;
}
setTile(Vector2(i, j), coords);
setTile(Vec2(i, j), coords);
}
}
}
@ -173,7 +173,7 @@ void ShatteredTiles3D::update(float time)
{
for (j = 0; j < _gridSize.height; ++j)
{
Quad3 coords = getOriginalTile(Vector2(i ,j));
Quad3 coords = getOriginalTile(Vec2(i ,j));
// X
coords.bl.x += ( rand() % (_randrange*2) ) - _randrange;
@ -195,7 +195,7 @@ void ShatteredTiles3D::update(float time)
coords.tr.z += ( rand() % (_randrange*2) ) - _randrange;
}
setTile(Vector2(i, j), coords);
setTile(Vec2(i, j), coords);
}
}
@ -267,7 +267,7 @@ void ShuffleTiles::shuffle(unsigned int *array, unsigned int len)
Size ShuffleTiles::getDelta(const Size& pos) const
{
Vector2 pos2;
Vec2 pos2;
unsigned int idx = pos.width * _gridSize.height + pos.height;
@ -277,11 +277,11 @@ Size ShuffleTiles::getDelta(const Size& pos) const
return Size((int)(pos2.x - pos.width), (int)(pos2.y - pos.height));
}
void ShuffleTiles::placeTile(const Vector2& pos, Tile *t)
void ShuffleTiles::placeTile(const Vec2& pos, Tile *t)
{
Quad3 coords = getOriginalTile(pos);
Vector2 step = _gridNodeTarget->getGrid()->getStep();
Vec2 step = _gridNodeTarget->getGrid()->getStep();
coords.bl.x += (int)(t->position.x * step.x);
coords.bl.y += (int)(t->position.y * step.y);
@ -329,8 +329,8 @@ void ShuffleTiles::startWithTarget(Node *target)
{
for (j = 0; j < _gridSize.height; ++j)
{
tileArray->position = Vector2((float)i, (float)j);
tileArray->startPosition = Vector2((float)i, (float)j);
tileArray->position = Vec2((float)i, (float)j);
tileArray->startPosition = Vec2((float)i, (float)j);
tileArray->delta = getDelta(Size(i, j));
++tileArray;
}
@ -347,8 +347,8 @@ void ShuffleTiles::update(float time)
{
for (j = 0; j < _gridSize.height; ++j)
{
tileArray->position = Vector2((float)tileArray->delta.width, (float)tileArray->delta.height) * time;
placeTile(Vector2(i, j), tileArray);
tileArray->position = Vec2((float)tileArray->delta.width, (float)tileArray->delta.height) * time;
placeTile(Vec2(i, j), tileArray);
++tileArray;
}
}
@ -386,7 +386,7 @@ FadeOutTRTiles* FadeOutTRTiles::clone() const
float FadeOutTRTiles::testFunc(const Size& pos, float time)
{
Vector2 n = Vector2((float)_gridSize.width, (float)_gridSize.height) * time;
Vec2 n = Vec2((float)_gridSize.width, (float)_gridSize.height) * time;
if ((n.x + n.y) == 0.0f)
{
return 1.0f;
@ -395,22 +395,22 @@ float FadeOutTRTiles::testFunc(const Size& pos, float time)
return powf((pos.width + pos.height) / (n.x + n.y), 6);
}
void FadeOutTRTiles::turnOnTile(const Vector2& pos)
void FadeOutTRTiles::turnOnTile(const Vec2& pos)
{
setTile(pos, getOriginalTile(pos));
}
void FadeOutTRTiles::turnOffTile(const Vector2& pos)
void FadeOutTRTiles::turnOffTile(const Vec2& pos)
{
Quad3 coords;
memset(&coords, 0, sizeof(Quad3));
setTile(pos, coords);
}
void FadeOutTRTiles::transformTile(const Vector2& pos, float distance)
void FadeOutTRTiles::transformTile(const Vec2& pos, float distance)
{
Quad3 coords = getOriginalTile(pos);
Vector2 step = _gridNodeTarget->getGrid()->getStep();
Vec2 step = _gridNodeTarget->getGrid()->getStep();
coords.bl.x += (step.x / 2) * (1.0f - distance);
coords.bl.y += (step.y / 2) * (1.0f - distance);
@ -438,15 +438,15 @@ void FadeOutTRTiles::update(float time)
float distance = testFunc(Size(i, j), time);
if ( distance == 0 )
{
turnOffTile(Vector2(i, j));
turnOffTile(Vec2(i, j));
} else
if (distance < 1)
{
transformTile(Vector2(i, j), distance);
transformTile(Vec2(i, j), distance);
}
else
{
turnOnTile(Vector2(i, j));
turnOnTile(Vec2(i, j));
}
}
}
@ -484,7 +484,7 @@ FadeOutBLTiles* FadeOutBLTiles::clone() const
float FadeOutBLTiles::testFunc(const Size& pos, float time)
{
Vector2 n = Vector2((float)_gridSize.width, (float)_gridSize.height) * (1.0f - time);
Vec2 n = Vec2((float)_gridSize.width, (float)_gridSize.height) * (1.0f - time);
if ((pos.width + pos.height) == 0)
{
return 1.0f;
@ -525,7 +525,7 @@ FadeOutUpTiles* FadeOutUpTiles::clone() const
float FadeOutUpTiles::testFunc(const Size& pos, float time)
{
Vector2 n = Vector2((float)_gridSize.width, (float)_gridSize.height) * time;
Vec2 n = Vec2((float)_gridSize.width, (float)_gridSize.height) * time;
if (n.y == 0.0f)
{
return 1.0f;
@ -534,10 +534,10 @@ float FadeOutUpTiles::testFunc(const Size& pos, float time)
return powf(pos.height / n.y, 6);
}
void FadeOutUpTiles::transformTile(const Vector2& pos, float distance)
void FadeOutUpTiles::transformTile(const Vec2& pos, float distance)
{
Quad3 coords = getOriginalTile(pos);
Vector2 step = _gridNodeTarget->getGrid()->getStep();
Vec2 step = _gridNodeTarget->getGrid()->getStep();
coords.bl.y += (step.y / 2) * (1.0f - distance);
coords.br.y += (step.y / 2) * (1.0f - distance);
@ -579,7 +579,7 @@ FadeOutDownTiles* FadeOutDownTiles::clone() const
float FadeOutDownTiles::testFunc(const Size& pos, float time)
{
Vector2 n = Vector2((float)_gridSize.width, (float)_gridSize.height) * (1.0f - time);
Vec2 n = Vec2((float)_gridSize.width, (float)_gridSize.height) * (1.0f - time);
if (pos.height == 0)
{
return 1.0f;
@ -662,12 +662,12 @@ void TurnOffTiles::shuffle(unsigned int *array, unsigned int len)
}
}
void TurnOffTiles::turnOnTile(const Vector2& pos)
void TurnOffTiles::turnOnTile(const Vec2& pos)
{
setTile(pos, getOriginalTile(pos));
}
void TurnOffTiles::turnOffTile(const Vector2& pos)
void TurnOffTiles::turnOffTile(const Vec2& pos)
{
Quad3 coords;
@ -706,7 +706,7 @@ void TurnOffTiles::update(float time)
for( i = 0; i < _tilesCount; i++ )
{
t = _tilesOrder[i];
Vector2 tilePos = Vector2( (unsigned int)(t / _gridSize.height), t % (unsigned int)_gridSize.height );
Vec2 tilePos = Vec2( (unsigned int)(t / _gridSize.height), t % (unsigned int)_gridSize.height );
if ( i < l )
{
@ -771,7 +771,7 @@ void WavesTiles3D::update(float time)
{
for( j = 0; j < _gridSize.height; j++ )
{
Quad3 coords = getOriginalTile(Vector2(i, j));
Quad3 coords = getOriginalTile(Vec2(i, j));
coords.bl.z = (sinf(time * (float)M_PI *_waves * 2 +
(coords.bl.y+coords.bl.x) * .01f) * _amplitude * _amplitudeRate );
@ -779,7 +779,7 @@ void WavesTiles3D::update(float time)
coords.tl.z = coords.bl.z;
coords.tr.z = coords.bl.z;
setTile(Vector2(i, j), coords);
setTile(Vec2(i, j), coords);
}
}
}
@ -839,7 +839,7 @@ void JumpTiles3D::update(float time)
{
for( j = 0; j < _gridSize.height; j++ )
{
Quad3 coords = getOriginalTile(Vector2(i, j));
Quad3 coords = getOriginalTile(Vec2(i, j));
if ( ((i+j) % 2) == 0 )
{
@ -856,7 +856,7 @@ void JumpTiles3D::update(float time)
coords.tr.z += sinz2;
}
setTile(Vector2(i, j), coords);
setTile(Vec2(i, j), coords);
}
}
}
@ -910,7 +910,7 @@ void SplitRows::update(float time)
for (j = 0; j < _gridSize.height; ++j)
{
Quad3 coords = getOriginalTile(Vector2(0, j));
Quad3 coords = getOriginalTile(Vec2(0, j));
float direction = 1;
if ( (j % 2 ) == 0 )
@ -923,7 +923,7 @@ void SplitRows::update(float time)
coords.tl.x += direction * _winSize.width * time;
coords.tr.x += direction * _winSize.width * time;
setTile(Vector2(0, j), coords);
setTile(Vec2(0, j), coords);
}
}
@ -975,7 +975,7 @@ void SplitCols::update(float time)
for (i = 0; i < _gridSize.width; ++i)
{
Quad3 coords = getOriginalTile(Vector2(i, 0));
Quad3 coords = getOriginalTile(Vec2(i, 0));
float direction = 1;
if ( (i % 2 ) == 0 )
@ -988,7 +988,7 @@ void SplitCols::update(float time)
coords.tl.y += direction * _winSize.height * time;
coords.tr.y += direction * _winSize.height * time;
setTile(Vector2(i, 0), coords);
setTile(Vec2(i, 0), coords);
}
}

Просмотреть файл

@ -100,7 +100,7 @@ public:
void shuffle(unsigned int *array, unsigned int len);
Size getDelta(const Size& pos) const;
void placeTile(const Vector2& pos, Tile *t);
void placeTile(const Vec2& pos, Tile *t);
// Overrides
virtual void startWithTarget(Node *target) override;
@ -134,9 +134,9 @@ public:
static FadeOutTRTiles* create(float duration, const Size& gridSize);
virtual float testFunc(const Size& pos, float time);
void turnOnTile(const Vector2& pos);
void turnOffTile(const Vector2& pos);
virtual void transformTile(const Vector2& pos, float distance);
void turnOnTile(const Vec2& pos);
void turnOffTile(const Vec2& pos);
virtual void transformTile(const Vec2& pos, float distance);
// Overrides
virtual void update(float time) override;
@ -180,7 +180,7 @@ public:
/** creates the action with the grid size and the duration */
static FadeOutUpTiles* create(float duration, const Size& gridSize);
virtual void transformTile(const Vector2& pos, float distance);
virtual void transformTile(const Vec2& pos, float distance);
// Overrides
virtual FadeOutUpTiles* clone() const override;
@ -227,8 +227,8 @@ public:
static TurnOffTiles* create(float duration, const Size& gridSize, unsigned int seed);
void shuffle(unsigned int *array, unsigned int len);
void turnOnTile(const Vector2& pos);
void turnOffTile(const Vector2& pos);
void turnOnTile(const Vec2& pos);
void turnOffTile(const Vec2& pos);
// Overrides
virtual TurnOffTiles* clone() const override;

Просмотреть файл

@ -133,7 +133,7 @@ void AtlasNode::updateAtlasValues()
}
// AtlasNode - draw
void AtlasNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void AtlasNode::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
_quadCommand.init(
_globalZOrder,

Просмотреть файл

@ -69,7 +69,7 @@ public:
// Overrides
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual Texture2D* getTexture() const override;
virtual void setTexture(Texture2D *texture) override;
virtual bool isOpacityModifyRGB() const override;

Просмотреть файл

@ -196,14 +196,14 @@ void ClippingNode::drawFullScreenQuadClearStencil()
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
DrawPrimitives::drawSolidRect(Vector2(-1,-1), Vector2(1,1), Color4F(1, 1, 1, 1));
DrawPrimitives::drawSolidRect(Vec2(-1,-1), Vec2(1,1), Color4F(1, 1, 1, 1));
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void ClippingNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void ClippingNode::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
if(!_visible)
return;
@ -214,7 +214,7 @@ void ClippingNode::visit(Renderer *renderer, const Matrix &parentTransform, bool
_transformUpdated = false;
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
@ -382,7 +382,7 @@ void ClippingNode::onBeforeVisit()
glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);
// draw a fullscreen solid rectangle to clear the stencil buffer
//ccDrawSolidRect(Vector2::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
//ccDrawSolidRect(Vec2::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
drawFullScreenQuadClearStencil();
///////////////////////////////////

Просмотреть файл

@ -95,7 +95,7 @@ public:
* @lua NA
*/
virtual void onExit() override;
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
CC_CONSTRUCTOR_ACCESS:
ClippingNode();

Просмотреть файл

@ -34,67 +34,67 @@
NS_CC_BEGIN
// Vector2 == CGPoint in 32-bits, but not in 64-bits (OS X)
// Vec2 == CGPoint in 32-bits, but not in 64-bits (OS X)
// that's why the "v2f" functions are needed
static Vector2 v2fzero(0.0f,0.0f);
static Vec2 v2fzero(0.0f,0.0f);
static inline Vector2 v2f(float x, float y)
static inline Vec2 v2f(float x, float y)
{
Vector2 ret(x, y);
Vec2 ret(x, y);
return ret;
}
static inline Vector2 v2fadd(const Vector2 &v0, const Vector2 &v1)
static inline Vec2 v2fadd(const Vec2 &v0, const Vec2 &v1)
{
return v2f(v0.x+v1.x, v0.y+v1.y);
}
static inline Vector2 v2fsub(const Vector2 &v0, const Vector2 &v1)
static inline Vec2 v2fsub(const Vec2 &v0, const Vec2 &v1)
{
return v2f(v0.x-v1.x, v0.y-v1.y);
}
static inline Vector2 v2fmult(const Vector2 &v, float s)
static inline Vec2 v2fmult(const Vec2 &v, float s)
{
return v2f(v.x * s, v.y * s);
}
static inline Vector2 v2fperp(const Vector2 &p0)
static inline Vec2 v2fperp(const Vec2 &p0)
{
return v2f(-p0.y, p0.x);
}
static inline Vector2 v2fneg(const Vector2 &p0)
static inline Vec2 v2fneg(const Vec2 &p0)
{
return v2f(-p0.x, - p0.y);
}
static inline float v2fdot(const Vector2 &p0, const Vector2 &p1)
static inline float v2fdot(const Vec2 &p0, const Vec2 &p1)
{
return p0.x * p1.x + p0.y * p1.y;
}
static inline Vector2 v2fforangle(float _a_)
static inline Vec2 v2fforangle(float _a_)
{
return v2f(cosf(_a_), sinf(_a_));
}
static inline Vector2 v2fnormalize(const Vector2 &p)
static inline Vec2 v2fnormalize(const Vec2 &p)
{
Vector2 r = Vector2(p.x, p.y).getNormalized();
Vec2 r = Vec2(p.x, p.y).getNormalized();
return v2f(r.x, r.y);
}
static inline Vector2 __v2f(const Vector2 &v)
static inline Vec2 __v2f(const Vec2 &v)
{
//#ifdef __LP64__
return v2f(v.x, v.y);
// #else
// return * ((Vector2*) &v);
// return * ((Vec2*) &v);
// #endif
}
static inline Tex2F __t(const Vector2 &v)
static inline Tex2F __t(const Vec2 &v)
{
return *(Tex2F*)&v;
}
@ -205,14 +205,14 @@ bool DrawNode::init()
return true;
}
void DrawNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void DrawNode::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
void DrawNode::onDraw(const Matrix &transform, bool transformUpdated)
void DrawNode::onDraw(const Mat4 &transform, bool transformUpdated)
{
auto glProgram = getGLProgram();
glProgram->use();
@ -252,15 +252,15 @@ void DrawNode::onDraw(const Matrix &transform, bool transformUpdated)
CHECK_GL_ERROR_DEBUG();
}
void DrawNode::drawDot(const Vector2 &pos, float radius, const Color4F &color)
void DrawNode::drawDot(const Vec2 &pos, float radius, const Color4F &color)
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
V2F_C4B_T2F a = {Vector2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
V2F_C4B_T2F b = {Vector2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
V2F_C4B_T2F c = {Vector2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
V2F_C4B_T2F d = {Vector2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
V2F_C4B_T2F a = {Vec2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
V2F_C4B_T2F b = {Vec2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
V2F_C4B_T2F c = {Vec2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
V2F_C4B_T2F d = {Vec2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle0 = {a, b, c};
@ -273,28 +273,28 @@ void DrawNode::drawDot(const Vector2 &pos, float radius, const Color4F &color)
_dirty = true;
}
void DrawNode::drawSegment(const Vector2 &from, const Vector2 &to, float radius, const Color4F &color)
void DrawNode::drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color)
{
unsigned int vertex_count = 6*3;
ensureCapacity(vertex_count);
Vector2 a = __v2f(from);
Vector2 b = __v2f(to);
Vec2 a = __v2f(from);
Vec2 b = __v2f(to);
Vector2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
Vector2 t = v2fperp(n);
Vec2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
Vec2 t = v2fperp(n);
Vector2 nw = v2fmult(n, radius);
Vector2 tw = v2fmult(t, radius);
Vector2 v0 = v2fsub(b, v2fadd(nw, tw));
Vector2 v1 = v2fadd(b, v2fsub(nw, tw));
Vector2 v2 = v2fsub(b, nw);
Vector2 v3 = v2fadd(b, nw);
Vector2 v4 = v2fsub(a, nw);
Vector2 v5 = v2fadd(a, nw);
Vector2 v6 = v2fsub(a, v2fsub(nw, tw));
Vector2 v7 = v2fadd(a, v2fadd(nw, tw));
Vec2 nw = v2fmult(n, radius);
Vec2 tw = v2fmult(t, radius);
Vec2 v0 = v2fsub(b, v2fadd(nw, tw));
Vec2 v1 = v2fadd(b, v2fsub(nw, tw));
Vec2 v2 = v2fsub(b, nw);
Vec2 v3 = v2fadd(b, nw);
Vec2 v4 = v2fsub(a, nw);
Vec2 v5 = v2fadd(a, nw);
Vec2 v6 = v2fsub(a, v2fsub(nw, tw));
Vec2 v7 = v2fadd(a, v2fadd(nw, tw));
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
@ -346,24 +346,24 @@ void DrawNode::drawSegment(const Vector2 &from, const Vector2 &to, float radius,
_dirty = true;
}
void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
void DrawNode::drawPolygon(Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
{
CCASSERT(count >= 0, "invalid count value");
struct ExtrudeVerts {Vector2 offset, n;};
struct ExtrudeVerts {Vec2 offset, n;};
struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
for (int i = 0; i < count; i++)
{
Vector2 v0 = __v2f(verts[(i-1+count)%count]);
Vector2 v1 = __v2f(verts[i]);
Vector2 v2 = __v2f(verts[(i+1)%count]);
Vec2 v0 = __v2f(verts[(i-1+count)%count]);
Vec2 v1 = __v2f(verts[i]);
Vec2 v2 = __v2f(verts[(i+1)%count]);
Vector2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
Vector2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
Vec2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
Vec2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
Vector2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
Vec2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
struct ExtrudeVerts tmp = {offset, n2};
extrude[i] = tmp;
}
@ -380,9 +380,9 @@ void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor,
float inset = (outline == false ? 0.5 : 0.0);
for (int i = 0; i < count-2; i++)
{
Vector2 v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
Vector2 v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
Vector2 v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
Vec2 v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
Vec2 v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
Vec2 v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
V2F_C4B_T2F_Triangle tmp = {
{v0, Color4B(fillColor), __t(v2fzero)},
@ -396,20 +396,20 @@ void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor,
for(int i = 0; i < count; i++)
{
int j = (i+1)%count;
Vector2 v0 = __v2f(verts[i]);
Vector2 v1 = __v2f(verts[j]);
Vec2 v0 = __v2f(verts[i]);
Vec2 v1 = __v2f(verts[j]);
Vector2 n0 = extrude[i].n;
Vec2 n0 = extrude[i].n;
Vector2 offset0 = extrude[i].offset;
Vector2 offset1 = extrude[j].offset;
Vec2 offset0 = extrude[i].offset;
Vec2 offset1 = extrude[j].offset;
if(outline)
{
Vector2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
Vector2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
Vector2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
Vector2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
Vec2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
Vec2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
Vec2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
Vec2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
V2F_C4B_T2F_Triangle tmp1 = {
{inner0, Color4B(borderColor), __t(v2fneg(n0))},
@ -426,10 +426,10 @@ void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor,
*cursor++ = tmp2;
}
else {
Vector2 inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
Vector2 inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
Vector2 outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
Vector2 outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
Vec2 inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
Vec2 inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
Vec2 outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
Vec2 outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
V2F_C4B_T2F_Triangle tmp1 = {
{inner0, Color4B(fillColor), __t(v2fzero)},
@ -454,15 +454,15 @@ void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor,
free(extrude);
}
void DrawNode::drawTriangle(const Vector2 &p1, const Vector2 &p2, const Vector2 &p3, const Color4F &color)
void DrawNode::drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color)
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
Color4B col = Color4B(color);
V2F_C4B_T2F a = {Vector2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {Vector2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {Vector2(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F a = {Vec2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {Vec2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {Vec2(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle = {a, b, c};
@ -472,23 +472,23 @@ void DrawNode::drawTriangle(const Vector2 &p1, const Vector2 &p2, const Vector2
_dirty = true;
}
void DrawNode::drawCubicBezier(const Vector2& from, const Vector2& control1, const Vector2& control2, const Vector2& to, unsigned int segments, const Color4F &color)
void DrawNode::drawCubicBezier(const Vec2& from, const Vec2& control1, const Vec2& control2, const Vec2& to, unsigned int segments, const Color4F &color)
{
unsigned int vertex_count = (segments + 1) * 3;
ensureCapacity(vertex_count);
Tex2F texCoord = Tex2F(0.0, 0.0);
Color4B col = Color4B(color);
Vector2 vertex;
Vector2 firstVertex = Vector2(from.x, from.y);
Vector2 lastVertex = Vector2(to.x, to.y);
Vec2 vertex;
Vec2 firstVertex = Vec2(from.x, from.y);
Vec2 lastVertex = Vec2(to.x, to.y);
float t = 0;
for(unsigned int i = segments + 1; i > 0; i--)
{
float x = powf(1 - t, 3) * from.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * to.x;
float y = powf(1 - t, 3) * from.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * to.y;
vertex = Vector2(x, y);
vertex = Vec2(x, y);
V2F_C4B_T2F a = {firstVertex, col, texCoord };
V2F_C4B_T2F b = {lastVertex, col, texCoord };
@ -503,23 +503,23 @@ void DrawNode::drawCubicBezier(const Vector2& from, const Vector2& control1, con
_dirty = true;
}
void DrawNode::drawQuadraticBezier(const Vector2& from, const Vector2& control, const Vector2& to, unsigned int segments, const Color4F &color)
void DrawNode::drawQuadraticBezier(const Vec2& from, const Vec2& control, const Vec2& to, unsigned int segments, const Color4F &color)
{
unsigned int vertex_count = (segments + 1) * 3;
ensureCapacity(vertex_count);
Tex2F texCoord = Tex2F(0.0, 0.0);
Color4B col = Color4B(color);
Vector2 vertex;
Vector2 firstVertex = Vector2(from.x, from.y);
Vector2 lastVertex = Vector2(to.x, to.y);
Vec2 vertex;
Vec2 firstVertex = Vec2(from.x, from.y);
Vec2 lastVertex = Vec2(to.x, to.y);
float t = 0;
for(unsigned int i = segments + 1; i > 0; i--)
{
float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x;
float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y;
vertex = Vector2(x, y);
vertex = Vec2(x, y);
V2F_C4B_T2F a = {firstVertex, col, texCoord };
V2F_C4B_T2F b = {lastVertex, col, texCoord };

Просмотреть файл

@ -50,10 +50,10 @@ public:
static DrawNode* create();
/** draw a dot at a position, with a given radius and color */
void drawDot(const Vector2 &pos, float radius, const Color4F &color);
void drawDot(const Vec2 &pos, float radius, const Color4F &color);
/** draw a segment with a radius and color */
void drawSegment(const Vector2 &from, const Vector2 &to, float radius, const Color4F &color);
void drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color);
/** draw a polygon with a fill color and line color
* @code
@ -62,16 +62,16 @@ public:
* In lua:local drawPolygon(local pointTable,local tableCount,local fillColor,local width,local borderColor)
* @endcode
*/
void drawPolygon(Vector2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
void drawPolygon(Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
/** draw a triangle with color */
void drawTriangle(const Vector2 &p1, const Vector2 &p2, const Vector2 &p3, const Color4F &color);
void drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color);
/** draw a cubic bezier curve with color and number of segments */
void drawCubicBezier(const Vector2& from, const Vector2& control1, const Vector2& control2, const Vector2& to, unsigned int segments, const Color4F &color);
void drawCubicBezier(const Vec2& from, const Vec2& control1, const Vec2& control2, const Vec2& to, unsigned int segments, const Color4F &color);
/** draw a quadratic bezier curve with color and number of segments */
void drawQuadraticBezier(const Vector2& from, const Vector2& control, const Vector2& to, unsigned int segments, const Color4F &color);
void drawQuadraticBezier(const Vec2& from, const Vec2& control, const Vec2& to, unsigned int segments, const Color4F &color);
/** Clear the geometry in the node's buffer. */
void clear();
@ -89,10 +89,10 @@ public:
*/
void setBlendFunc(const BlendFunc &blendFunc);
void onDraw(const Matrix &transform, bool transformUpdated);
void onDraw(const Mat4 &transform, bool transformUpdated);
// Overrides
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
CC_CONSTRUCTOR_ACCESS:
DrawNode();

Просмотреть файл

@ -123,11 +123,11 @@ void free()
s_initialized = false;
}
void drawPoint( const Vector2& point )
void drawPoint( const Vec2& point )
{
lazy_init();
Vector2 p;
Vec2 p;
p.x = point.x;
p.y = point.y;
@ -150,7 +150,7 @@ void drawPoint( const Vector2& point )
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,1);
}
void drawPoints( const Vector2 *points, unsigned int numberOfPoints )
void drawPoints( const Vec2 *points, unsigned int numberOfPoints )
{
lazy_init();
@ -161,13 +161,13 @@ void drawPoints( const Vector2 *points, unsigned int numberOfPoints )
s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize);
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vector2* newPoints = new Vector2[numberOfPoints];
Vec2* newPoints = new Vec2[numberOfPoints];
// iPhone and 32-bit machines optimization
if( sizeof(Vector2) == sizeof(Vector2) )
if( sizeof(Vec2) == sizeof(Vec2) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) points, numberOfPoints * sizeof(Vector2));
setGLBufferData((void*) points, numberOfPoints * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, points);
@ -183,7 +183,7 @@ void drawPoints( const Vector2 *points, unsigned int numberOfPoints )
#ifdef EMSCRIPTEN
// Suspect Emscripten won't be emitting 64-bit code for a while yet,
// but want to make sure this continues to work even if they do.
setGLBufferData(newPoints, numberOfPoints * sizeof(Vector2));
setGLBufferData(newPoints, numberOfPoints * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
@ -198,13 +198,13 @@ void drawPoints( const Vector2 *points, unsigned int numberOfPoints )
}
void drawLine( const Vector2& origin, const Vector2& destination )
void drawLine( const Vec2& origin, const Vec2& destination )
{
lazy_init();
Vector2 vertices[2] = {
Vector2(origin.x, origin.y),
Vector2(destination.x, destination.y)
Vec2 vertices[2] = {
Vec2(origin.x, origin.y),
Vec2(destination.x, destination.y)
};
s_shader->use();
@ -223,27 +223,27 @@ void drawLine( const Vector2& origin, const Vector2& destination )
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2);
}
void drawRect( Vector2 origin, Vector2 destination )
void drawRect( Vec2 origin, Vec2 destination )
{
drawLine(Vector2(origin.x, origin.y), Vector2(destination.x, origin.y));
drawLine(Vector2(destination.x, origin.y), Vector2(destination.x, destination.y));
drawLine(Vector2(destination.x, destination.y), Vector2(origin.x, destination.y));
drawLine(Vector2(origin.x, destination.y), Vector2(origin.x, origin.y));
drawLine(Vec2(origin.x, origin.y), Vec2(destination.x, origin.y));
drawLine(Vec2(destination.x, origin.y), Vec2(destination.x, destination.y));
drawLine(Vec2(destination.x, destination.y), Vec2(origin.x, destination.y));
drawLine(Vec2(origin.x, destination.y), Vec2(origin.x, origin.y));
}
void drawSolidRect( Vector2 origin, Vector2 destination, Color4F color )
void drawSolidRect( Vec2 origin, Vec2 destination, Color4F color )
{
Vector2 vertices[] = {
Vec2 vertices[] = {
origin,
Vector2(destination.x, origin.y),
Vec2(destination.x, origin.y),
destination,
Vector2(origin.x, destination.y)
Vec2(origin.x, destination.y)
};
drawSolidPoly(vertices, 4, color );
}
void drawPoly( const Vector2 *poli, unsigned int numberOfPoints, bool closePolygon )
void drawPoly( const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon )
{
lazy_init();
@ -254,10 +254,10 @@ void drawPoly( const Vector2 *poli, unsigned int numberOfPoints, bool closePolyg
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
// iPhone and 32-bit machines optimization
if( sizeof(Vector2) == sizeof(Vector2) )
if( sizeof(Vec2) == sizeof(Vec2) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) poli, numberOfPoints * sizeof(Vector2));
setGLBufferData((void*) poli, numberOfPoints * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
@ -272,13 +272,13 @@ void drawPoly( const Vector2 *poli, unsigned int numberOfPoints, bool closePolyg
{
// Mac on 64-bit
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vector2* newPoli = new Vector2[numberOfPoints];
Vec2* newPoli = new Vec2[numberOfPoints];
for( unsigned int i=0; i<numberOfPoints;i++) {
newPoli[i].x = poli[i].x;
newPoli[i].y = poli[i].y;
}
#ifdef EMSCRIPTEN
setGLBufferData(newPoli, numberOfPoints * sizeof(Vector2));
setGLBufferData(newPoli, numberOfPoints * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
@ -295,7 +295,7 @@ void drawPoly( const Vector2 *poli, unsigned int numberOfPoints, bool closePolyg
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
}
void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F color )
void drawSolidPoly( const Vec2 *poli, unsigned int numberOfPoints, Color4F color )
{
lazy_init();
@ -306,13 +306,13 @@ void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F co
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vector2* newPoli = new Vector2[numberOfPoints];
Vec2* newPoli = new Vec2[numberOfPoints];
// iPhone and 32-bit machines optimization
if( sizeof(Vector2) == sizeof(Vector2) )
if( sizeof(Vec2) == sizeof(Vec2) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) poli, numberOfPoints * sizeof(Vector2));
setGLBufferData((void*) poli, numberOfPoints * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
@ -323,10 +323,10 @@ void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F co
// Mac on 64-bit
for( unsigned int i=0; i<numberOfPoints;i++)
{
newPoli[i] = Vector2( poli[i].x, poli[i].y );
newPoli[i] = Vec2( poli[i].x, poli[i].y );
}
#ifdef EMSCRIPTEN
setGLBufferData(newPoli, numberOfPoints * sizeof(Vector2));
setGLBufferData(newPoli, numberOfPoints * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
@ -339,7 +339,7 @@ void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F co
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
}
void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY)
void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY)
{
lazy_init();
@ -383,12 +383,12 @@ void drawCircle( const Vector2& center, float radius, float angle, unsigned int
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+additionalSegment);
}
void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter)
void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter)
{
drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f);
}
void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY)
void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY)
{
lazy_init();
@ -429,16 +429,16 @@ void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
}
void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments)
void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments)
{
drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f);
}
void drawQuadBezier(const Vector2& origin, const Vector2& control, const Vector2& destination, unsigned int segments)
void drawQuadBezier(const Vec2& origin, const Vec2& control, const Vec2& destination, unsigned int segments)
{
lazy_init();
Vector2* vertices = new Vector2[segments + 1];
Vec2* vertices = new Vec2[segments + 1];
float t = 0.0f;
for(unsigned int i = 0; i < segments; i++)
@ -457,7 +457,7 @@ void drawQuadBezier(const Vector2& origin, const Vector2& control, const Vector2
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
setGLBufferData(vertices, (segments + 1) * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
@ -477,7 +477,7 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
{
lazy_init();
Vector2* vertices = new Vector2[segments + 1];
Vec2* vertices = new Vec2[segments + 1];
ssize_t p;
float lt;
@ -497,12 +497,12 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
}
// Interpolate
Vector2 pp0 = config->getControlPointAtIndex(p-1);
Vector2 pp1 = config->getControlPointAtIndex(p+0);
Vector2 pp2 = config->getControlPointAtIndex(p+1);
Vector2 pp3 = config->getControlPointAtIndex(p+2);
Vec2 pp0 = config->getControlPointAtIndex(p-1);
Vec2 pp1 = config->getControlPointAtIndex(p+0);
Vec2 pp2 = config->getControlPointAtIndex(p+1);
Vec2 pp3 = config->getControlPointAtIndex(p+2);
Vector2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
Vec2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
vertices[i].x = newPos.x;
vertices[i].y = newPos.y;
}
@ -514,7 +514,7 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
setGLBufferData(vertices, (segments + 1) * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
@ -525,11 +525,11 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
}
void drawCubicBezier(const Vector2& origin, const Vector2& control1, const Vector2& control2, const Vector2& destination, unsigned int segments)
void drawCubicBezier(const Vec2& origin, const Vec2& control1, const Vec2& control2, const Vec2& destination, unsigned int segments)
{
lazy_init();
Vector2* vertices = new Vector2[segments + 1];
Vec2* vertices = new Vec2[segments + 1];
float t = 0;
for(unsigned int i = 0; i < segments; i++)
@ -548,7 +548,7 @@ void drawCubicBezier(const Vector2& origin, const Vector2& control1, const Vecto
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
setGLBufferData(vertices, (segments + 1) * sizeof(Vec2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);

Просмотреть файл

@ -63,7 +63,7 @@ THE SOFTWARE.
- ccPointSize()
- glLineWidth()
@warning These functions draws the Line, Vector2, Polygon, immediately. They aren't batched. If you are going to make a game that depends on these primitives, I suggest creating a batch. Instead you should use DrawNode
@warning These functions draws the Line, Vec2, Polygon, immediately. They aren't batched. If you are going to make a game that depends on these primitives, I suggest creating a batch. Instead you should use DrawNode
*/
@ -85,52 +85,52 @@ namespace DrawPrimitives
void free();
/** draws a point given x and y coordinate measured in points */
void drawPoint( const Vector2& point );
void drawPoint( const Vec2& point );
/** draws an array of points.
@since v0.7.2
*/
void drawPoints( const Vector2 *points, unsigned int numberOfPoints );
void drawPoints( const Vec2 *points, unsigned int numberOfPoints );
/** draws a line given the origin and destination point measured in points */
void drawLine( const Vector2& origin, const Vector2& destination );
void drawLine( const Vec2& origin, const Vec2& destination );
/** draws a rectangle given the origin and destination point measured in points. */
void drawRect( Vector2 origin, Vector2 destination );
void drawRect( Vec2 origin, Vec2 destination );
/** draws a solid rectangle given the origin and destination point measured in points.
@since 1.1
*/
void drawSolidRect( Vector2 origin, Vector2 destination, Color4F color );
void drawSolidRect( Vec2 origin, Vec2 destination, Color4F color );
/** draws a polygon given a pointer to point coordinates and the number of vertices measured in points.
The polygon can be closed or open
*/
void drawPoly( const Vector2 *vertices, unsigned int numOfVertices, bool closePolygon );
void drawPoly( const Vec2 *vertices, unsigned int numOfVertices, bool closePolygon );
/** draws a solid polygon given a pointer to CGPoint coordinates, the number of vertices measured in points, and a color.
*/
void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F color );
void drawSolidPoly( const Vec2 *poli, unsigned int numberOfPoints, Color4F color );
/** draws a circle given the center, radius and number of segments. */
void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY);
void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter);
void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY);
void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter);
/** draws a solid circle given the center, radius and number of segments. */
void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY);
void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments);
void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY);
void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments);
/** draws a quad bezier path
@warning This function could be pretty slow. Use it only for debugging purposes.
@since v0.8
*/
void drawQuadBezier(const Vector2& origin, const Vector2& control, const Vector2& destination, unsigned int segments);
void drawQuadBezier(const Vec2& origin, const Vec2& control, const Vec2& destination, unsigned int segments);
/** draws a cubic bezier path
@warning This function could be pretty slow. Use it only for debugging purposes.
@since v0.8
*/
void drawCubicBezier(const Vector2& origin, const Vector2& control1, const Vector2& control2, const Vector2& destination, unsigned int segments);
void drawCubicBezier(const Vec2& origin, const Vec2& control1, const Vec2& control2, const Vec2& destination, unsigned int segments);
/** draws a Catmull Rom path.
@warning This function could be pretty slow. Use it only for debugging purposes.

Просмотреть файл

@ -90,7 +90,7 @@ FontAtlas * FontAtlasCache::getFontAtlasTTF(const TTFConfig & config)
return nullptr;
}
FontAtlas * FontAtlasCache::getFontAtlasFNT(const std::string& fontFileName, const Vector2& imageOffset /* = Vector2::ZERO */)
FontAtlas * FontAtlasCache::getFontAtlasFNT(const std::string& fontFileName, const Vec2& imageOffset /* = Vec2::ZERO */)
{
std::string atlasName = generateFontName(fontFileName, 0, GlyphCollection::CUSTOM,false);
auto it = _atlasMap.find(atlasName);

Просмотреть файл

@ -38,7 +38,7 @@ class CC_DLL FontAtlasCache
{
public:
static FontAtlas * getFontAtlasTTF(const TTFConfig & config);
static FontAtlas * getFontAtlasFNT(const std::string& fontFileName, const Vector2& imageOffset = Vector2::ZERO);
static FontAtlas * getFontAtlasFNT(const std::string& fontFileName, const Vec2& imageOffset = Vec2::ZERO);
static FontAtlas * getFontAtlasCharMap(const std::string& charMapFile, int itemWidth, int itemHeight, int startCharMap);
static FontAtlas * getFontAtlasCharMap(Texture2D* texture, int itemWidth, int itemHeight, int startCharMap);

Просмотреть файл

@ -665,7 +665,7 @@ void BMFontConfiguration::parseKerningEntry(std::string line)
HASH_ADD_INT(_kerningDictionary,key, element);
}
FontFNT * FontFNT::create(const std::string& fntFilePath, const Vector2& imageOffset /* = Vector2::ZERO */)
FontFNT * FontFNT::create(const std::string& fntFilePath, const Vec2& imageOffset /* = Vec2::ZERO */)
{
BMFontConfiguration *newConf = FNTConfigLoadFile(fntFilePath);
if (!newConf)
@ -690,7 +690,7 @@ FontFNT * FontFNT::create(const std::string& fntFilePath, const Vector2& imageOf
return tempFont;
}
FontFNT::FontFNT(BMFontConfiguration *theContfig, const Vector2& imageOffset /* = Vector2::ZERO */)
FontFNT::FontFNT(BMFontConfiguration *theContfig, const Vec2& imageOffset /* = Vec2::ZERO */)
:_configuration(theContfig)
,_imageOffset(CC_POINT_PIXELS_TO_POINTS(imageOffset))
{

Просмотреть файл

@ -37,7 +37,7 @@ class FontFNT : public Font
public:
static FontFNT * create(const std::string& fntFilePath, const Vector2& imageOffset = Vector2::ZERO);
static FontFNT * create(const std::string& fntFilePath, const Vec2& imageOffset = Vec2::ZERO);
/** Purges the cached data.
Removes from memory the cached configurations and the atlas name dictionary.
*/
@ -47,7 +47,7 @@ public:
protected:
FontFNT(BMFontConfiguration *theContfig, const Vector2& imageOffset = Vector2::ZERO);
FontFNT(BMFontConfiguration *theContfig, const Vec2& imageOffset = Vec2::ZERO);
/**
* @js NA
* @lua NA
@ -59,7 +59,7 @@ private:
int getHorizontalKerningForChars(unsigned short firstChar, unsigned short secondChar) const;
BMFontConfiguration * _configuration;
Vector2 _imageOffset;
Vec2 _imageOffset;
};

Просмотреть файл

@ -186,8 +186,8 @@ void GridBase::set2DProjection()
glViewport(0, 0, (GLsizei)(size.width), (GLsizei)(size.height) );
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
Matrix orthoMatrix;
Matrix::createOrthographicOffCenter(0, size.width, 0, size.height, -1, 1, &orthoMatrix);
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
@ -217,7 +217,7 @@ void GridBase::afterDraw(cocos2d::Node *target)
// if (target->getCamera()->isDirty())
// {
// Vector2 offset = target->getAnchorPointInPoints();
// Vec2 offset = target->getAnchorPointInPoints();
//
// //
// // XXX: Camera should be applied in the AnchorPoint
@ -326,11 +326,11 @@ void Grid3D::blit(void)
unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
// position
setGLBufferData(_vertices, numOfPoints * sizeof(Vector3), 0);
setGLBufferData(_vertices, numOfPoints * sizeof(Vec3), 0);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
// texCoords
setGLBufferData(_texCoordinates, numOfPoints * sizeof(Vector2), 1);
setGLBufferData(_texCoordinates, numOfPoints * sizeof(Vec2), 1);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, 0);
setGLIndexData(_indices, n * 12, 0);
@ -361,9 +361,9 @@ void Grid3D::calculateVertexPoints(void)
unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
_vertices = malloc(numOfPoints * sizeof(Vector3));
_originalVertices = malloc(numOfPoints * sizeof(Vector3));
_texCoordinates = malloc(numOfPoints * sizeof(Vector2));
_vertices = malloc(numOfPoints * sizeof(Vec3));
_originalVertices = malloc(numOfPoints * sizeof(Vec3));
_texCoordinates = malloc(numOfPoints * sizeof(Vec2));
_indices = (GLushort*)malloc(_gridSize.width * _gridSize.height * sizeof(GLushort) * 6);
GLfloat *vertArray = (GLfloat*)_vertices;
@ -391,15 +391,15 @@ void Grid3D::calculateVertexPoints(void)
memcpy(&idxArray[6*idx], tempidx, 6*sizeof(GLushort));
int l1[4] = {a*3, b*3, c*3, d*3};
Vector3 e(x1, y1, 0);
Vector3 f(x2, y1, 0);
Vector3 g(x2, y2, 0);
Vector3 h(x1, y2, 0);
Vec3 e(x1, y1, 0);
Vec3 f(x2, y1, 0);
Vec3 g(x2, y2, 0);
Vec3 h(x1, y2, 0);
Vector3 l2[4] = {e, f, g, h};
Vec3 l2[4] = {e, f, g, h};
int tex1[4] = {a*2, b*2, c*2, d*2};
Vector2 Tex2F[4] = {Vector2(x1, y1), Vector2(x2, y1), Vector2(x2, y2), Vector2(x1, y2)};
Vec2 Tex2F[4] = {Vec2(x1, y1), Vec2(x2, y1), Vec2(x2, y2), Vec2(x1, y2)};
for (i = 0; i < 4; ++i)
{
@ -420,34 +420,34 @@ void Grid3D::calculateVertexPoints(void)
}
}
memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vector3));
memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vec3));
}
Vector3 Grid3D::getVertex(const Vector2& pos) const
Vec3 Grid3D::getVertex(const Vec2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
float *vertArray = (float*)_vertices;
Vector3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
Vec3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
return vert;
}
Vector3 Grid3D::getOriginalVertex(const Vector2& pos) const
Vec3 Grid3D::getOriginalVertex(const Vec2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
float *vertArray = (float*)_originalVertices;
Vector3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
Vec3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
return vert;
}
void Grid3D::setVertex(const Vector2& pos, const Vector3& vertex)
void Grid3D::setVertex(const Vec2& pos, const Vec3& vertex)
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int index = (pos.x * (_gridSize.height + 1) + pos.y) * 3;
@ -461,7 +461,7 @@ void Grid3D::reuse(void)
{
if (_reuseGrid > 0)
{
memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vector3));
memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vec3));
--_reuseGrid;
}
}
@ -541,11 +541,11 @@ void TiledGrid3D::blit(void)
int numQuads = _gridSize.width * _gridSize.height;
// position
setGLBufferData(_vertices, (numQuads*4*sizeof(Vector3)), 0);
setGLBufferData(_vertices, (numQuads*4*sizeof(Vec3)), 0);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
// texCoords
setGLBufferData(_texCoordinates, (numQuads*4*sizeof(Vector2)), 1);
setGLBufferData(_texCoordinates, (numQuads*4*sizeof(Vec2)), 1);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, 0);
setGLIndexData(_indices, n * 12, 0);
@ -576,9 +576,9 @@ void TiledGrid3D::calculateVertexPoints(void)
CC_SAFE_FREE(_texCoordinates);
CC_SAFE_FREE(_indices);
_vertices = malloc(numQuads*4*sizeof(Vector3));
_originalVertices = malloc(numQuads*4*sizeof(Vector3));
_texCoordinates = malloc(numQuads*4*sizeof(Vector2));
_vertices = malloc(numQuads*4*sizeof(Vec3));
_originalVertices = malloc(numQuads*4*sizeof(Vec3));
_texCoordinates = malloc(numQuads*4*sizeof(Vec2));
_indices = (GLushort*)malloc(numQuads*6*sizeof(GLushort));
GLfloat *vertArray = (GLfloat*)_vertices;
@ -643,7 +643,7 @@ void TiledGrid3D::calculateVertexPoints(void)
memcpy(_originalVertices, _vertices, numQuads * 12 * sizeof(GLfloat));
}
void TiledGrid3D::setTile(const Vector2& pos, const Quad3& coords)
void TiledGrid3D::setTile(const Vec2& pos, const Quad3& coords)
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
@ -651,7 +651,7 @@ void TiledGrid3D::setTile(const Vector2& pos, const Quad3& coords)
memcpy(&vertArray[idx], &coords, sizeof(Quad3));
}
Quad3 TiledGrid3D::getOriginalTile(const Vector2& pos) const
Quad3 TiledGrid3D::getOriginalTile(const Vec2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
@ -663,7 +663,7 @@ Quad3 TiledGrid3D::getOriginalTile(const Vector2& pos) const
return ret;
}
Quad3 TiledGrid3D::getTile(const Vector2& pos) const
Quad3 TiledGrid3D::getTile(const Vec2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;

Просмотреть файл

@ -77,8 +77,8 @@ public:
inline void setGridSize(const Size& gridSize) { _gridSize = gridSize; }
/** pixels between the grids */
inline const Vector2& getStep(void) const { return _step; }
inline void setStep(const Vector2& step) { _step = step; }
inline const Vec2& getStep(void) const { return _step; }
inline void setStep(const Vec2& step) { _step = step; }
/** is texture flipped */
inline bool isTextureFlipped(void) const { return _isTextureFlipped; }
@ -97,7 +97,7 @@ protected:
int _reuseGrid;
Size _gridSize;
Texture2D *_texture;
Vector2 _step;
Vec2 _step;
Grabber *_grabber;
bool _isTextureFlipped;
GLProgram* _shaderProgram;
@ -131,28 +131,28 @@ public:
* @js NA
* @lua NA
*/
Vector3 getVertex(const Vector2& pos) const;
Vec3 getVertex(const Vec2& pos) const;
/** @deprecated Use getVertex() instead
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE Vector3 vertex(const Vector2& pos) const { return getVertex(pos); }
CC_DEPRECATED_ATTRIBUTE Vec3 vertex(const Vec2& pos) const { return getVertex(pos); }
/** returns the original (non-transformed) vertex at a given position
* @js NA
* @lua NA
*/
Vector3 getOriginalVertex(const Vector2& pos) const;
Vec3 getOriginalVertex(const Vec2& pos) const;
/** @deprecated Use getOriginalVertex() instead
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE Vector3 originalVertex(const Vector2& pos) const { return getOriginalVertex(pos); }
CC_DEPRECATED_ATTRIBUTE Vec3 originalVertex(const Vec2& pos) const { return getOriginalVertex(pos); }
/** sets a new vertex at a given position
* @js NA
* @lua NA
*/
void setVertex(const Vector2& pos, const Vector3& vertex);
void setVertex(const Vec2& pos, const Vec3& vertex);
// Overrides
virtual void blit() override;
@ -194,28 +194,28 @@ public:
* @js NA
* @lua NA
*/
Quad3 getTile(const Vector2& pos) const;
Quad3 getTile(const Vec2& pos) const;
/** returns the tile at the given position
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE Quad3 tile(const Vector2& pos) const { return getTile(pos); }
CC_DEPRECATED_ATTRIBUTE Quad3 tile(const Vec2& pos) const { return getTile(pos); }
/** returns the original tile (untransformed) at the given position
* @js NA
* @lua NA
*/
Quad3 getOriginalTile(const Vector2& pos) const;
Quad3 getOriginalTile(const Vec2& pos) const;
/** returns the original tile (untransformed) at the given position
* @js NA
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE Quad3 originalTile(const Vector2& pos) const { return getOriginalTile(pos); }
CC_DEPRECATED_ATTRIBUTE Quad3 originalTile(const Vec2& pos) const { return getOriginalTile(pos); }
/** sets a new tile
* @js NA
* @lua NA
*/
void setTile(const Vector2& pos, const Quad3& coords);
void setTile(const Vec2& pos, const Quad3& coords);
// Overrides
virtual void blit() override;

Просмотреть файл

@ -129,7 +129,7 @@ Label* Label::createWithTTF(const TTFConfig& ttfConfig, const std::string& text,
return nullptr;
}
Label* Label::createWithBMFont(const std::string& bmfontFilePath, const std::string& text,const TextHAlignment& alignment /* = TextHAlignment::LEFT */, int maxLineWidth /* = 0 */, const Vector2& imageOffset /* = Vector2::ZERO */)
Label* Label::createWithBMFont(const std::string& bmfontFilePath, const std::string& text,const TextHAlignment& alignment /* = TextHAlignment::LEFT */, int maxLineWidth /* = 0 */, const Vec2& imageOffset /* = Vec2::ZERO */)
{
auto ret = new Label(nullptr,alignment);
@ -262,7 +262,7 @@ Label::Label(FontAtlas *atlas /* = nullptr */, TextHAlignment hAlignment /* = Te
, _insideBounds(true)
, _effectColorF(Color4F::BLACK)
{
setAnchorPoint(Vector2::ANCHOR_MIDDLE);
setAnchorPoint(Vec2::ANCHOR_MIDDLE);
reset();
#if CC_ENABLE_CACHE_TEXTURE_DATA
@ -395,7 +395,7 @@ void Label::setFontAtlas(FontAtlas* atlas,bool distanceFieldEnabled /* = false *
_reusedLetter = Sprite::createWithTexture(_fontAtlas->getTexture(0));
_reusedLetter->setOpacityModifyRGB(_isOpacityModifyRGB);
_reusedLetter->retain();
_reusedLetter->setAnchorPoint(Vector2::ANCHOR_TOP_LEFT);
_reusedLetter->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
_reusedLetter->setBatchNode(this);
}
else
@ -454,7 +454,7 @@ bool Label::setTTFConfig(const TTFConfig& ttfConfig)
return true;
}
bool Label::setBMFontFilePath(const std::string& bmfontFilePath, const Vector2& imageOffset /* = Vector2::ZERO */)
bool Label::setBMFontFilePath(const std::string& bmfontFilePath, const Vec2& imageOffset /* = Vec2::ZERO */)
{
FontAtlas *newAtlas = FontAtlasCache::getFontAtlasFNT(bmfontFilePath,imageOffset);
@ -597,8 +597,8 @@ void Label::alignText()
for (auto index = _batchNodes.size(); index < textures.size(); ++index)
{
auto batchNode = SpriteBatchNode::createWithTexture(textures[index]);
batchNode->setAnchorPoint(Vector2::ANCHOR_TOP_LEFT);
batchNode->setPosition(Vector2::ZERO);
batchNode->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
batchNode->setPosition(Vec2::ZERO);
Node::addChild(batchNode,0,Node::INVALID_TAG);
_batchNodes.push_back(batchNode);
}
@ -680,7 +680,7 @@ void Label::updateQuads()
}
}
bool Label::recordLetterInfo(const cocos2d::Vector2& point,const FontLetterDefinition& letterDef, int spriteIndex)
bool Label::recordLetterInfo(const cocos2d::Vec2& point,const FontLetterDefinition& letterDef, int spriteIndex)
{
if (static_cast<std::size_t>(spriteIndex) >= _lettersInfo.size())
{
@ -809,7 +809,7 @@ void Label::setFontScale(float fontScale)
Node::setScale(_fontScale);
}
void Label::onDraw(const Matrix& transform, bool transformUpdated)
void Label::onDraw(const Mat4& transform, bool transformUpdated)
{
CC_PROFILER_START("Label - draw");
@ -877,7 +877,7 @@ void Label::drawShadowWithoutBlur()
setColor(oldColor);
}
void Label::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void Label::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
// Don't do calculate the culling if the transform was not updated
_insideBounds = transformUpdated ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
@ -897,7 +897,7 @@ void Label::createSpriteWithFontDefinition()
texture->initWithString(_originalUTF8String.c_str(),_fontDefinition);
_textSprite = Sprite::createWithTexture(texture);
_textSprite->setAnchorPoint(Vector2::ANCHOR_BOTTOM_LEFT);
_textSprite->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
this->setContentSize(_textSprite->getContentSize());
texture->release();
if (_blendFuncDirty)
@ -1035,7 +1035,7 @@ void Label::drawTextSprite(Renderer *renderer, bool parentTransformUpdated)
{
_shadowNode->setBlendFunc(_blendFunc);
}
_shadowNode->setAnchorPoint(Vector2::ANCHOR_BOTTOM_LEFT);
_shadowNode->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
_shadowNode->setColor(_shadowColor);
_shadowNode->setOpacity(_shadowOpacity * _displayedOpacity);
_shadowNode->setPosition(_shadowOffset.width, _shadowOffset.height);
@ -1049,7 +1049,7 @@ void Label::drawTextSprite(Renderer *renderer, bool parentTransformUpdated)
_textSprite->visit(renderer, _modelViewTransform, parentTransformUpdated);
}
void Label::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void Label::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
if (! _visible || _originalUTF8String.empty())
{
@ -1088,7 +1088,7 @@ void Label::visit(Renderer *renderer, const Matrix &parentTransform, bool parent
_transformUpdated = false;
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
@ -1161,7 +1161,7 @@ Sprite * Label::getLetter(int letterIndex)
sp = Sprite::createWithTexture(_fontAtlas->getTexture(letter.def.textureID),uvRect);
sp->setBatchNode(_batchNodes[letter.def.textureID]);
sp->setPosition(Vector2(letter.position.x + uvRect.size.width / 2,
sp->setPosition(Vec2(letter.position.x + uvRect.size.width / 2,
letter.position.y - uvRect.size.height / 2));
sp->setOpacity(_realOpacity);

Просмотреть файл

@ -104,7 +104,7 @@ public:
/* Creates a label with an FNT file,an initial string,horizontal alignment,max line width and the offset of image*/
static Label* createWithBMFont(const std::string& bmfontFilePath, const std::string& text,
const TextHAlignment& alignment = TextHAlignment::LEFT, int maxLineWidth = 0,
const Vector2& imageOffset = Vector2::ZERO);
const Vec2& imageOffset = Vec2::ZERO);
static Label * createWithCharMap(const std::string& charMapFile, int itemWidth, int itemHeight, int startCharMap);
static Label * createWithCharMap(Texture2D* texture, int itemWidth, int itemHeight, int startCharMap);
@ -114,7 +114,7 @@ public:
virtual bool setTTFConfig(const TTFConfig& ttfConfig);
virtual const TTFConfig& getTTFConfig() const { return _fontConfig;}
virtual bool setBMFontFilePath(const std::string& bmfontFilePath, const Vector2& imageOffset = Vector2::ZERO);
virtual bool setBMFontFilePath(const std::string& bmfontFilePath, const Vec2& imageOffset = Vec2::ZERO);
const std::string& getBMFontFilePath() const { return _bmFontPath;}
virtual bool setCharMap(const std::string& charMapFile, int itemWidth, int itemHeight, int startCharMap);
@ -237,8 +237,8 @@ public:
virtual Rect getBoundingBox() const override;
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
CC_DEPRECATED_ATTRIBUTE static Label* create(const std::string& text, const std::string& font, float fontSize,
const Size& dimensions = Size::ZERO, TextHAlignment hAlignment = TextHAlignment::LEFT,
@ -248,13 +248,13 @@ public:
CC_DEPRECATED_ATTRIBUTE const FontDefinition& getFontDefinition() const { return _fontDefinition; }
protected:
void onDraw(const Matrix& transform, bool transformUpdated);
void onDraw(const Mat4& transform, bool transformUpdated);
struct LetterInfo
{
FontLetterDefinition def;
Vector2 position;
Vec2 position;
Size contentSize;
int atlasIndex;
};
@ -279,7 +279,7 @@ protected:
virtual void setFontAtlas(FontAtlas* atlas,bool distanceFieldEnabled = false, bool useA8Shader = false);
bool recordLetterInfo(const cocos2d::Vector2& point,const FontLetterDefinition& letterDef, int spriteIndex);
bool recordLetterInfo(const cocos2d::Vec2& point,const FontLetterDefinition& letterDef, int spriteIndex);
bool recordPlaceholderInfo(int spriteIndex);
void setFontScale(float fontScale);
@ -363,7 +363,7 @@ protected:
bool _shadowEnabled;
Size _shadowOffset;
int _shadowBlurRadius;
Matrix _shadowTransform;
Mat4 _shadowTransform;
Color3B _shadowColor;
float _shadowOpacity;
Sprite* _shadowNode;

Просмотреть файл

@ -249,7 +249,7 @@ void LabelAtlas::updateColor()
//CCLabelAtlas - draw
#if CC_LABELATLAS_DEBUG_DRAW
void LabelAtlas::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void LabelAtlas::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
AtlasNode::draw(renderer, transform, transformUpdated);
@ -258,7 +258,7 @@ void LabelAtlas::draw(Renderer *renderer, const Matrix &transform, bool transfor
renderer->addCommand(&_customDebugDrawCommand);
}
void LabelAtlas::drawDebugData(const Matrix& transform, bool transformUpdated)
void LabelAtlas::drawDebugData(const Mat4& transform, bool transformUpdated)
{
Director* director = Director::getInstance();
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
@ -266,12 +266,12 @@ void LabelAtlas::drawDebugData(const Matrix& transform, bool transformUpdated)
auto size = getContentSize();
Vector2 vertices[4]=
Vec2 vertices[4]=
{
Vector2::ZERO,
Vector2(size.width, 0),
Vector2(size.width, size.height),
Vector2(0, size.height)
Vec2::ZERO,
Vec2(size.width, 0),
Vec2(size.width, size.height),
Vec2(0, size.height)
};
DrawPrimitives::drawPoly(vertices, 4, true);

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@ -84,7 +84,7 @@ public:
virtual std::string getDescription() const override;
#if CC_LABELATLAS_DEBUG_DRAW
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
#endif
protected:
@ -100,7 +100,7 @@ protected:
#if CC_LABELATLAS_DEBUG_DRAW
CustomCommand _customDebugDrawCommand;
void drawDebugData(const Matrix& transform, bool transformUpdated);
void drawDebugData(const Mat4& transform, bool transformUpdated);
#endif
// string to render

Просмотреть файл

@ -65,7 +65,7 @@ LabelBMFont * LabelBMFont::create()
}
//LabelBMFont - Creation & Init
LabelBMFont *LabelBMFont::create(const std::string& str, const std::string& fntFile, float width /* = 0 */, TextHAlignment alignment /* = TextHAlignment::LEFT */,const Vector2& imageOffset /* = Vector2::ZERO */)
LabelBMFont *LabelBMFont::create(const std::string& str, const std::string& fntFile, float width /* = 0 */, TextHAlignment alignment /* = TextHAlignment::LEFT */,const Vec2& imageOffset /* = Vec2::ZERO */)
{
LabelBMFont *ret = new LabelBMFont();
if(ret && ret->initWithString(str, fntFile, width, alignment,imageOffset))
@ -77,7 +77,7 @@ LabelBMFont *LabelBMFont::create(const std::string& str, const std::string& fntF
return nullptr;
}
bool LabelBMFont::initWithString(const std::string& str, const std::string& fntFile, float width /* = 0 */, TextHAlignment alignment /* = TextHAlignment::LEFT */,const Vector2& imageOffset /* = Vector2::ZERO */)
bool LabelBMFont::initWithString(const std::string& str, const std::string& fntFile, float width /* = 0 */, TextHAlignment alignment /* = TextHAlignment::LEFT */,const Vec2& imageOffset /* = Vec2::ZERO */)
{
if (_label->setBMFontFilePath(fntFile,imageOffset))
{
@ -95,9 +95,9 @@ bool LabelBMFont::initWithString(const std::string& str, const std::string& fntF
LabelBMFont::LabelBMFont()
{
_label = Label::create();
_label->setAnchorPoint(Vector2::ANCHOR_BOTTOM_LEFT);
_label->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
this->addChild(_label);
this->setAnchorPoint(Vector2::ANCHOR_MIDDLE);
this->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
_cascadeOpacityEnabled = true;
}
@ -152,7 +152,7 @@ void LabelBMFont::setLineBreakWithoutSpace( bool breakWithoutSpace )
}
// LabelBMFont - FntFile
void LabelBMFont::setFntFile(const std::string& fntFile, const Vector2& imageOffset /* = Vector2::ZERO */)
void LabelBMFont::setFntFile(const std::string& fntFile, const Vec2& imageOffset /* = Vec2::ZERO */)
{
if (_fntFile.compare(fntFile) != 0)
{
@ -207,7 +207,7 @@ Rect LabelBMFont::getBoundingBox() const
return _label->getBoundingBox();
}
#if CC_LABELBMFONT_DEBUG_DRAW
void LabelBMFont::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void LabelBMFont::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Node::draw(renderer, transform, transformUpdated);
@ -216,7 +216,7 @@ void LabelBMFont::draw(Renderer *renderer, const Matrix &transform, bool transfo
renderer->addCommand(&_customDebugDrawCommand);
}
void LabelBMFont::drawDebugData(const Matrix& transform, bool transformUpdated)
void LabelBMFont::drawDebugData(const Mat4& transform, bool transformUpdated)
{
Director* director = Director::getInstance();
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
@ -224,12 +224,12 @@ void LabelBMFont::drawDebugData(const Matrix& transform, bool transformUpdated)
auto size = getContentSize();
Vector2 vertices[4]=
Vec2 vertices[4]=
{
Vector2::ZERO,
Vector2(size.width, 0),
Vector2(size.width, size.height),
Vector2(0, size.height)
Vec2::ZERO,
Vec2(size.width, 0),
Vec2(size.width, size.height),
Vec2(0, size.height)
};
DrawPrimitives::drawPoly(vertices, 4, true);

Просмотреть файл

@ -85,14 +85,14 @@ public:
virtual ~LabelBMFont();
/** creates a bitmap font atlas with an initial string and the FNT file */
static LabelBMFont * create(const std::string& str, const std::string& fntFile, float width = 0, TextHAlignment alignment = TextHAlignment::LEFT,const Vector2& imageOffset = Vector2::ZERO);
static LabelBMFont * create(const std::string& str, const std::string& fntFile, float width = 0, TextHAlignment alignment = TextHAlignment::LEFT,const Vec2& imageOffset = Vec2::ZERO);
/** Creates an label.
*/
static LabelBMFont * create();
/** init a bitmap font atlas with an initial string and the FNT file */
bool initWithString(const std::string& str, const std::string& fntFile, float width = 0, TextHAlignment alignment = TextHAlignment::LEFT,const Vector2& imageOffset = Vector2::ZERO);
bool initWithString(const std::string& str, const std::string& fntFile, float width = 0, TextHAlignment alignment = TextHAlignment::LEFT,const Vec2& imageOffset = Vec2::ZERO);
// super method
virtual void setString(const std::string& newString) override;
@ -107,7 +107,7 @@ public:
virtual bool isOpacityModifyRGB() const;
virtual void setOpacityModifyRGB(bool isOpacityModifyRGB);
void setFntFile(const std::string& fntFile, const Vector2& imageOffset = Vector2::ZERO);
void setFntFile(const std::string& fntFile, const Vec2& imageOffset = Vec2::ZERO);
const std::string& getFntFile() const;
virtual void setBlendFunc(const BlendFunc &blendFunc) override;
@ -124,13 +124,13 @@ public:
virtual std::string getDescription() const override;
#if CC_LABELBMFONT_DEBUG_DRAW
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
#endif
private:
#if CC_LABELBMFONT_DEBUG_DRAW
CustomCommand _customDebugDrawCommand;
void drawDebugData(const Matrix& transform, bool transformUpdated);
void drawDebugData(const Mat4& transform, bool transformUpdated);
#endif
// name of fntFile

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@ -39,9 +39,9 @@ NS_CC_BEGIN
LabelTTF::LabelTTF()
{
_renderLabel = Label::create();
_renderLabel->setAnchorPoint(Vector2::ANCHOR_BOTTOM_LEFT);
_renderLabel->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
this->addChild(_renderLabel);
this->setAnchorPoint(Vector2::ANCHOR_MIDDLE);
this->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
_contentDirty = false;
_cascadeColorEnabled = true;
@ -262,7 +262,7 @@ void LabelTTF::setFlippedY(bool flippedY)
}
}
void LabelTTF::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void LabelTTF::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
if (_contentDirty)
{

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@ -150,7 +150,7 @@ public:
* @lua NA
*/
virtual std::string getDescription() const override;
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
virtual const Size& getContentSize() const override;
protected:
Label* _renderLabel;

Просмотреть файл

@ -310,7 +310,7 @@ bool LabelTextFormatter::createStringSprites(Label *theLabel)
auto strWhole = theLabel->_currentUTF16String;
auto fontAtlas = theLabel->_fontAtlas;
FontLetterDefinition tempDefinition;
Vector2 letterPosition;
Vec2 letterPosition;
const auto& kernings = theLabel->_horizontalKernings;
float clipTop = 0;

Просмотреть файл

@ -65,7 +65,7 @@ Layer::Layer()
, _swallowsTouches(true)
{
_ignoreAnchorPointForPosition = true;
setAnchorPoint(Vector2(0.5f, 0.5f));
setAnchorPoint(Vec2(0.5f, 0.5f));
}
Layer::~Layer()
@ -584,7 +584,7 @@ void LayerColor::updateColor()
}
}
void LayerColor::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void LayerColor::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(LayerColor::onDraw, this, transform, transformUpdated);
@ -592,15 +592,15 @@ void LayerColor::draw(Renderer *renderer, const Matrix &transform, bool transfor
for(int i = 0; i < 4; ++i)
{
Vector4 pos;
Vec4 pos;
pos.x = _squareVertices[i].x; pos.y = _squareVertices[i].y; pos.z = _positionZ;
pos.w = 1;
_modelViewTransform.transformVector(&pos);
_noMVPVertices[i] = Vector3(pos.x,pos.y,pos.z)/pos.w;
_noMVPVertices[i] = Vec3(pos.x,pos.y,pos.z)/pos.w;
}
}
void LayerColor::onDraw(const Matrix& transform, bool transformUpdated)
void LayerColor::onDraw(const Mat4& transform, bool transformUpdated)
{
getGLProgram()->use();
getGLProgram()->setUniformsForBuiltins(transform);
@ -610,7 +610,7 @@ void LayerColor::onDraw(const Matrix& transform, bool transformUpdated)
// Attributes
//
#ifdef EMSCRIPTEN
setGLBufferData(_noMVPVertices, 4 * sizeof(Vector3), 0);
setGLBufferData(_noMVPVertices, 4 * sizeof(Vec3), 0);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
setGLBufferData(_squareColors, 4 * sizeof(Color4F), 1);
@ -640,7 +640,7 @@ LayerGradient::LayerGradient()
, _endColor(Color4B::BLACK)
, _startOpacity(255)
, _endOpacity(255)
, _alongVector(Vector2(0, -1))
, _alongVector(Vec2(0, -1))
, _compressedInterpolation(true)
{
@ -662,7 +662,7 @@ LayerGradient* LayerGradient::create(const Color4B& start, const Color4B& end)
return nullptr;
}
LayerGradient* LayerGradient::create(const Color4B& start, const Color4B& end, const Vector2& v)
LayerGradient* LayerGradient::create(const Color4B& start, const Color4B& end, const Vec2& v)
{
LayerGradient * layer = new LayerGradient();
if( layer && layer->initWithColor(start, end, v))
@ -695,10 +695,10 @@ bool LayerGradient::init()
bool LayerGradient::initWithColor(const Color4B& start, const Color4B& end)
{
return initWithColor(start, end, Vector2(0, -1));
return initWithColor(start, end, Vec2(0, -1));
}
bool LayerGradient::initWithColor(const Color4B& start, const Color4B& end, const Vector2& v)
bool LayerGradient::initWithColor(const Color4B& start, const Color4B& end, const Vec2& v)
{
_endColor.r = end.r;
_endColor.g = end.g;
@ -722,7 +722,7 @@ void LayerGradient::updateColor()
return;
float c = sqrtf(2.0f);
Vector2 u = Vector2(_alongVector.x / h, _alongVector.y / h);
Vec2 u = Vec2(_alongVector.x / h, _alongVector.y / h);
// Compressed Interpolation mode
if (_compressedInterpolation)
@ -812,13 +812,13 @@ GLubyte LayerGradient::getEndOpacity() const
return _endOpacity;
}
void LayerGradient::setVector(const Vector2& var)
void LayerGradient::setVector(const Vec2& var)
{
_alongVector = var;
updateColor();
}
const Vector2& LayerGradient::getVector() const
const Vec2& LayerGradient::getVector() const
{
return _alongVector;
}

Просмотреть файл

@ -270,7 +270,7 @@ public:
//
// Overrides
//
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual void setContentSize(const Size & var) override;
/** BlendFunction. Conforms to BlendProtocol protocol */
@ -299,15 +299,15 @@ CC_CONSTRUCTOR_ACCESS:
bool initWithColor(const Color4B& color);
protected:
void onDraw(const Matrix& transform, bool transformUpdated);
void onDraw(const Mat4& transform, bool transformUpdated);
virtual void updateColor() override;
BlendFunc _blendFunc;
Vector2 _squareVertices[4];
Vec2 _squareVertices[4];
Color4F _squareColors[4];
CustomCommand _customCommand;
Vector3 _noMVPVertices[4];
Vec3 _noMVPVertices[4];
private:
CC_DISALLOW_COPY_AND_ASSIGN(LayerColor);
@ -345,7 +345,7 @@ public:
static LayerGradient* create(const Color4B& start, const Color4B& end);
/** Creates a full-screen Layer with a gradient between start and end in the direction of v. */
static LayerGradient* create(const Color4B& start, const Color4B& end, const Vector2& v);
static LayerGradient* create(const Color4B& start, const Color4B& end, const Vec2& v);
/** Whether or not the interpolation will be compressed in order to display all the colors of the gradient both in canonical and non canonical vectors
Default: true
@ -376,9 +376,9 @@ public:
/** Sets the directional vector that will be used for the gradient.
The default value is vertical direction (0,-1).
*/
void setVector(const Vector2& alongVector);
void setVector(const Vec2& alongVector);
/** Returns the directional vector used for the gradient */
const Vector2& getVector() const;
const Vec2& getVector() const;
virtual std::string getDescription() const override;
@ -397,7 +397,7 @@ CC_CONSTRUCTOR_ACCESS:
* @js init
* @lua init
*/
bool initWithColor(const Color4B& start, const Color4B& end, const Vector2& v);
bool initWithColor(const Color4B& start, const Color4B& end, const Vec2& v);
protected:
virtual void updateColor() override;
@ -406,7 +406,7 @@ protected:
Color3B _endColor;
GLubyte _startOpacity;
GLubyte _endOpacity;
Vector2 _alongVector;
Vec2 _alongVector;
bool _compressedInterpolation;
};

Просмотреть файл

@ -138,10 +138,10 @@ bool Menu::initWithArray(const Vector<MenuItem*>& arrayOfItems)
Size s = Director::getInstance()->getWinSize();
this->ignoreAnchorPointForPosition(true);
setAnchorPoint(Vector2(0.5f, 0.5f));
setAnchorPoint(Vec2(0.5f, 0.5f));
this->setContentSize(s);
setPosition(Vector2(s.width/2, s.height/2));
setPosition(Vec2(s.width/2, s.height/2));
int z=0;
@ -315,7 +315,7 @@ void Menu::alignItemsVerticallyWithPadding(float padding)
float y = height / 2.0f;
for(const auto &child : _children) {
child->setPosition(Vector2(0, y - child->getContentSize().height * child->getScaleY() / 2.0f));
child->setPosition(Vec2(0, y - child->getContentSize().height * child->getScaleY() / 2.0f));
y -= child->getContentSize().height * child->getScaleY() + padding;
}
}
@ -334,7 +334,7 @@ void Menu::alignItemsHorizontallyWithPadding(float padding)
float x = -width / 2.0f;
for(const auto &child : _children) {
child->setPosition(Vector2(x + child->getContentSize().width * child->getScaleX() / 2.0f, 0));
child->setPosition(Vec2(x + child->getContentSize().width * child->getScaleX() / 2.0f, 0));
x += child->getContentSize().width * child->getScaleX() + padding;
}
}
@ -413,7 +413,7 @@ void Menu::alignItemsInColumnsWithArray(const ValueVector& rows)
float tmp = child->getContentSize().height;
rowHeight = (unsigned int)((rowHeight >= tmp || isnan(tmp)) ? rowHeight : tmp);
child->setPosition(Vector2(x - winSize.width / 2,
child->setPosition(Vec2(x - winSize.width / 2,
y - child->getContentSize().height / 2));
x += w;
@ -514,7 +514,7 @@ void Menu::alignItemsInRowsWithArray(const ValueVector& columns)
float tmp = child->getContentSize().width;
columnWidth = (unsigned int)((columnWidth >= tmp || isnan(tmp)) ? columnWidth : tmp);
child->setPosition(Vector2(x + columnWidths[column] / 2,
child->setPosition(Vec2(x + columnWidths[column] / 2,
y - winSize.height / 2));
y -= child->getContentSize().height + 10;
@ -533,7 +533,7 @@ void Menu::alignItemsInRowsWithArray(const ValueVector& columns)
MenuItem* Menu::getItemForTouch(Touch *touch)
{
Vector2 touchLocation = touch->getLocation();
Vec2 touchLocation = touch->getLocation();
if (!_children.empty())
{
@ -542,9 +542,9 @@ MenuItem* Menu::getItemForTouch(Touch *touch)
MenuItem* child = dynamic_cast<MenuItem*>(*iter);
if (child && child->isVisible() && child->isEnabled())
{
Vector2 local = child->convertToNodeSpace(touchLocation);
Vec2 local = child->convertToNodeSpace(touchLocation);
Rect r = child->rect();
r.origin = Vector2::ZERO;
r.origin = Vec2::ZERO;
if (r.containsPoint(local))
{

Просмотреть файл

@ -90,7 +90,7 @@ bool MenuItem::initWithTarget(cocos2d::Ref *target, SEL_MenuHandler selector )
bool MenuItem::initWithCallback(const ccMenuCallback& callback)
{
setAnchorPoint(Vector2(0.5f, 0.5f));
setAnchorPoint(Vec2(0.5f, 0.5f));
_callback = callback;
_enabled = true;
_selected = false;
@ -179,7 +179,7 @@ void MenuItemLabel::setLabel(Node* var)
{
if (var)
{
var->setAnchorPoint(Vector2::ANCHOR_BOTTOM_LEFT);
var->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
setContentSize(var->getContentSize());
addChild(var);
}
@ -483,7 +483,7 @@ void MenuItemSprite::setNormalImage(Node* image)
if (image)
{
addChild(image, 0, kNormalTag);
image->setAnchorPoint(Vector2(0, 0));
image->setAnchorPoint(Vec2(0, 0));
}
if (_normalImage)
@ -504,7 +504,7 @@ void MenuItemSprite::setSelectedImage(Node* image)
if (image)
{
addChild(image, 0, kSelectedTag);
image->setAnchorPoint(Vector2(0, 0));
image->setAnchorPoint(Vec2(0, 0));
}
if (_selectedImage)
@ -524,7 +524,7 @@ void MenuItemSprite::setDisabledImage(Node* image)
if (image)
{
addChild(image, 0, kDisableTag);
image->setAnchorPoint(Vector2(0, 0));
image->setAnchorPoint(Vec2(0, 0));
}
if (_disabledImage)
@ -935,7 +935,7 @@ void MenuItemToggle::setSelectedIndex(unsigned int index)
this->addChild(item, 0, kCurrentItem);
Size s = item->getContentSize();
this->setContentSize(s);
item->setPosition( Vector2( s.width/2, s.height/2 ) );
item->setPosition( Vec2( s.width/2, s.height/2 ) );
}
}

Просмотреть файл

@ -41,7 +41,7 @@ MotionStreak::MotionStreak()
, _startingPositionInitialized(false)
, _texture(nullptr)
, _blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED)
, _positionR(Vector2::ZERO)
, _positionR(Vec2::ZERO)
, _stroke(0.0f)
, _fadeDelta(0.0f)
, _minSeg(0.0f)
@ -102,12 +102,12 @@ bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Co
bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture)
{
Node::setPosition(Vector2::ZERO);
setAnchorPoint(Vector2::ZERO);
Node::setPosition(Vec2::ZERO);
setAnchorPoint(Vec2::ZERO);
ignoreAnchorPointForPosition(true);
_startingPositionInitialized = false;
_positionR = Vector2::ZERO;
_positionR = Vec2::ZERO;
_fastMode = true;
_minSeg = (minSeg == -1.0f) ? stroke/5.0f : minSeg;
_minSeg *= _minSeg;
@ -118,9 +118,9 @@ bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Co
_maxPoints = (int)(fade*60.0f)+2;
_nuPoints = 0;
_pointState = (float *)malloc(sizeof(float) * _maxPoints);
_pointVertexes = (Vector2*)malloc(sizeof(Vector2) * _maxPoints);
_pointVertexes = (Vec2*)malloc(sizeof(Vec2) * _maxPoints);
_vertices = (Vector2*)malloc(sizeof(Vector2) * _maxPoints * 2);
_vertices = (Vec2*)malloc(sizeof(Vec2) * _maxPoints * 2);
_texCoords = (Tex2F*)malloc(sizeof(Tex2F) * _maxPoints * 2);
_colorPointer = (GLubyte*)malloc(sizeof(GLubyte) * _maxPoints * 2 * 4);
@ -137,7 +137,7 @@ bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Co
return true;
}
void MotionStreak::setPosition(const Vector2& position)
void MotionStreak::setPosition(const Vec2& position)
{
if (!_startingPositionInitialized) {
_startingPositionInitialized = true;
@ -154,7 +154,7 @@ void MotionStreak::setPosition(float x, float y)
_positionR.y = y;
}
const Vector2& MotionStreak::getPosition() const
const Vec2& MotionStreak::getPosition() const
{
return _positionR;
}
@ -373,7 +373,7 @@ void MotionStreak::reset()
_nuPoints = 0;
}
void MotionStreak::onDraw(const Matrix &transform, bool transformUpdated)
void MotionStreak::onDraw(const Mat4 &transform, bool transformUpdated)
{
getGLProgram()->use();
getGLProgram()->setUniformsForBuiltins(transform);
@ -385,7 +385,7 @@ void MotionStreak::onDraw(const Matrix &transform, bool transformUpdated)
#ifdef EMSCRIPTEN
// Size calculations from ::initWithFade
setGLBufferData(_vertices, (sizeof(Vector2) * _maxPoints * 2), 0);
setGLBufferData(_vertices, (sizeof(Vec2) * _maxPoints * 2), 0);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
setGLBufferData(_texCoords, (sizeof(Tex2F) * _maxPoints * 2), 1);
@ -403,7 +403,7 @@ void MotionStreak::onDraw(const Matrix &transform, bool transformUpdated)
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _nuPoints*2);
}
void MotionStreak::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void MotionStreak::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
if(_nuPoints <= 1)
return;

Просмотреть файл

@ -73,9 +73,9 @@ public:
}
// Overrides
virtual void setPosition(const Vector2& position) override;
virtual void setPosition(const Vec2& position) override;
virtual void setPosition(float x, float y) override;
virtual const Vector2& getPosition() const override;
virtual const Vec2& getPosition() const override;
virtual void getPosition(float* x, float* y) const override;
virtual void setPositionX(float x) override;
virtual void setPositionY(float y) override;
@ -85,7 +85,7 @@ public:
* @js NA
* @lua NA
*/
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
/**
* @js NA
* @lua NA
@ -120,7 +120,7 @@ CC_CONSTRUCTOR_ACCESS:
protected:
//renderer callback
void onDraw(const Matrix &transform, bool transformUpdated);
void onDraw(const Mat4 &transform, bool transformUpdated);
bool _fastMode;
bool _startingPositionInitialized;
@ -128,7 +128,7 @@ protected:
/** texture used for the motion streak */
Texture2D* _texture;
BlendFunc _blendFunc;
Vector2 _positionR;
Vec2 _positionR;
float _stroke;
float _fadeDelta;
@ -139,11 +139,11 @@ protected:
unsigned int _previousNuPoints;
/** Pointers */
Vector2* _pointVertexes;
Vec2* _pointVertexes;
float* _pointState;
// Opengl
Vector2* _vertices;
Vec2* _vertices;
GLubyte* _colorPointer;
Tex2F* _texCoords;

Просмотреть файл

@ -81,11 +81,11 @@ Node::Node(void)
, _scaleY(1.0f)
, _scaleZ(1.0f)
, _positionZ(0.0f)
, _position(Vector2::ZERO)
, _position(Vec2::ZERO)
, _skewX(0.0f)
, _skewY(0.0f)
, _anchorPointInPoints(Vector2::ZERO)
, _anchorPoint(Vector2::ZERO)
, _anchorPointInPoints(Vec2::ZERO)
, _anchorPoint(Vec2::ZERO)
, _contentSize(Size::ZERO)
, _useAdditionalTransform(false)
, _transformDirty(true)
@ -135,7 +135,7 @@ Node::Node(void)
ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine();
_scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone;
#endif
_transform = _inverse = _additionalTransform = Matrix::IDENTITY;
_transform = _inverse = _additionalTransform = Mat4::IDENTITY;
}
Node::~Node()
@ -277,7 +277,7 @@ float Node::getRotationSkewX() const
return _rotationZ_X;
}
void Node::setRotation3D(const Vector3& rotation)
void Node::setRotation3D(const Vec3& rotation)
{
if (_rotationX == rotation.x &&
_rotationY == rotation.y &&
@ -301,12 +301,12 @@ void Node::setRotation3D(const Vector3& rotation)
#endif
}
Vector3 Node::getRotation3D() const
Vec3 Node::getRotation3D() const
{
// rotation Z is decomposed in 2 to simulate Skew for Flash animations
CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y");
return Vector3(_rotationX,_rotationY,_rotationZ_X);
return Vec3(_rotationX,_rotationY,_rotationZ_X);
}
void Node::setRotationSkewX(float rotationX)
@ -410,13 +410,13 @@ void Node::setScaleY(float scaleY)
/// position getter
const Vector2& Node::getPosition() const
const Vec2& Node::getPosition() const
{
return _position;
}
/// position setter
void Node::setPosition(const Vector2& position)
void Node::setPosition(const Vec2& position)
{
if (_position.equals(position))
return;
@ -441,18 +441,18 @@ void Node::getPosition(float* x, float* y) const
void Node::setPosition(float x, float y)
{
setPosition(Vector2(x, y));
setPosition(Vec2(x, y));
}
void Node::setPosition3D(const Vector3& position)
void Node::setPosition3D(const Vec3& position)
{
_positionZ = position.z;
setPosition(Vector2(position.x, position.y));
setPosition(Vec2(position.x, position.y));
}
Vector3 Node::getPosition3D() const
Vec3 Node::getPosition3D() const
{
Vector3 ret;
Vec3 ret;
ret.x = _position.x;
ret.y = _position.y;
ret.z = _positionZ;
@ -466,7 +466,7 @@ float Node::getPositionX() const
void Node::setPositionX(float x)
{
setPosition(Vector2(x, _position.y));
setPosition(Vec2(x, _position.y));
}
float Node::getPositionY() const
@ -476,7 +476,7 @@ float Node::getPositionY() const
void Node::setPositionY(float y)
{
setPosition(Vector2(_position.x, y));
setPosition(Vec2(_position.x, y));
}
float Node::getPositionZ() const
@ -519,21 +519,21 @@ void Node::setVisible(bool var)
}
}
const Vector2& Node::getAnchorPointInPoints() const
const Vec2& Node::getAnchorPointInPoints() const
{
return _anchorPointInPoints;
}
/// anchorPoint getter
const Vector2& Node::getAnchorPoint() const
const Vec2& Node::getAnchorPoint() const
{
return _anchorPoint;
}
void Node::setAnchorPoint(const Vector2& point)
void Node::setAnchorPoint(const Vec2& point)
{
#if CC_USE_PHYSICS
if (_physicsBody != nullptr && !point.equals(Vector2::ANCHOR_MIDDLE))
if (_physicsBody != nullptr && !point.equals(Vec2::ANCHOR_MIDDLE))
{
CCLOG("Node warning: This node has a physics body, the anchor must be in the middle, you cann't change this to other value.");
return;
@ -543,7 +543,7 @@ void Node::setAnchorPoint(const Vector2& point)
if( ! point.equals(_anchorPoint))
{
_anchorPoint = point;
_anchorPointInPoints = Vector2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
_anchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
_transformUpdated = _transformDirty = _inverseDirty = true;
}
}
@ -560,7 +560,7 @@ void Node::setContentSize(const Size & size)
{
_contentSize = size;
_anchorPointInPoints = Vector2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
_anchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
_transformUpdated = _transformDirty = _inverseDirty = true;
}
}
@ -943,18 +943,18 @@ void Node::draw()
draw(renderer, _modelViewTransform, true);
}
void Node::draw(Renderer* renderer, const Matrix &transform, bool transformUpdated)
void Node::draw(Renderer* renderer, const Mat4 &transform, bool transformUpdated)
{
}
void Node::visit()
{
auto renderer = Director::getInstance()->getRenderer();
Matrix parentTransform = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
Mat4 parentTransform = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
visit(renderer, parentTransform, true);
}
void Node::visit(Renderer* renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void Node::visit(Renderer* renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
// quick return if not visible. children won't be drawn.
if (!_visible)
@ -969,7 +969,7 @@ void Node::visit(Renderer* renderer, const Matrix &parentTransform, bool parentT
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
@ -1008,9 +1008,9 @@ void Node::visit(Renderer* renderer, const Matrix &parentTransform, bool parentT
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Matrix Node::transform(const Matrix& parentTransform)
Mat4 Node::transform(const Mat4& parentTransform)
{
Matrix ret = this->getNodeToParentTransform();
Mat4 ret = this->getNodeToParentTransform();
ret = parentTransform * ret;
return ret;
}
@ -1338,7 +1338,7 @@ AffineTransform Node::getNodeToParentAffineTransform() const
return ret;
}
const Matrix& Node::getNodeToParentTransform() const
const Mat4& Node::getNodeToParentTransform() const
{
if (_transformDirty)
{
@ -1373,7 +1373,7 @@ const Matrix& Node::getNodeToParentTransform() const
// optimization:
// inline anchor point calculation if skew is not needed
// Adjusted transform calculation for rotational skew
if (! needsSkewMatrix && !_anchorPointInPoints.equals(Vector2::ZERO))
if (! needsSkewMatrix && !_anchorPointInPoints.equals(Vec2::ZERO))
{
x += cy * -_anchorPointInPoints.x * _scaleX + -sx * -_anchorPointInPoints.y * _scaleY;
y += sy * -_anchorPointInPoints.x * _scaleX + cx * -_anchorPointInPoints.y * _scaleY;
@ -1394,13 +1394,13 @@ const Matrix& Node::getNodeToParentTransform() const
// FIX ME: Expensive operation.
// FIX ME: It should be done together with the rotationZ
if(_rotationY) {
Matrix rotY;
Matrix::createRotationY(CC_DEGREES_TO_RADIANS(_rotationY), &rotY);
Mat4 rotY;
Mat4::createRotationY(CC_DEGREES_TO_RADIANS(_rotationY), &rotY);
_transform = _transform * rotY;
}
if(_rotationX) {
Matrix rotX;
Matrix::createRotationX(CC_DEGREES_TO_RADIANS(_rotationX), &rotX);
Mat4 rotX;
Mat4::createRotationX(CC_DEGREES_TO_RADIANS(_rotationX), &rotX);
_transform = _transform * rotX;
}
@ -1408,7 +1408,7 @@ const Matrix& Node::getNodeToParentTransform() const
// If skew is needed, apply skew and then anchor point
if (needsSkewMatrix)
{
Matrix skewMatrix(1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
Mat4 skewMatrix(1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
(float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
@ -1416,9 +1416,9 @@ const Matrix& Node::getNodeToParentTransform() const
_transform = _transform * skewMatrix;
// adjust anchor point
if (!_anchorPointInPoints.equals(Vector2::ZERO))
if (!_anchorPointInPoints.equals(Vec2::ZERO))
{
// XXX: Argh, Matrix needs a "translate" method.
// XXX: Argh, Mat4 needs a "translate" method.
// XXX: Although this is faster than multiplying a vec4 * mat4
_transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y;
_transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y;
@ -1436,7 +1436,7 @@ const Matrix& Node::getNodeToParentTransform() const
return _transform;
}
void Node::setNodeToParentTransform(const Matrix& transform)
void Node::setNodeToParentTransform(const Mat4& transform)
{
_transform = transform;
_transformDirty = false;
@ -1445,12 +1445,12 @@ void Node::setNodeToParentTransform(const Matrix& transform)
void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
{
Matrix tmp;
Mat4 tmp;
CGAffineToGL(additionalTransform, tmp.m);
setAdditionalTransform(&tmp);
}
void Node::setAdditionalTransform(Matrix* additionalTransform)
void Node::setAdditionalTransform(Mat4* additionalTransform)
{
if(additionalTransform == nullptr) {
_useAdditionalTransform = false;
@ -1465,13 +1465,13 @@ void Node::setAdditionalTransform(Matrix* additionalTransform)
AffineTransform Node::getParentToNodeAffineTransform() const
{
AffineTransform ret;
Matrix ret4 = getParentToNodeTransform();
Mat4 ret4 = getParentToNodeTransform();
GLToCGAffine(ret4.m,&ret);
return ret;
}
const Matrix& Node::getParentToNodeTransform() const
const Mat4& Node::getParentToNodeTransform() const
{
if ( _inverseDirty ) {
_inverse = _transform.getInversed();
@ -1492,9 +1492,9 @@ AffineTransform Node::getNodeToWorldAffineTransform() const
return t;
}
Matrix Node::getNodeToWorldTransform() const
Mat4 Node::getNodeToWorldTransform() const
{
Matrix t = this->getNodeToParentTransform();
Mat4 t = this->getNodeToParentTransform();
for (Node *p = _parent; p != nullptr; p = p->getParent())
{
@ -1509,59 +1509,59 @@ AffineTransform Node::getWorldToNodeAffineTransform() const
return AffineTransformInvert(this->getNodeToWorldAffineTransform());
}
Matrix Node::getWorldToNodeTransform() const
Mat4 Node::getWorldToNodeTransform() const
{
return getNodeToWorldTransform().getInversed();
}
Vector2 Node::convertToNodeSpace(const Vector2& worldPoint) const
Vec2 Node::convertToNodeSpace(const Vec2& worldPoint) const
{
Matrix tmp = getWorldToNodeTransform();
Vector3 vec3(worldPoint.x, worldPoint.y, 0);
Vector3 ret;
Mat4 tmp = getWorldToNodeTransform();
Vec3 vec3(worldPoint.x, worldPoint.y, 0);
Vec3 ret;
tmp.transformPoint(vec3,&ret);
return Vector2(ret.x, ret.y);
return Vec2(ret.x, ret.y);
}
Vector2 Node::convertToWorldSpace(const Vector2& nodePoint) const
Vec2 Node::convertToWorldSpace(const Vec2& nodePoint) const
{
Matrix tmp = getNodeToWorldTransform();
Vector3 vec3(nodePoint.x, nodePoint.y, 0);
Vector3 ret;
Mat4 tmp = getNodeToWorldTransform();
Vec3 vec3(nodePoint.x, nodePoint.y, 0);
Vec3 ret;
tmp.transformPoint(vec3,&ret);
return Vector2(ret.x, ret.y);
return Vec2(ret.x, ret.y);
}
Vector2 Node::convertToNodeSpaceAR(const Vector2& worldPoint) const
Vec2 Node::convertToNodeSpaceAR(const Vec2& worldPoint) const
{
Vector2 nodePoint = convertToNodeSpace(worldPoint);
Vec2 nodePoint = convertToNodeSpace(worldPoint);
return nodePoint - _anchorPointInPoints;
}
Vector2 Node::convertToWorldSpaceAR(const Vector2& nodePoint) const
Vec2 Node::convertToWorldSpaceAR(const Vec2& nodePoint) const
{
Vector2 pt = nodePoint + _anchorPointInPoints;
Vec2 pt = nodePoint + _anchorPointInPoints;
return convertToWorldSpace(pt);
}
Vector2 Node::convertToWindowSpace(const Vector2& nodePoint) const
Vec2 Node::convertToWindowSpace(const Vec2& nodePoint) const
{
Vector2 worldPoint = this->convertToWorldSpace(nodePoint);
Vec2 worldPoint = this->convertToWorldSpace(nodePoint);
return Director::getInstance()->convertToUI(worldPoint);
}
// convenience methods which take a Touch instead of Vector2
Vector2 Node::convertTouchToNodeSpace(Touch *touch) const
// convenience methods which take a Touch instead of Vec2
Vec2 Node::convertTouchToNodeSpace(Touch *touch) const
{
Vector2 point = touch->getLocation();
Vec2 point = touch->getLocation();
return this->convertToNodeSpace(point);
}
Vector2 Node::convertTouchToNodeSpaceAR(Touch *touch) const
Vec2 Node::convertTouchToNodeSpaceAR(Touch *touch) const
{
Vector2 point = touch->getLocation();
Vec2 point = touch->getLocation();
return this->convertToNodeSpaceAR(point);
}
@ -1608,7 +1608,7 @@ void Node::updatePhysicsBodyPosition(Scene* scene)
{
if (scene != nullptr && scene->getPhysicsWorld() != nullptr)
{
Vector2 pos = getParent() == scene ? getPosition() : scene->convertToNodeSpace(_parent->convertToWorldSpace(getPosition()));
Vec2 pos = getParent() == scene ? getPosition() : scene->convertToNodeSpace(_parent->convertToWorldSpace(getPosition()));
_physicsBody->setPosition(pos);
}
else
@ -1647,10 +1647,10 @@ void Node::setPhysicsBody(PhysicsBody* body)
// physics rotation based on body position, but node rotation based on node anthor point
// it cann't support both of them, so I clear the anthor point to default.
if (!getAnchorPoint().equals(Vector2::ANCHOR_MIDDLE))
if (!getAnchorPoint().equals(Vec2::ANCHOR_MIDDLE))
{
CCLOG("Node warning: setPhysicsBody sets anchor point to Vector2::ANCHOR_MIDDLE.");
setAnchorPoint(Vector2::ANCHOR_MIDDLE);
CCLOG("Node warning: setPhysicsBody sets anchor point to Vec2::ANCHOR_MIDDLE.");
setAnchorPoint(Vec2::ANCHOR_MIDDLE);
}
}

Просмотреть файл

@ -273,37 +273,37 @@ public:
/**
* Sets the position (x,y) of the node in its parent's coordinate system.
*
* Usually we use `Vector2(x,y)` to compose Vector2 object.
* Usually we use `Vec2(x,y)` to compose Vec2 object.
* This code snippet sets the node in the center of screen.
@code
Size size = Director::getInstance()->getWinSize();
node->setPosition( Vector2(size.width/2, size.height/2) )
node->setPosition( Vec2(size.width/2, size.height/2) )
@endcode
*
* @param position The position (x,y) of the node in OpenGL coordinates
*/
virtual void setPosition(const Vector2 &position);
virtual void setPosition(const Vec2 &position);
/**
* Gets the position (x,y) of the node in its parent's coordinate system.
*
* @see setPosition(const Vector2&)
* @see setPosition(const Vec2&)
*
* @return The position (x,y) of the node in OpenGL coordinates
* @code
* In js and lua return value is table which contains x,y
* @endcode
*/
virtual const Vector2& getPosition() const;
virtual const Vec2& getPosition() const;
/**
* Sets the position (x,y) of the node in its parent's coordinate system.
*
* Passing two numbers (x,y) is much efficient than passing Vector2 object.
* Passing two numbers (x,y) is much efficient than passing Vec2 object.
* This method is bound to Lua and JavaScript.
* Passing a number is 10 times faster than passing a object from Lua to c++
*
@code
// sample code in Lua
local pos = node::getPosition() -- returns Vector2 object from C++
local pos = node::getPosition() -- returns Vec2 object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
@endcode
*
@ -312,7 +312,7 @@ public:
*/
virtual void setPosition(float x, float y);
/**
* Gets position in a more efficient way, returns two number instead of a Vector2 object
* Gets position in a more efficient way, returns two number instead of a Vec2 object
*
* @see `setPosition(float, float)`
* In js,out value not return
@ -330,11 +330,11 @@ public:
/**
* Sets the position (X, Y, and Z) in its parent's coordinate system
*/
virtual void setPosition3D(const Vector3& position);
virtual void setPosition3D(const Vec3& position);
/**
* returns the position (X,Y,Z) in its parent's coordinate system
*/
virtual Vector3 getPosition3D() const;
virtual Vec3 getPosition3D() const;
/**
* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.
@ -419,15 +419,15 @@ public:
*
* @param anchorPoint The anchor point of node.
*/
virtual void setAnchorPoint(const Vector2& anchorPoint);
virtual void setAnchorPoint(const Vec2& anchorPoint);
/**
* Returns the anchor point in percent.
*
* @see `setAnchorPoint(const Vector2&)`
* @see `setAnchorPoint(const Vec2&)`
*
* @return The anchor point of node.
*/
virtual const Vector2& getAnchorPoint() const;
virtual const Vec2& getAnchorPoint() const;
/**
* Returns the anchorPoint in absolute pixels.
*
@ -436,7 +436,7 @@ public:
*
* @return The anchor point in absolute pixels.
*/
virtual const Vector2& getAnchorPointInPoints() const;
virtual const Vec2& getAnchorPointInPoints() const;
/**
@ -498,11 +498,11 @@ public:
* Sets the rotation (X,Y,Z) in degrees.
* Useful for 3d rotations
*/
virtual void setRotation3D(const Vector3& rotation);
virtual void setRotation3D(const Vec3& rotation);
/**
* returns the rotation (X,Y,Z) in degrees.
*/
virtual Vector3 getRotation3D() const;
virtual Vec3 getRotation3D() const;
/**
* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
@ -923,13 +923,13 @@ public:
* AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE
* But if you enable any other GL state, you should disable it after drawing your node.
*/
virtual void draw(Renderer *renderer, const Matrix& transform, bool transformUpdated);
virtual void draw(Renderer *renderer, const Mat4& transform, bool transformUpdated);
virtual void draw() final;
/**
* Visits this node's children and draw them recursively.
*/
virtual void visit(Renderer *renderer, const Matrix& parentTransform, bool parentTransformUpdated);
virtual void visit(Renderer *renderer, const Mat4& parentTransform, bool parentTransformUpdated);
virtual void visit() final;
@ -1194,13 +1194,13 @@ public:
* Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
* The matrix is in Pixels.
*/
virtual const Matrix& getNodeToParentTransform() const;
virtual const Mat4& getNodeToParentTransform() const;
virtual AffineTransform getNodeToParentAffineTransform() const;
/**
* Sets the Transformation matrix manually.
*/
virtual void setNodeToParentTransform(const Matrix& transform);
virtual void setNodeToParentTransform(const Mat4& transform);
/** @deprecated use getNodeToParentTransform() instead */
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToParentTransform() const { return getNodeToParentAffineTransform(); }
@ -1209,7 +1209,7 @@ public:
* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
* The matrix is in Pixels.
*/
virtual const Matrix& getParentToNodeTransform() const;
virtual const Mat4& getParentToNodeTransform() const;
virtual AffineTransform getParentToNodeAffineTransform() const;
/** @deprecated Use getParentToNodeTransform() instead */
@ -1218,7 +1218,7 @@ public:
/**
* Returns the world affine transform matrix. The matrix is in Pixels.
*/
virtual Matrix getNodeToWorldTransform() const;
virtual Mat4 getNodeToWorldTransform() const;
virtual AffineTransform getNodeToWorldAffineTransform() const;
/** @deprecated Use getNodeToWorldTransform() instead */
@ -1227,7 +1227,7 @@ public:
/**
* Returns the inverse world affine transform matrix. The matrix is in Pixels.
*/
virtual Matrix getWorldToNodeTransform() const;
virtual Mat4 getWorldToNodeTransform() const;
virtual AffineTransform getWorldToNodeAffineTransform() const;
@ -1241,36 +1241,36 @@ public:
/// @name Coordinate Converters
/**
* Converts a Vector2 to node (local) space coordinates. The result is in Points.
* Converts a Vec2 to node (local) space coordinates. The result is in Points.
*/
Vector2 convertToNodeSpace(const Vector2& worldPoint) const;
Vec2 convertToNodeSpace(const Vec2& worldPoint) const;
/**
* Converts a Vector2 to world space coordinates. The result is in Points.
* Converts a Vec2 to world space coordinates. The result is in Points.
*/
Vector2 convertToWorldSpace(const Vector2& nodePoint) const;
Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
/**
* Converts a Vector2 to node (local) space coordinates. The result is in Points.
* Converts a Vec2 to node (local) space coordinates. The result is in Points.
* treating the returned/received node point as anchor relative.
*/
Vector2 convertToNodeSpaceAR(const Vector2& worldPoint) const;
Vec2 convertToNodeSpaceAR(const Vec2& worldPoint) const;
/**
* Converts a local Vector2 to world space coordinates.The result is in Points.
* Converts a local Vec2 to world space coordinates.The result is in Points.
* treating the returned/received node point as anchor relative.
*/
Vector2 convertToWorldSpaceAR(const Vector2& nodePoint) const;
Vec2 convertToWorldSpaceAR(const Vec2& nodePoint) const;
/**
* convenience methods which take a Touch instead of Vector2
* convenience methods which take a Touch instead of Vec2
*/
Vector2 convertTouchToNodeSpace(Touch * touch) const;
Vec2 convertTouchToNodeSpace(Touch * touch) const;
/**
* converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
*/
Vector2 convertTouchToNodeSpaceAR(Touch * touch) const;
Vec2 convertTouchToNodeSpaceAR(Touch * touch) const;
/**
* Sets an additional transform matrix to the node.
@ -1280,7 +1280,7 @@ public:
* @note The additional transform will be concatenated at the end of getNodeToParentTransform.
* It could be used to simulate `parent-child` relationship between two nodes (e.g. one is in BatchNode, another isn't).
*/
void setAdditionalTransform(Matrix* additionalTransform);
void setAdditionalTransform(Mat4* additionalTransform);
void setAdditionalTransform(const AffineTransform& additionalTransform);
/// @} end of Coordinate Converters
@ -1312,7 +1312,7 @@ public:
#if CC_USE_PHYSICS
/**
* set the PhysicsBody that let the sprite effect with physics
* @note This method will set anchor point to Vector2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
* @note This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
*/
void setPhysicsBody(PhysicsBody* body);
@ -1359,9 +1359,9 @@ protected:
void detachChild(Node *child, ssize_t index, bool doCleanup);
/// Convert cocos2d coordinates to UI windows coordinate.
Vector2 convertToWindowSpace(const Vector2& nodePoint) const;
Vec2 convertToWindowSpace(const Vec2& nodePoint) const;
Matrix transform(const Matrix &parentTransform);
Mat4 transform(const Mat4 &parentTransform);
virtual void updateCascadeOpacity();
virtual void disableCascadeOpacity();
@ -1385,25 +1385,25 @@ protected:
float _scaleY; ///< scaling factor on y-axis
float _scaleZ; ///< scaling factor on z-axis
Vector2 _position; ///< position of the node
Vec2 _position; ///< position of the node
float _positionZ; ///< OpenGL real Z position
float _skewX; ///< skew angle on x-axis
float _skewY; ///< skew angle on y-axis
Vector2 _anchorPointInPoints; ///< anchor point in points
Vector2 _anchorPoint; ///< anchor point normalized (NOT in points)
Vec2 _anchorPointInPoints; ///< anchor point in points
Vec2 _anchorPoint; ///< anchor point normalized (NOT in points)
Size _contentSize; ///< untransformed size of the node
Matrix _modelViewTransform; ///< ModelView transform of the Node.
Mat4 _modelViewTransform; ///< ModelView transform of the Node.
// "cache" variables are allowed to be mutable
mutable Matrix _transform; ///< transform
mutable Mat4 _transform; ///< transform
mutable bool _transformDirty; ///< transform dirty flag
mutable Matrix _inverse; ///< inverse transform
mutable Mat4 _inverse; ///< inverse transform
mutable bool _inverseDirty; ///< inverse transform dirty flag
mutable Matrix _additionalTransform; ///< transform
mutable Mat4 _additionalTransform; ///< transform
bool _useAdditionalTransform; ///< The flag to check whether the additional transform is dirty
bool _transformUpdated; ///< Whether or not the Transform object was updated since the last frame
@ -1434,7 +1434,7 @@ protected:
bool _visible; ///< is this node visible
bool _ignoreAnchorPointForPosition; ///< true if the Anchor Vector2 will be (0,0) when you position the Node, false otherwise.
bool _ignoreAnchorPointForPosition; ///< true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise.
///< Used by Layer and Scene.
bool _reorderChildDirty; ///< children order dirty flag

Просмотреть файл

@ -82,7 +82,7 @@ void NodeGrid::onGridEndDraw()
}
}
void NodeGrid::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void NodeGrid::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
// quick return if not visible. children won't be drawn.
if (!_visible)
@ -100,7 +100,7 @@ void NodeGrid::visit(Renderer *renderer, const Matrix &parentTransform, bool par
_transformUpdated = false;
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");

Просмотреть файл

@ -54,7 +54,7 @@ public:
void setTarget(Node *target);
// overrides
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
protected:
NodeGrid();

Просмотреть файл

@ -32,7 +32,7 @@ NS_CC_BEGIN
class PointObject : public Ref
{
public:
static PointObject * create(Vector2 ratio, Vector2 offset)
static PointObject * create(Vec2 ratio, Vec2 offset)
{
PointObject *ret = new PointObject();
ret->initWithPoint(ratio, offset);
@ -40,7 +40,7 @@ public:
return ret;
}
bool initWithPoint(Vector2 ratio, Vector2 offset)
bool initWithPoint(Vec2 ratio, Vec2 offset)
{
_ratio = ratio;
_offset = offset;
@ -48,25 +48,25 @@ public:
return true;
}
inline const Vector2& getRatio() const { return _ratio; };
inline void setRatio(const Vector2& ratio) { _ratio = ratio; };
inline const Vec2& getRatio() const { return _ratio; };
inline void setRatio(const Vec2& ratio) { _ratio = ratio; };
inline const Vector2& getOffset() const { return _offset; };
inline void setOffset(const Vector2& offset) { _offset = offset; };
inline const Vec2& getOffset() const { return _offset; };
inline void setOffset(const Vec2& offset) { _offset = offset; };
inline Node* getChild() const { return _child; };
inline void setChild(Node* child) { _child = child; };
private:
Vector2 _ratio;
Vector2 _offset;
Vec2 _ratio;
Vec2 _offset;
Node *_child; // weak ref
};
ParallaxNode::ParallaxNode()
{
_parallaxArray = ccArrayNew(5);
_lastPosition = Vector2(-100,-100);
_lastPosition = Vec2(-100,-100);
}
ParallaxNode::~ParallaxNode()
@ -93,14 +93,14 @@ void ParallaxNode::addChild(Node * child, int zOrder, int tag)
CCASSERT(0,"ParallaxNode: use addChild:z:parallaxRatio:positionOffset instead");
}
void ParallaxNode::addChild(Node *child, int z, const Vector2& ratio, const Vector2& offset)
void ParallaxNode::addChild(Node *child, int z, const Vec2& ratio, const Vec2& offset)
{
CCASSERT( child != nullptr, "Argument must be non-nil");
PointObject *obj = PointObject::create(ratio, offset);
obj->setChild(child);
ccArrayAppendObjectWithResize(_parallaxArray, (Ref*)obj);
Vector2 pos = this->absolutePosition();
Vec2 pos = this->absolutePosition();
pos.x = -pos.x + pos.x * ratio.x + offset.x;
pos.y = -pos.y + pos.y * ratio.y + offset.y;
child->setPosition(pos);
@ -128,9 +128,9 @@ void ParallaxNode::removeAllChildrenWithCleanup(bool cleanup)
Node::removeAllChildrenWithCleanup(cleanup);
}
Vector2 ParallaxNode::absolutePosition()
Vec2 ParallaxNode::absolutePosition()
{
Vector2 ret = _position;
Vec2 ret = _position;
Node *cn = this;
while (cn->getParent() != nullptr)
{
@ -145,11 +145,11 @@ The positions are updated at visit because:
- using a timer is not guaranteed that it will called after all the positions were updated
- overriding "draw" will only precise if the children have a z > 0
*/
void ParallaxNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void ParallaxNode::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
// Vector2 pos = position_;
// Vector2 pos = [self convertToWorldSpace:Vector2::ZERO];
Vector2 pos = this->absolutePosition();
// Vec2 pos = position_;
// Vec2 pos = [self convertToWorldSpace:Vec2::ZERO];
Vec2 pos = this->absolutePosition();
if( ! pos.equals(_lastPosition) )
{
for( int i=0; i < _parallaxArray->num; i++ )
@ -157,7 +157,7 @@ void ParallaxNode::visit(Renderer *renderer, const Matrix &parentTransform, bool
PointObject *point = (PointObject*)_parallaxArray->arr[i];
float x = -pos.x + pos.x * point->getRatio().x + point->getOffset().x;
float y = -pos.y + pos.y * point->getRatio().y + point->getOffset().y;
point->getChild()->setPosition(Vector2(x,y));
point->getChild()->setPosition(Vec2(x,y));
}
_lastPosition = pos;
}

Просмотреть файл

@ -53,7 +53,7 @@ public:
// prevents compiler warning: "Included function hides overloaded virtual functions"
using Node::addChild;
void addChild(Node * child, int z, const Vector2& parallaxRatio, const Vector2& positionOffset);
void addChild(Node * child, int z, const Vec2& parallaxRatio, const Vec2& positionOffset);
/** Sets an array of layers for the Parallax node */
void setParallaxArray( struct _ccArray *parallaxArray) { _parallaxArray = parallaxArray; }
@ -67,7 +67,7 @@ public:
virtual void addChild(Node * child, int zOrder, int tag) override;
virtual void removeChild(Node* child, bool cleanup) override;
virtual void removeAllChildrenWithCleanup(bool cleanup) override;
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
protected:
/** Adds a child to the container with a z-order, a parallax ratio and a position offset
@ -82,9 +82,9 @@ protected:
*/
virtual ~ParallaxNode();
Vector2 absolutePosition();
Vec2 absolutePosition();
Vector2 _lastPosition;
Vec2 _lastPosition;
struct _ccArray* _parallaxArray;
private:

Просмотреть файл

@ -121,7 +121,7 @@ bool ParticleBatchNode::initWithFile(const std::string& fileImage, int capacity)
// override visit.
// Don't call visit on it's children
void ParticleBatchNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void ParticleBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
// CAREFUL:
// This visit is almost identical to Node#visit
@ -141,7 +141,7 @@ void ParticleBatchNode::visit(Renderer *renderer, const Matrix &parentTransform,
_transformUpdated = false;
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
@ -383,7 +383,7 @@ void ParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
_textureAtlas->removeAllQuads();
}
void ParticleBatchNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void ParticleBatchNode::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
CC_PROFILER_START("CCParticleBatchNode - draw");

Просмотреть файл

@ -91,13 +91,13 @@ public:
inline void setTextureAtlas(TextureAtlas* atlas) { _textureAtlas = atlas; };
// Overrides
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
using Node::addChild;
virtual void addChild(Node * child, int zOrder, int tag) override;
virtual void removeChild(Node* child, bool cleanup) override;
virtual void reorderChild(Node * child, int zOrder) override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual Texture2D* getTexture(void) const override;
virtual void setTexture(Texture2D *texture) override;
/**

Просмотреть файл

@ -98,7 +98,7 @@ bool ParticleFire::initWithTotalParticles(int numberOfParticles)
this->_emitterMode = Mode::GRAVITY;
// Gravity Mode: gravity
this->modeA.gravity = Vector2(0,0);
this->modeA.gravity = Vec2(0,0);
// Gravity Mode: radial acceleration
this->modeA.radialAccel = 0;
@ -114,8 +114,8 @@ bool ParticleFire::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, 60));
this->_posVar = Vector2(40, 20);
this->setPosition(Vec2(winSize.width/2, 60));
this->_posVar = Vec2(40, 20);
// life of particles
_life = 3;
@ -203,7 +203,7 @@ bool ParticleFireworks::initWithTotalParticles(int numberOfParticles)
this->_emitterMode = Mode::GRAVITY;
// Gravity Mode: gravity
this->modeA.gravity = Vector2(0,-90);
this->modeA.gravity = Vec2(0,-90);
// Gravity Mode: radial
this->modeA.radialAccel = 0;
@ -215,7 +215,7 @@ bool ParticleFireworks::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
// angle
this->_angle= 90;
@ -307,7 +307,7 @@ bool ParticleSun::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,0));
setGravity(Vec2(0,0));
// Gravity mode: radial acceleration
setRadialAccel(0);
@ -324,8 +324,8 @@ bool ParticleSun::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
setPosVar(Vector2::ZERO);
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
setPosVar(Vec2::ZERO);
// life of particles
_life = 1;
@ -411,7 +411,7 @@ bool ParticleGalaxy::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,0));
setGravity(Vec2(0,0));
// Gravity Mode: speed of particles
setSpeed(60);
@ -431,8 +431,8 @@ bool ParticleGalaxy::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
setPosVar(Vector2::ZERO);
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
setPosVar(Vec2::ZERO);
// life of particles
_life = 4;
@ -520,7 +520,7 @@ bool ParticleFlower::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,0));
setGravity(Vec2(0,0));
// Gravity Mode: speed of particles
setSpeed(80);
@ -540,8 +540,8 @@ bool ParticleFlower::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
setPosVar(Vector2::ZERO);
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
setPosVar(Vec2::ZERO);
// life of particles
_life = 4;
@ -628,7 +628,7 @@ bool ParticleMeteor::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(-200,200));
setGravity(Vec2(-200,200));
// Gravity Mode: speed of particles
setSpeed(15);
@ -648,8 +648,8 @@ bool ParticleMeteor::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
setPosVar(Vector2::ZERO);
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
setPosVar(Vec2::ZERO);
// life of particles
_life = 2;
@ -737,7 +737,7 @@ bool ParticleSpiral::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,0));
setGravity(Vec2(0,0));
// Gravity Mode: speed of particles
setSpeed(150);
@ -757,8 +757,8 @@ bool ParticleSpiral::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
setPosVar(Vector2::ZERO);
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
setPosVar(Vec2::ZERO);
// life of particles
_life = 12;
@ -845,7 +845,7 @@ bool ParticleExplosion::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,0));
setGravity(Vec2(0,0));
// Gravity Mode: speed of particles
setSpeed(70);
@ -865,8 +865,8 @@ bool ParticleExplosion::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height/2));
setPosVar(Vector2::ZERO);
this->setPosition(Vec2(winSize.width/2, winSize.height/2));
setPosVar(Vec2::ZERO);
// life of particles
_life = 5.0f;
@ -954,7 +954,7 @@ bool ParticleSmoke::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,0));
setGravity(Vec2(0,0));
// Gravity Mode: radial acceleration
setRadialAccel(0);
@ -970,8 +970,8 @@ bool ParticleSmoke::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, 0));
setPosVar(Vector2(20, 0));
this->setPosition(Vec2(winSize.width/2, 0));
setPosVar(Vec2(20, 0));
// life of particles
_life = 4;
@ -1059,7 +1059,7 @@ bool ParticleSnow::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(0,-1));
setGravity(Vec2(0,-1));
// Gravity Mode: speed of particles
setSpeed(5);
@ -1075,8 +1075,8 @@ bool ParticleSnow::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height + 10));
setPosVar(Vector2(winSize.width/2, 0));
this->setPosition(Vec2(winSize.width/2, winSize.height + 10));
setPosVar(Vec2(winSize.width/2, 0));
// angle
_angle = -90;
@ -1166,7 +1166,7 @@ bool ParticleRain::initWithTotalParticles(int numberOfParticles)
setEmitterMode(Mode::GRAVITY);
// Gravity Mode: gravity
setGravity(Vector2(10,-10));
setGravity(Vec2(10,-10));
// Gravity Mode: radial
setRadialAccel(0);
@ -1187,8 +1187,8 @@ bool ParticleRain::initWithTotalParticles(int numberOfParticles)
// emitter position
Size winSize = Director::getInstance()->getWinSize();
this->setPosition(Vector2(winSize.width/2, winSize.height));
setPosVar(Vector2(winSize.width/2, 0));
this->setPosition(Vec2(winSize.width/2, winSize.height));
setPosVar(Vec2(winSize.width/2, 0));
// life of particles
_life = 4.5f;

Просмотреть файл

@ -97,8 +97,8 @@ ParticleSystem::ParticleSystem()
, _isActive(true)
, _particleCount(0)
, _duration(0)
, _sourcePosition(Vector2::ZERO)
, _posVar(Vector2::ZERO)
, _sourcePosition(Vec2::ZERO)
, _posVar(Vec2::ZERO)
, _life(0)
, _lifeVar(0)
, _angle(0)
@ -120,7 +120,7 @@ ParticleSystem::ParticleSystem()
, _yCoordFlipped(1)
, _positionType(PositionType::FREE)
{
modeA.gravity = Vector2::ZERO;
modeA.gravity = Vec2::ZERO;
modeA.speed = 0;
modeA.speedVar = 0;
modeA.tangentialAccel = 0;
@ -257,7 +257,7 @@ bool ParticleSystem::initWithDictionary(ValueMap& dictionary, const std::string&
// position
float x = dictionary["sourcePositionx"].asFloat();
float y = dictionary["sourcePositiony"].asFloat();
this->setPosition( Vector2(x,y) );
this->setPosition( Vec2(x,y) );
_posVar.x = dictionary["sourcePositionVariancex"].asFloat();
_posVar.y = dictionary["sourcePositionVariancey"].asFloat();
@ -560,7 +560,7 @@ void ParticleSystem::initParticle(tParticle* particle)
// position
if (_positionType == PositionType::FREE)
{
particle->startPos = this->convertToWorldSpace(Vector2::ZERO);
particle->startPos = this->convertToWorldSpace(Vec2::ZERO);
}
else if (_positionType == PositionType::RELATIVE)
{
@ -573,7 +573,7 @@ void ParticleSystem::initParticle(tParticle* particle)
// Mode Gravity: A
if (_emitterMode == Mode::GRAVITY)
{
Vector2 v(cosf( a ), sinf( a ));
Vec2 v(cosf( a ), sinf( a ));
float s = modeA.speed + modeA.speedVar * CCRANDOM_MINUS1_1();
// direction
@ -679,10 +679,10 @@ void ParticleSystem::update(float dt)
_particleIdx = 0;
Vector2 currentPosition = Vector2::ZERO;
Vec2 currentPosition = Vec2::ZERO;
if (_positionType == PositionType::FREE)
{
currentPosition = this->convertToWorldSpace(Vector2::ZERO);
currentPosition = this->convertToWorldSpace(Vec2::ZERO);
}
else if (_positionType == PositionType::RELATIVE)
{
@ -702,9 +702,9 @@ void ParticleSystem::update(float dt)
// Mode A: gravity, direction, tangential accel & radial accel
if (_emitterMode == Mode::GRAVITY)
{
Vector2 tmp, radial, tangential;
Vec2 tmp, radial, tangential;
radial = Vector2::ZERO;
radial = Vec2::ZERO;
// radial acceleration
if (p->pos.x || p->pos.y)
{
@ -761,11 +761,11 @@ void ParticleSystem::update(float dt)
// update values in quad
//
Vector2 newPos;
Vec2 newPos;
if (_positionType == PositionType::FREE || _positionType == PositionType::RELATIVE)
{
Vector2 diff = currentPosition - p->startPos;
Vec2 diff = currentPosition - p->startPos;
newPos = p->pos - diff;
}
else
@ -832,7 +832,7 @@ void ParticleSystem::updateWithNoTime(void)
this->update(0.0f);
}
void ParticleSystem::updateQuadWithParticle(tParticle* particle, const Vector2& newPosition)
void ParticleSystem::updateQuadWithParticle(tParticle* particle, const Vec2& newPosition)
{
CC_UNUSED_PARAM(particle);
CC_UNUSED_PARAM(newPosition);
@ -967,13 +967,13 @@ bool ParticleSystem::getRotationIsDir() const
return modeA.rotationIsDir;
}
void ParticleSystem::setGravity(const Vector2& g)
void ParticleSystem::setGravity(const Vec2& g)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.gravity = g;
}
const Vector2& ParticleSystem::getGravity()
const Vec2& ParticleSystem::getGravity()
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.gravity;

Просмотреть файл

@ -45,8 +45,8 @@ class ParticleBatchNode;
Structure that contains the values of each particle
*/
typedef struct sParticle {
Vector2 pos;
Vector2 startPos;
Vec2 pos;
Vec2 startPos;
Color4F color;
Color4F deltaColor;
@ -63,7 +63,7 @@ typedef struct sParticle {
//! Mode A: gravity, direction, radial accel, tangential accel
struct {
Vector2 dir;
Vec2 dir;
float radialAccel;
float tangentialAccel;
} modeA;
@ -78,7 +78,7 @@ typedef struct sParticle {
}tParticle;
//typedef void (*CC_UPDATE_PARTICLE_IMP)(id, SEL, tParticle*, Vector2);
//typedef void (*CC_UPDATE_PARTICLE_IMP)(id, SEL, tParticle*, Vec2);
class Texture2D;
@ -192,7 +192,7 @@ public:
bool isFull();
//! should be overridden by subclasses
virtual void updateQuadWithParticle(tParticle* particle, const Vector2& newPosition);
virtual void updateQuadWithParticle(tParticle* particle, const Vec2& newPosition);
//! should be overridden by subclasses
virtual void postStep();
@ -202,8 +202,8 @@ public:
virtual void setAutoRemoveOnFinish(bool var);
// mode A
virtual const Vector2& getGravity();
virtual void setGravity(const Vector2& g);
virtual const Vec2& getGravity();
virtual void setGravity(const Vec2& g);
virtual float getSpeed() const;
virtual void setSpeed(float speed);
virtual float getSpeedVar() const;
@ -256,12 +256,12 @@ public:
inline void setDuration(float duration) { _duration = duration; };
/** sourcePosition of the emitter */
inline const Vector2& getSourcePosition() const { return _sourcePosition; };
inline void setSourcePosition(const Vector2& pos) { _sourcePosition = pos; };
inline const Vec2& getSourcePosition() const { return _sourcePosition; };
inline void setSourcePosition(const Vec2& pos) { _sourcePosition = pos; };
/** Position variance of the emitter */
inline const Vector2& getPosVar() const { return _posVar; };
inline void setPosVar(const Vector2& pos) { _posVar = pos; };
inline const Vec2& getPosVar() const { return _posVar; };
inline void setPosVar(const Vec2& pos) { _posVar = pos; };
/** life, and life variation of each particle */
inline float getLife() const { return _life; };
@ -432,7 +432,7 @@ protected:
//! Mode A:Gravity + Tangential Accel + Radial Accel
struct {
/** Gravity value. Only available in 'Gravity' mode. */
Vector2 gravity;
Vec2 gravity;
/** speed of each particle. Only available in 'Gravity' mode. */
float speed;
/** speed variance of each particle. Only available in 'Gravity' mode. */
@ -503,9 +503,9 @@ protected:
/** How many seconds the emitter will run. -1 means 'forever' */
float _duration;
/** sourcePosition of the emitter */
Vector2 _sourcePosition;
Vec2 _sourcePosition;
/** Position variance of the emitter */
Vector2 _posVar;
Vec2 _posVar;
/** life, and life variation of each particle */
float _life;
/** life variance of each particle */

Просмотреть файл

@ -239,7 +239,7 @@ void ParticleSystemQuad::setTexture(Texture2D* texture)
void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame)
{
CCASSERT(spriteFrame->getOffsetInPixels().equals(Vector2::ZERO),
CCASSERT(spriteFrame->getOffsetInPixels().equals(Vec2::ZERO),
"QuadParticle only supports SpriteFrames with no offsets");
// update texture before updating texture rect
@ -265,7 +265,7 @@ void ParticleSystemQuad::initIndices()
}
}
void ParticleSystemQuad::updateQuadWithParticle(tParticle* particle, const Vector2& newPosition)
void ParticleSystemQuad::updateQuadWithParticle(tParticle* particle, const Vec2& newPosition)
{
V3F_C4B_T2F_Quad *quad;
@ -368,7 +368,7 @@ void ParticleSystemQuad::postStep()
}
// overriding draw method
void ParticleSystemQuad::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void ParticleSystemQuad::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
CCASSERT( _particleIdx == 0 || _particleIdx == _particleCount, "Abnormal error in particle quad");
//quad command

Просмотреть файл

@ -96,7 +96,7 @@ public:
* @js NA
* @lua NA
*/
virtual void updateQuadWithParticle(tParticle* particle, const Vector2& newPosition) override;
virtual void updateQuadWithParticle(tParticle* particle, const Vec2& newPosition) override;
/**
* @js NA
* @lua NA
@ -106,7 +106,7 @@ public:
* @js NA
* @lua NA
*/
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
/**
* @js NA

Просмотреть файл

@ -79,11 +79,11 @@ bool ProgressTimer::initWithSprite(Sprite* sp)
_vertexData = nullptr;
_vertexDataCount = 0;
setAnchorPoint(Vector2(0.5f,0.5f));
setAnchorPoint(Vec2(0.5f,0.5f));
_type = Type::RADIAL;
_reverseDirection = false;
setMidpoint(Vector2(0.5f, 0.5f));
setBarChangeRate(Vector2(1,1));
setMidpoint(Vec2(0.5f, 0.5f));
setBarChangeRate(Vec2(1,1));
setSprite(sp);
// shader state
@ -156,15 +156,15 @@ void ProgressTimer::setReverseProgress(bool reverse)
///
// @returns the vertex position from the texture coordinate
///
Tex2F ProgressTimer::textureCoordFromAlphaPoint(Vector2 alpha)
Tex2F ProgressTimer::textureCoordFromAlphaPoint(Vec2 alpha)
{
Tex2F ret(0.0f, 0.0f);
if (!_sprite) {
return ret;
}
V3F_C4B_T2F_Quad quad = _sprite->getQuad();
Vector2 min = Vector2(quad.bl.texCoords.u,quad.bl.texCoords.v);
Vector2 max = Vector2(quad.tr.texCoords.u,quad.tr.texCoords.v);
Vec2 min = Vec2(quad.bl.texCoords.u,quad.bl.texCoords.v);
Vec2 max = Vec2(quad.tr.texCoords.u,quad.tr.texCoords.v);
// Fix bug #1303 so that progress timer handles sprite frame texture rotation
if (_sprite->isTextureRectRotated()) {
CC_SWAP(alpha.x, alpha.y, float);
@ -172,15 +172,15 @@ Tex2F ProgressTimer::textureCoordFromAlphaPoint(Vector2 alpha)
return Tex2F(min.x * (1.f - alpha.x) + max.x * alpha.x, min.y * (1.f - alpha.y) + max.y * alpha.y);
}
Vector2 ProgressTimer::vertexFromAlphaPoint(Vector2 alpha)
Vec2 ProgressTimer::vertexFromAlphaPoint(Vec2 alpha)
{
Vector2 ret(0.0f, 0.0f);
Vec2 ret(0.0f, 0.0f);
if (!_sprite) {
return ret;
}
V3F_C4B_T2F_Quad quad = _sprite->getQuad();
Vector2 min = Vector2(quad.bl.vertices.x,quad.bl.vertices.y);
Vector2 max = Vector2(quad.tr.vertices.x,quad.tr.vertices.y);
Vec2 min = Vec2(quad.bl.vertices.x,quad.bl.vertices.y);
Vec2 max = Vec2(quad.tr.vertices.x,quad.tr.vertices.y);
ret.x = min.x * (1.f - alpha.x) + max.x * alpha.x;
ret.y = min.y * (1.f - alpha.y) + max.y * alpha.y;
return ret;
@ -217,12 +217,12 @@ void ProgressTimer::updateProgress(void)
}
}
void ProgressTimer::setAnchorPoint(const Vector2& anchorPoint)
void ProgressTimer::setAnchorPoint(const Vec2& anchorPoint)
{
Node::setAnchorPoint(anchorPoint);
}
Vector2 ProgressTimer::getMidpoint() const
Vec2 ProgressTimer::getMidpoint() const
{
return _midpoint;
}
@ -249,9 +249,9 @@ GLubyte ProgressTimer::getOpacity() const
return _sprite->getOpacity();
}
void ProgressTimer::setMidpoint(const Vector2& midPoint)
void ProgressTimer::setMidpoint(const Vec2& midPoint)
{
_midpoint = midPoint.getClampPoint(Vector2::ZERO, Vector2(1, 1));
_midpoint = midPoint.getClampPoint(Vec2::ZERO, Vec2(1, 1));
}
///
@ -275,12 +275,12 @@ void ProgressTimer::updateRadial(void)
// We find the vector to do a hit detection based on the percentage
// We know the first vector is the one @ 12 o'clock (top,mid) so we rotate
// from that by the progress angle around the _midpoint pivot
Vector2 topMid = Vector2(_midpoint.x, 1.f);
Vector2 percentagePt = topMid.rotateByAngle(_midpoint, angle);
Vec2 topMid = Vec2(_midpoint.x, 1.f);
Vec2 percentagePt = topMid.rotateByAngle(_midpoint, angle);
int index = 0;
Vector2 hit = Vector2::ZERO;
Vec2 hit = Vec2::ZERO;
if (alpha == 0.f) {
// More efficient since we don't always need to check intersection
@ -302,8 +302,8 @@ void ProgressTimer::updateRadial(void)
for (int i = 0; i <= kProgressTextureCoordsCount; ++i) {
int pIndex = (i + (kProgressTextureCoordsCount - 1))%kProgressTextureCoordsCount;
Vector2 edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount);
Vector2 edgePtB = boundaryTexCoord(pIndex);
Vec2 edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount);
Vec2 edgePtB = boundaryTexCoord(pIndex);
// Remember that the top edge is split in half for the 12 o'clock position
// Let's deal with that here by finding the correct endpoints
@ -315,7 +315,7 @@ void ProgressTimer::updateRadial(void)
// s and t are returned by ccpLineIntersect
float s = 0, t = 0;
if(Vector2::isLineIntersect(edgePtA, edgePtB, _midpoint, percentagePt, &s, &t))
if(Vec2::isLineIntersect(edgePtA, edgePtB, _midpoint, percentagePt, &s, &t))
{
// Since our hit test is on rays we have to deal with the top edge
@ -374,7 +374,7 @@ void ProgressTimer::updateRadial(void)
_vertexData[1].vertices = vertexFromAlphaPoint(topMid);
for(int i = 0; i < index; ++i){
Vector2 alphaPoint = boundaryTexCoord(i);
Vec2 alphaPoint = boundaryTexCoord(i);
_vertexData[i+2].texCoords = textureCoordFromAlphaPoint(alphaPoint);
_vertexData[i+2].vertices = vertexFromAlphaPoint(alphaPoint);
}
@ -401,9 +401,9 @@ void ProgressTimer::updateBar(void)
return;
}
float alpha = _percentage / 100.0f;
Vector2 alphaOffset = Vector2(1.0f * (1.0f - _barChangeRate.x) + alpha * _barChangeRate.x, 1.0f * (1.0f - _barChangeRate.y) + alpha * _barChangeRate.y) * 0.5f;
Vector2 min = _midpoint - alphaOffset;
Vector2 max = _midpoint + alphaOffset;
Vec2 alphaOffset = Vec2(1.0f * (1.0f - _barChangeRate.x) + alpha * _barChangeRate.x, 1.0f * (1.0f - _barChangeRate.y) + alpha * _barChangeRate.y) * 0.5f;
Vec2 min = _midpoint - alphaOffset;
Vec2 max = _midpoint + alphaOffset;
if (min.x < 0.f) {
max.x += -min.x;
@ -433,74 +433,74 @@ void ProgressTimer::updateBar(void)
CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
}
// TOPLEFT
_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,max.y));
_vertexData[0].vertices = vertexFromAlphaPoint(Vector2(min.x,max.y));
_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,max.y));
_vertexData[0].vertices = vertexFromAlphaPoint(Vec2(min.x,max.y));
// BOTLEFT
_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,min.y));
_vertexData[1].vertices = vertexFromAlphaPoint(Vector2(min.x,min.y));
_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,min.y));
_vertexData[1].vertices = vertexFromAlphaPoint(Vec2(min.x,min.y));
// TOPRIGHT
_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,max.y));
_vertexData[2].vertices = vertexFromAlphaPoint(Vector2(max.x,max.y));
_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,max.y));
_vertexData[2].vertices = vertexFromAlphaPoint(Vec2(max.x,max.y));
// BOTRIGHT
_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,min.y));
_vertexData[3].vertices = vertexFromAlphaPoint(Vector2(max.x,min.y));
_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,min.y));
_vertexData[3].vertices = vertexFromAlphaPoint(Vec2(max.x,min.y));
} else {
if(!_vertexData) {
_vertexDataCount = 8;
_vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
// TOPLEFT 1
_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vector2(0,1));
_vertexData[0].vertices = vertexFromAlphaPoint(Vector2(0,1));
_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(0,1));
_vertexData[0].vertices = vertexFromAlphaPoint(Vec2(0,1));
// BOTLEFT 1
_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vector2(0,0));
_vertexData[1].vertices = vertexFromAlphaPoint(Vector2(0,0));
_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(0,0));
_vertexData[1].vertices = vertexFromAlphaPoint(Vec2(0,0));
// TOPRIGHT 2
_vertexData[6].texCoords = textureCoordFromAlphaPoint(Vector2(1,1));
_vertexData[6].vertices = vertexFromAlphaPoint(Vector2(1,1));
_vertexData[6].texCoords = textureCoordFromAlphaPoint(Vec2(1,1));
_vertexData[6].vertices = vertexFromAlphaPoint(Vec2(1,1));
// BOTRIGHT 2
_vertexData[7].texCoords = textureCoordFromAlphaPoint(Vector2(1,0));
_vertexData[7].vertices = vertexFromAlphaPoint(Vector2(1,0));
_vertexData[7].texCoords = textureCoordFromAlphaPoint(Vec2(1,0));
_vertexData[7].vertices = vertexFromAlphaPoint(Vec2(1,0));
}
// TOPRIGHT 1
_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,max.y));
_vertexData[2].vertices = vertexFromAlphaPoint(Vector2(min.x,max.y));
_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,max.y));
_vertexData[2].vertices = vertexFromAlphaPoint(Vec2(min.x,max.y));
// BOTRIGHT 1
_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,min.y));
_vertexData[3].vertices = vertexFromAlphaPoint(Vector2(min.x,min.y));
_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,min.y));
_vertexData[3].vertices = vertexFromAlphaPoint(Vec2(min.x,min.y));
// TOPLEFT 2
_vertexData[4].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,max.y));
_vertexData[4].vertices = vertexFromAlphaPoint(Vector2(max.x,max.y));
_vertexData[4].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,max.y));
_vertexData[4].vertices = vertexFromAlphaPoint(Vec2(max.x,max.y));
// BOTLEFT 2
_vertexData[5].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,min.y));
_vertexData[5].vertices = vertexFromAlphaPoint(Vector2(max.x,min.y));
_vertexData[5].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,min.y));
_vertexData[5].vertices = vertexFromAlphaPoint(Vec2(max.x,min.y));
}
updateColor();
}
Vector2 ProgressTimer::boundaryTexCoord(char index)
Vec2 ProgressTimer::boundaryTexCoord(char index)
{
if (index < kProgressTextureCoordsCount) {
if (_reverseDirection) {
return Vector2((kProgressTextureCoords>>(7-(index<<1)))&1,(kProgressTextureCoords>>(7-((index<<1)+1)))&1);
return Vec2((kProgressTextureCoords>>(7-(index<<1)))&1,(kProgressTextureCoords>>(7-((index<<1)+1)))&1);
} else {
return Vector2((kProgressTextureCoords>>((index<<1)+1))&1,(kProgressTextureCoords>>(index<<1))&1);
return Vec2((kProgressTextureCoords>>((index<<1)+1))&1,(kProgressTextureCoords>>(index<<1))&1);
}
}
return Vector2::ZERO;
return Vec2::ZERO;
}
void ProgressTimer::onDraw(const Matrix &transform, bool transformUpdated)
void ProgressTimer::onDraw(const Mat4 &transform, bool transformUpdated)
{
getGLProgram()->use();
@ -518,7 +518,7 @@ void ProgressTimer::onDraw(const Matrix &transform, bool transformUpdated)
int offset = 0;
glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
offset += sizeof(Vector2);
offset += sizeof(Vec2);
glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
offset += sizeof(Color4B);
@ -551,7 +551,7 @@ void ProgressTimer::onDraw(const Matrix &transform, bool transformUpdated)
}
}
void ProgressTimer::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void ProgressTimer::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
if( ! _vertexData || ! _sprite)
return;

Просмотреть файл

@ -91,28 +91,28 @@ public:
* If you're using radials type then the midpoint changes the center point
* If you're using bar type the the midpoint changes the bar growth
* it expands from the center but clamps to the sprites edge so:
* you want a left to right then set the midpoint all the way to Vector2(0,y)
* you want a right to left then set the midpoint all the way to Vector2(1,y)
* you want a bottom to top then set the midpoint all the way to Vector2(x,0)
* you want a top to bottom then set the midpoint all the way to Vector2(x,1)
* you want a left to right then set the midpoint all the way to Vec2(0,y)
* you want a right to left then set the midpoint all the way to Vec2(1,y)
* you want a bottom to top then set the midpoint all the way to Vec2(x,0)
* you want a top to bottom then set the midpoint all the way to Vec2(x,1)
*/
void setMidpoint(const Vector2& point);
void setMidpoint(const Vec2& point);
/** Returns the Midpoint */
Vector2 getMidpoint() const;
Vec2 getMidpoint() const;
/**
* This allows the bar type to move the component at a specific rate
* Set the component to 0 to make sure it stays at 100%.
* For example you want a left to right bar but not have the height stay 100%
* Set the rate to be Vector2(0,1); and set the midpoint to = Vector2(0,.5f);
* Set the rate to be Vec2(0,1); and set the midpoint to = Vec2(0,.5f);
*/
inline void setBarChangeRate(const Vector2& barChangeRate ) { _barChangeRate = barChangeRate; }
inline void setBarChangeRate(const Vec2& barChangeRate ) { _barChangeRate = barChangeRate; }
/** Returns the BarChangeRate */
inline Vector2 getBarChangeRate() const { return _barChangeRate; }
inline Vec2 getBarChangeRate() const { return _barChangeRate; }
// Overrides
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void setAnchorPoint(const Vector2& anchorPoint) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual void setAnchorPoint(const Vec2& anchorPoint) override;
virtual void setColor(const Color3B &color) override;
virtual const Color3B& getColor() const override;
virtual void setOpacity(GLubyte opacity) override;
@ -133,19 +133,19 @@ CC_CONSTRUCTOR_ACCESS:
bool initWithSprite(Sprite* sp);
protected:
void onDraw(const Matrix &transform, bool transformUpdated);
void onDraw(const Mat4 &transform, bool transformUpdated);
Tex2F textureCoordFromAlphaPoint(Vector2 alpha);
Vector2 vertexFromAlphaPoint(Vector2 alpha);
Tex2F textureCoordFromAlphaPoint(Vec2 alpha);
Vec2 vertexFromAlphaPoint(Vec2 alpha);
void updateProgress(void);
void updateBar(void);
void updateRadial(void);
virtual void updateColor(void) override;
Vector2 boundaryTexCoord(char index);
Vec2 boundaryTexCoord(char index);
Type _type;
Vector2 _midpoint;
Vector2 _barChangeRate;
Vec2 _midpoint;
Vec2 _barChangeRate;
float _percentage;
Sprite *_sprite;
int _vertexDataCount;

Просмотреть файл

@ -306,7 +306,7 @@ void RenderTexture::setKeepMatrix(bool keepMatrix)
_keepMatrix = keepMatrix;
}
void RenderTexture::setVirtualViewport(const Vector2& rtBegin, const Rect& fullRect, const Rect& fullViewport)
void RenderTexture::setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport)
{
_rtTextureRect.origin.x = rtBegin.x;
_rtTextureRect.origin.y = rtBegin.y;
@ -383,7 +383,7 @@ void RenderTexture::clearStencil(int stencilValue)
glClearStencil(stencilClearValue);
}
void RenderTexture::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void RenderTexture::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
// override visit.
// Don't call visit on its children
@ -401,7 +401,7 @@ void RenderTexture::visit(Renderer *renderer, const Matrix &parentTransform, boo
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
@ -535,7 +535,7 @@ void RenderTexture::onBegin()
director->setProjection(director->getProjection());
#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8
Matrix modifiedProjection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
Mat4 modifiedProjection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
modifiedProjection = CCEGLView::sharedOpenGLView()->getReverseOrientationMatrix() * modifiedProjection;
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,modifiedProjection);
#endif
@ -547,8 +547,8 @@ void RenderTexture::onBegin()
float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
Matrix orthoMatrix;
Matrix::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
}
@ -654,7 +654,7 @@ void RenderTexture::onClearDepth()
glClearDepth(depthClearValue);
}
void RenderTexture::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void RenderTexture::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
if (_autoDraw)
{
@ -703,8 +703,8 @@ void RenderTexture::begin()
float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
Matrix orthoMatrix;
Matrix::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
}

Просмотреть файл

@ -153,8 +153,8 @@ public:
};
// Overrides
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
//flag: use stack matrix computed from scene hierarchy or generate new modelView and projection matrix
void setKeepMatrix(bool keepMatrix);
@ -163,7 +163,7 @@ public:
//fullRect: the total size of screen
//fullViewport: the total viewportSize
*/
void setVirtualViewport(const Vector2& rtBegin, const Rect& fullRect, const Rect& fullViewport);
void setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport);
public:
// XXX should be procted.
@ -224,8 +224,8 @@ protected:
void onSaveToFile(const std::string& fileName);
Matrix _oldTransMatrix, _oldProjMatrix;
Matrix _transformMatrix, _projectionMatrix;
Mat4 _oldTransMatrix, _oldProjMatrix;
Mat4 _transformMatrix, _projectionMatrix;
private:
CC_DISALLOW_COPY_AND_ASSIGN(RenderTexture);

Просмотреть файл

@ -41,7 +41,7 @@ Scene::Scene()
#endif
{
_ignoreAnchorPointForPosition = true;
setAnchorPoint(Vector2(0.5f, 0.5f));
setAnchorPoint(Vec2(0.5f, 0.5f));
}
Scene::~Scene()

Просмотреть файл

@ -234,10 +234,10 @@ bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
_flippedX = _flippedY = false;
// default transform anchor: center
setAnchorPoint(Vector2(0.5f, 0.5f));
setAnchorPoint(Vec2(0.5f, 0.5f));
// zwoptex default values
_offsetPosition = Vector2::ZERO;
_offsetPosition = Vec2::ZERO;
// clean the Quad
memset(&_quad, 0, sizeof(_quad));
@ -367,7 +367,7 @@ void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimme
setVertexRect(rect);
setTextureCoords(rect);
Vector2 relativeOffset = _unflippedOffsetPositionFromCenter;
Vec2 relativeOffset = _unflippedOffsetPositionFromCenter;
// issue #732
if (_flippedX)
@ -399,10 +399,10 @@ void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimme
float y2 = y1 + _rect.size.height;
// Don't update Z.
_quad.bl.vertices = Vector3(x1, y1, 0);
_quad.br.vertices = Vector3(x2, y1, 0);
_quad.tl.vertices = Vector3(x1, y2, 0);
_quad.tr.vertices = Vector3(x2, y2, 0);
_quad.bl.vertices = Vec3(x1, y1, 0);
_quad.br.vertices = Vec3(x2, y1, 0);
_quad.tl.vertices = Vec3(x1, y2, 0);
_quad.tr.vertices = Vec3(x2, y2, 0);
}
}
@ -505,7 +505,7 @@ void Sprite::updateTransform(void)
// If it is not visible, or one of its ancestors is not visible, then do nothing:
if( !_visible || ( _parent && _parent != _batchNode && static_cast<Sprite*>(_parent)->_shouldBeHidden) )
{
_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vector3(0,0,0);
_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vec3(0,0,0);
_shouldBeHidden = true;
}
else
@ -519,8 +519,8 @@ void Sprite::updateTransform(void)
else
{
CCASSERT( dynamic_cast<Sprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
Matrix nodeToParent = getNodeToParentTransform();
Matrix parentTransform = static_cast<Sprite*>(_parent)->_transformToBatch;
Mat4 nodeToParent = getNodeToParentTransform();
Mat4 parentTransform = static_cast<Sprite*>(_parent)->_transformToBatch;
_transformToBatch = parentTransform * nodeToParent;
}
@ -554,10 +554,10 @@ void Sprite::updateTransform(void)
float dx = x1 * cr - y2 * sr2 + x;
float dy = x1 * sr + y2 * cr2 + y;
_quad.bl.vertices = Vector3( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ );
_quad.br.vertices = Vector3( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ );
_quad.tl.vertices = Vector3( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ );
_quad.tr.vertices = Vector3( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ );
_quad.bl.vertices = Vec3( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ );
_quad.br.vertices = Vec3( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ );
_quad.tl.vertices = Vec3( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ );
_quad.tr.vertices = Vec3( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ );
}
// MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
@ -583,7 +583,7 @@ void Sprite::updateTransform(void)
// draw
void Sprite::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void Sprite::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
// Don't do calculate the culling if the transform was not updated
_insideBounds = transformUpdated ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
@ -604,15 +604,15 @@ void Sprite::drawDebugData()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Matrix oldModelView;
Mat4 oldModelView;
oldModelView = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
// draw bounding box
Vector2 vertices[4] = {
Vector2( _quad.bl.vertices.x, _quad.bl.vertices.y ),
Vector2( _quad.br.vertices.x, _quad.br.vertices.y ),
Vector2( _quad.tr.vertices.x, _quad.tr.vertices.y ),
Vector2( _quad.tl.vertices.x, _quad.tl.vertices.y ),
Vec2 vertices[4] = {
Vec2( _quad.bl.vertices.x, _quad.bl.vertices.y ),
Vec2( _quad.br.vertices.x, _quad.br.vertices.y ),
Vec2( _quad.tr.vertices.x, _quad.tr.vertices.y ),
Vec2( _quad.tl.vertices.x, _quad.tl.vertices.y ),
};
DrawPrimitives::drawPoly(vertices, 4, true);
@ -742,7 +742,7 @@ void Sprite::setDirtyRecursively(bool bValue)
} \
}
void Sprite::setPosition(const Vector2& pos)
void Sprite::setPosition(const Vec2& pos)
{
Node::setPosition(pos);
SET_DIRTY_RECURSIVELY();
@ -815,7 +815,7 @@ void Sprite::setPositionZ(float fVertexZ)
SET_DIRTY_RECURSIVELY();
}
void Sprite::setAnchorPoint(const Vector2& anchor)
void Sprite::setAnchorPoint(const Vec2& anchor)
{
Node::setAnchorPoint(anchor);
SET_DIRTY_RECURSIVELY();
@ -996,15 +996,15 @@ void Sprite::setBatchNode(SpriteBatchNode *spriteBatchNode)
float y1 = _offsetPosition.y;
float x2 = x1 + _rect.size.width;
float y2 = y1 + _rect.size.height;
_quad.bl.vertices = Vector3( x1, y1, 0 );
_quad.br.vertices = Vector3( x2, y1, 0 );
_quad.tl.vertices = Vector3( x1, y2, 0 );
_quad.tr.vertices = Vector3( x2, y2, 0 );
_quad.bl.vertices = Vec3( x1, y1, 0 );
_quad.br.vertices = Vec3( x2, y1, 0 );
_quad.tl.vertices = Vec3( x1, y2, 0 );
_quad.tr.vertices = Vec3( x2, y2, 0 );
} else {
// using batch
_transformToBatch = Matrix::IDENTITY;
_transformToBatch = Mat4::IDENTITY;
setTextureAtlas(_batchNode->getTextureAtlas()); // weak ref
}
}

Просмотреть файл

@ -317,7 +317,7 @@ public:
/**
* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
*/
inline const Vector2& getOffsetPosition(void) const { return _offsetPosition; }
inline const Vec2& getOffsetPosition(void) const { return _offsetPosition; }
/**
@ -402,7 +402,7 @@ public:
* @js NA
* @lua NA
*/
virtual void setPosition(const Vector2& pos) override;
virtual void setPosition(const Vec2& pos) override;
virtual void setPosition(float x, float y) override;
virtual void setRotation(float rotation) override;
virtual void setRotationSkewX(float rotationX) override;
@ -417,10 +417,10 @@ public:
virtual void sortAllChildren() override;
virtual void setScale(float scale) override;
virtual void setPositionZ(float positionZ) override;
virtual void setAnchorPoint(const Vector2& anchor) override;
virtual void setAnchorPoint(const Vec2& anchor) override;
virtual void ignoreAnchorPointForPosition(bool value) override;
virtual void setVisible(bool bVisible) override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual void setOpacityModifyRGB(bool modify) override;
virtual bool isOpacityModifyRGB(void) const override;
/// @}
@ -535,7 +535,7 @@ protected:
bool _dirty; /// Whether the sprite needs to be updated
bool _recursiveDirty; /// Whether all of the sprite's children needs to be updated
bool _shouldBeHidden; /// should not be drawn because one of the ancestors is not visible
Matrix _transformToBatch;
Mat4 _transformToBatch;
//
// Data used when the sprite is self-rendered
@ -556,8 +556,8 @@ protected:
bool _rectRotated; /// Whether the texture is rotated
// Offset Position (used by Zwoptex)
Vector2 _offsetPosition;
Vector2 _unflippedOffsetPositionFromCenter;
Vec2 _offsetPosition;
Vec2 _unflippedOffsetPositionFromCenter;
// vertex coords, texture coords and color info
V3F_C4B_T2F_Quad _quad;

Просмотреть файл

@ -132,7 +132,7 @@ SpriteBatchNode::~SpriteBatchNode()
// override visit
// don't call visit on it's children
void SpriteBatchNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void SpriteBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
CC_PROFILER_START_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
@ -156,7 +156,7 @@ void SpriteBatchNode::visit(Renderer *renderer, const Matrix &parentTransform, b
_transformUpdated = false;
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
@ -356,7 +356,7 @@ void SpriteBatchNode::reorderBatch(bool reorder)
_reorderChildDirty=reorder;
}
void SpriteBatchNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void SpriteBatchNode::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
// Optimization: Fast Dispatch
if( _textureAtlas->getTotalQuads() == 0 )

Просмотреть файл

@ -134,7 +134,7 @@ public:
*/
virtual const BlendFunc& getBlendFunc() const override;
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
using Node::addChild;
virtual void addChild(Node * child, int zOrder, int tag) override;
@ -143,7 +143,7 @@ public:
virtual void removeChild(Node *child, bool cleanup) override;
virtual void removeAllChildrenWithCleanup(bool cleanup) override;
virtual void sortAllChildren() override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual std::string getDescription() const override;
/** Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.

Просмотреть файл

@ -50,7 +50,7 @@ SpriteFrame* SpriteFrame::createWithTexture(Texture2D *texture, const Rect& rect
return spriteFrame;
}
SpriteFrame* SpriteFrame::createWithTexture(Texture2D* texture, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize)
SpriteFrame* SpriteFrame::createWithTexture(Texture2D* texture, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize)
{
SpriteFrame *spriteFrame = new SpriteFrame();
spriteFrame->initWithTexture(texture, rect, rotated, offset, originalSize);
@ -59,7 +59,7 @@ SpriteFrame* SpriteFrame::createWithTexture(Texture2D* texture, const Rect& rect
return spriteFrame;
}
SpriteFrame* SpriteFrame::create(const std::string& filename, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize)
SpriteFrame* SpriteFrame::create(const std::string& filename, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize)
{
SpriteFrame *spriteFrame = new SpriteFrame();
spriteFrame->initWithTextureFilename(filename, rect, rotated, offset, originalSize);
@ -71,16 +71,16 @@ SpriteFrame* SpriteFrame::create(const std::string& filename, const Rect& rect,
bool SpriteFrame::initWithTexture(Texture2D* texture, const Rect& rect)
{
Rect rectInPixels = CC_RECT_POINTS_TO_PIXELS(rect);
return initWithTexture(texture, rectInPixels, false, Vector2::ZERO, rectInPixels.size);
return initWithTexture(texture, rectInPixels, false, Vec2::ZERO, rectInPixels.size);
}
bool SpriteFrame::initWithTextureFilename(const std::string& filename, const Rect& rect)
{
Rect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect );
return initWithTextureFilename(filename, rectInPixels, false, Vector2::ZERO, rectInPixels.size);
return initWithTextureFilename(filename, rectInPixels, false, Vec2::ZERO, rectInPixels.size);
}
bool SpriteFrame::initWithTexture(Texture2D* texture, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize)
bool SpriteFrame::initWithTexture(Texture2D* texture, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize)
{
_texture = texture;
@ -100,7 +100,7 @@ bool SpriteFrame::initWithTexture(Texture2D* texture, const Rect& rect, bool rot
return true;
}
bool SpriteFrame::initWithTextureFilename(const std::string& filename, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize)
bool SpriteFrame::initWithTextureFilename(const std::string& filename, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize)
{
_texture = nullptr;
_textureFilename = filename;
@ -143,23 +143,23 @@ void SpriteFrame::setRectInPixels(const Rect& rectInPixels)
_rect = CC_RECT_PIXELS_TO_POINTS(rectInPixels);
}
const Vector2& SpriteFrame::getOffset() const
const Vec2& SpriteFrame::getOffset() const
{
return _offset;
}
void SpriteFrame::setOffset(const Vector2& offsets)
void SpriteFrame::setOffset(const Vec2& offsets)
{
_offset = offsets;
_offsetInPixels = CC_POINT_POINTS_TO_PIXELS( _offset );
}
const Vector2& SpriteFrame::getOffsetInPixels() const
const Vec2& SpriteFrame::getOffsetInPixels() const
{
return _offsetInPixels;
}
void SpriteFrame::setOffsetInPixels(const Vector2& offsetInPixels)
void SpriteFrame::setOffsetInPixels(const Vec2& offsetInPixels)
{
_offsetInPixels = offsetInPixels;
_offset = CC_POINT_PIXELS_TO_POINTS( _offsetInPixels );

Просмотреть файл

@ -64,7 +64,7 @@ public:
/** Create a SpriteFrame with a texture filename, rect, rotated, offset and originalSize in pixels.
The originalSize is the size in pixels of the frame before being trimmed.
*/
static SpriteFrame* create(const std::string& filename, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize);
static SpriteFrame* create(const std::string& filename, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize);
/** Create a SpriteFrame with a texture, rect in points.
It is assumed that the frame was not trimmed.
@ -74,7 +74,7 @@ public:
/** Create a SpriteFrame with a texture, rect, rotated, offset and originalSize in pixels.
The originalSize is the size in points of the frame before being trimmed.
*/
static SpriteFrame* createWithTexture(Texture2D* pobTexture, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize);
static SpriteFrame* createWithTexture(Texture2D* pobTexture, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize);
/**
* @js NA
* @lua NA
@ -94,14 +94,14 @@ public:
/** Initializes a SpriteFrame with a texture, rect, rotated, offset and originalSize in pixels.
The originalSize is the size in points of the frame before being trimmed.
*/
bool initWithTexture(Texture2D* pobTexture, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize);
bool initWithTexture(Texture2D* pobTexture, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize);
/** Initializes a SpriteFrame with a texture, rect, rotated, offset and originalSize in pixels.
The originalSize is the size in pixels of the frame before being trimmed.
@since v1.1
*/
bool initWithTextureFilename(const std::string& filename, const Rect& rect, bool rotated, const Vector2& offset, const Size& originalSize);
bool initWithTextureFilename(const std::string& filename, const Rect& rect, bool rotated, const Vec2& offset, const Size& originalSize);
// attributes
@ -117,9 +117,9 @@ public:
void setRect(const Rect& rect);
/** get offset of the frame */
const Vector2& getOffsetInPixels(void) const;
const Vec2& getOffsetInPixels(void) const;
/** set offset of the frame */
void setOffsetInPixels(const Vector2& offsetInPixels);
void setOffsetInPixels(const Vec2& offsetInPixels);
/** get original size of the trimmed image */
inline const Size& getOriginalSizeInPixels(void) const { return _originalSizeInPixels; }
@ -136,19 +136,19 @@ public:
/** set texture of the frame, the texture is retained */
void setTexture(Texture2D* pobTexture);
const Vector2& getOffset(void) const;
void setOffset(const Vector2& offsets);
const Vec2& getOffset(void) const;
void setOffset(const Vec2& offsets);
// Overrides
virtual SpriteFrame *clone() const override;
protected:
Vector2 _offset;
Vec2 _offset;
Size _originalSize;
Rect _rectInPixels;
bool _rotated;
Rect _rect;
Vector2 _offsetInPixels;
Vec2 _offsetInPixels;
Size _originalSizeInPixels;
Texture2D *_texture;
std::string _textureFilename;

Просмотреть файл

@ -132,7 +132,7 @@ void SpriteFrameCache::addSpriteFramesWithDictionary(ValueMap& dictionary, Textu
spriteFrame->initWithTexture(texture,
Rect(x, y, w, h),
false,
Vector2(ox, oy),
Vec2(ox, oy),
Size((float)ow, (float)oh)
);
}
@ -147,7 +147,7 @@ void SpriteFrameCache::addSpriteFramesWithDictionary(ValueMap& dictionary, Textu
rotated = frameDict["rotated"].asBool();
}
Vector2 offset = PointFromString(frameDict["offset"].asString());
Vec2 offset = PointFromString(frameDict["offset"].asString());
Size sourceSize = SizeFromString(frameDict["sourceSize"].asString());
// create frame
@ -163,7 +163,7 @@ void SpriteFrameCache::addSpriteFramesWithDictionary(ValueMap& dictionary, Textu
{
// get values
Size spriteSize = SizeFromString(frameDict["spriteSize"].asString());
Vector2 spriteOffset = PointFromString(frameDict["spriteOffset"].asString());
Vec2 spriteOffset = PointFromString(frameDict["spriteOffset"].asString());
Size spriteSourceSize = SizeFromString(frameDict["spriteSourceSize"].asString());
Rect textureRect = RectFromString(frameDict["textureRect"].asString());
bool textureRotated = frameDict["textureRotated"].asBool();

Просмотреть файл

@ -83,7 +83,7 @@ bool TMXLayer::initWithTilesetInfo(TMXTilesetInfo *tilesetInfo, TMXLayerInfo *la
_layerOrientation = mapInfo->getOrientation();
// offset (after layer orientation is set);
Vector2 offset = this->calculateLayerOffset(layerInfo->_offset);
Vec2 offset = this->calculateLayerOffset(layerInfo->_offset);
this->setPosition(CC_POINT_PIXELS_TO_POINTS(offset));
_atlasIndexArray = ccCArrayNew(totalNumberOfTiles);
@ -176,7 +176,7 @@ void TMXLayer::setupTiles()
// XXX: gid == 0 --> empty tile
if (gid != 0)
{
this->appendTileForGID(gid, Vector2(x, y));
this->appendTileForGID(gid, Vec2(x, y));
}
}
}
@ -223,25 +223,25 @@ void TMXLayer::parseInternalProperties()
}
}
void TMXLayer::setupTileSprite(Sprite* sprite, Vector2 pos, int gid)
void TMXLayer::setupTileSprite(Sprite* sprite, Vec2 pos, int gid)
{
sprite->setPosition(getPositionAt(pos));
sprite->setPositionZ((float)getVertexZForPos(pos));
sprite->setAnchorPoint(Vector2::ZERO);
sprite->setAnchorPoint(Vec2::ZERO);
sprite->setOpacity(_opacity);
//issue 1264, flip can be undone as well
sprite->setFlippedX(false);
sprite->setFlippedY(false);
sprite->setRotation(0.0f);
sprite->setAnchorPoint(Vector2(0,0));
sprite->setAnchorPoint(Vec2(0,0));
// Rotation in tiled is achieved using 3 flipped states, flipping across the horizontal, vertical, and diagonal axes of the tiles.
if (gid & kTMXTileDiagonalFlag)
{
// put the anchor in the middle for ease of rotation.
sprite->setAnchorPoint(Vector2(0.5f,0.5f));
sprite->setPosition(Vector2(getPositionAt(pos).x + sprite->getContentSize().height/2,
sprite->setAnchorPoint(Vec2(0.5f,0.5f));
sprite->setPosition(Vec2(getPositionAt(pos).x + sprite->getContentSize().height/2,
getPositionAt(pos).y + sprite->getContentSize().width/2 ) );
int flag = gid & (kTMXTileHorizontalFlag | kTMXTileVerticalFlag );
@ -305,7 +305,7 @@ Sprite* TMXLayer::reusedTileWithRect(Rect rect)
}
// TMXLayer - obtaining tiles/gids
Sprite * TMXLayer::getTileAt(const Vector2& pos)
Sprite * TMXLayer::getTileAt(const Vec2& pos)
{
CCASSERT(pos.x < _layerSize.width && pos.y < _layerSize.height && pos.x >=0 && pos.y >=0, "TMXLayer: invalid position");
CCASSERT(_tiles && _atlasIndexArray, "TMXLayer: the tiles map has been released");
@ -329,7 +329,7 @@ Sprite * TMXLayer::getTileAt(const Vector2& pos)
tile->setBatchNode(this);
tile->setPosition(getPositionAt(pos));
tile->setPositionZ((float)getVertexZForPos(pos));
tile->setAnchorPoint(Vector2::ZERO);
tile->setAnchorPoint(Vec2::ZERO);
tile->setOpacity(_opacity);
ssize_t indexForZ = atlasIndexForExistantZ(z);
@ -340,7 +340,7 @@ Sprite * TMXLayer::getTileAt(const Vector2& pos)
return tile;
}
uint32_t TMXLayer::getTileGIDAt(const Vector2& pos, TMXTileFlags* flags/* = nullptr*/)
uint32_t TMXLayer::getTileGIDAt(const Vec2& pos, TMXTileFlags* flags/* = nullptr*/)
{
CCASSERT(pos.x < _layerSize.width && pos.y < _layerSize.height && pos.x >=0 && pos.y >=0, "TMXLayer: invalid position");
CCASSERT(_tiles && _atlasIndexArray, "TMXLayer: the tiles map has been released");
@ -359,7 +359,7 @@ uint32_t TMXLayer::getTileGIDAt(const Vector2& pos, TMXTileFlags* flags/* = null
}
// TMXLayer - adding helper methods
Sprite * TMXLayer::insertTileForGID(uint32_t gid, const Vector2& pos)
Sprite * TMXLayer::insertTileForGID(uint32_t gid, const Vec2& pos)
{
if (gid != 0 && (static_cast<int>((gid & kTMXFlippedMask)) - _tileSet->_firstGid) >= 0)
{
@ -399,7 +399,7 @@ Sprite * TMXLayer::insertTileForGID(uint32_t gid, const Vector2& pos)
return nullptr;
}
Sprite * TMXLayer::updateTileForGID(uint32_t gid, const Vector2& pos)
Sprite * TMXLayer::updateTileForGID(uint32_t gid, const Vec2& pos)
{
Rect rect = _tileSet->getRectForGID(gid);
rect = Rect(rect.origin.x / _contentScaleFactor, rect.origin.y / _contentScaleFactor, rect.size.width/ _contentScaleFactor, rect.size.height/ _contentScaleFactor);
@ -421,7 +421,7 @@ Sprite * TMXLayer::updateTileForGID(uint32_t gid, const Vector2& pos)
// used only when parsing the map. useless after the map was parsed
// since lot's of assumptions are no longer true
Sprite * TMXLayer::appendTileForGID(uint32_t gid, const Vector2& pos)
Sprite * TMXLayer::appendTileForGID(uint32_t gid, const Vec2& pos)
{
if (gid != 0 && (static_cast<int>((gid & kTMXFlippedMask)) - _tileSet->_firstGid) >= 0)
{
@ -485,12 +485,12 @@ ssize_t TMXLayer::atlasIndexForNewZ(int z)
}
// TMXLayer - adding / remove tiles
void TMXLayer::setTileGID(uint32_t gid, const Vector2& pos)
void TMXLayer::setTileGID(uint32_t gid, const Vec2& pos)
{
setTileGID(gid, pos, (TMXTileFlags)0);
}
void TMXLayer::setTileGID(uint32_t gid, const Vector2& pos, TMXTileFlags flags)
void TMXLayer::setTileGID(uint32_t gid, const Vec2& pos, TMXTileFlags flags)
{
CCASSERT(pos.x < _layerSize.width && pos.y < _layerSize.height && pos.x >=0 && pos.y >=0, "TMXLayer: invalid position");
CCASSERT(_tiles && _atlasIndexArray, "TMXLayer: the tiles map has been released");
@ -564,7 +564,7 @@ void TMXLayer::removeChild(Node* node, bool cleanup)
SpriteBatchNode::removeChild(sprite, cleanup);
}
void TMXLayer::removeTileAt(const Vector2& pos)
void TMXLayer::removeTileAt(const Vec2& pos)
{
CCASSERT(pos.x < _layerSize.width && pos.y < _layerSize.height && pos.x >=0 && pos.y >=0, "TMXLayer: invalid position");
CCASSERT(_tiles && _atlasIndexArray, "TMXLayer: the tiles map has been released");
@ -606,28 +606,28 @@ void TMXLayer::removeTileAt(const Vector2& pos)
}
//CCTMXLayer - obtaining positions, offset
Vector2 TMXLayer::calculateLayerOffset(const Vector2& pos)
Vec2 TMXLayer::calculateLayerOffset(const Vec2& pos)
{
Vector2 ret = Vector2::ZERO;
Vec2 ret = Vec2::ZERO;
switch (_layerOrientation)
{
case TMXOrientationOrtho:
ret = Vector2( pos.x * _mapTileSize.width, -pos.y *_mapTileSize.height);
ret = Vec2( pos.x * _mapTileSize.width, -pos.y *_mapTileSize.height);
break;
case TMXOrientationIso:
ret = Vector2((_mapTileSize.width /2) * (pos.x - pos.y),
ret = Vec2((_mapTileSize.width /2) * (pos.x - pos.y),
(_mapTileSize.height /2 ) * (-pos.x - pos.y));
break;
case TMXOrientationHex:
CCASSERT(pos.equals(Vector2::ZERO), "offset for hexagonal map not implemented yet");
CCASSERT(pos.equals(Vec2::ZERO), "offset for hexagonal map not implemented yet");
break;
}
return ret;
}
Vector2 TMXLayer::getPositionAt(const Vector2& pos)
Vec2 TMXLayer::getPositionAt(const Vec2& pos)
{
Vector2 ret = Vector2::ZERO;
Vec2 ret = Vec2::ZERO;
switch (_layerOrientation)
{
case TMXOrientationOrtho:
@ -644,19 +644,19 @@ Vector2 TMXLayer::getPositionAt(const Vector2& pos)
return ret;
}
Vector2 TMXLayer::getPositionForOrthoAt(const Vector2& pos)
Vec2 TMXLayer::getPositionForOrthoAt(const Vec2& pos)
{
return Vector2(pos.x * _mapTileSize.width,
return Vec2(pos.x * _mapTileSize.width,
(_layerSize.height - pos.y - 1) * _mapTileSize.height);
}
Vector2 TMXLayer::getPositionForIsoAt(const Vector2& pos)
Vec2 TMXLayer::getPositionForIsoAt(const Vec2& pos)
{
return Vector2(_mapTileSize.width /2 * (_layerSize.width + pos.x - pos.y - 1),
return Vec2(_mapTileSize.width /2 * (_layerSize.width + pos.x - pos.y - 1),
_mapTileSize.height /2 * ((_layerSize.height * 2 - pos.x - pos.y) - 2));
}
Vector2 TMXLayer::getPositionForHexAt(const Vector2& pos)
Vec2 TMXLayer::getPositionForHexAt(const Vec2& pos)
{
float diffY = 0;
if ((int)pos.x % 2 == 1)
@ -664,12 +664,12 @@ Vector2 TMXLayer::getPositionForHexAt(const Vector2& pos)
diffY = -_mapTileSize.height/2 ;
}
Vector2 xy = Vector2(pos.x * _mapTileSize.width*3/4,
Vec2 xy = Vec2(pos.x * _mapTileSize.width*3/4,
(_layerSize.height - pos.y - 1) * _mapTileSize.height + diffY);
return xy;
}
int TMXLayer::getVertexZForPos(const Vector2& pos)
int TMXLayer::getVertexZForPos(const Vec2& pos)
{
int ret = 0;
int maxVal = 0;

Просмотреть файл

@ -102,16 +102,16 @@ public:
The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc.
You can remove either by calling:
- layer->removeChild(sprite, cleanup);
- or layer->removeTileAt(Vector2(x,y));
- or layer->removeTileAt(Vec2(x,y));
*/
Sprite* getTileAt(const Vector2& tileCoordinate);
CC_DEPRECATED_ATTRIBUTE Sprite* tileAt(const Vector2& tileCoordinate) { return getTileAt(tileCoordinate); };
Sprite* getTileAt(const Vec2& tileCoordinate);
CC_DEPRECATED_ATTRIBUTE Sprite* tileAt(const Vec2& tileCoordinate) { return getTileAt(tileCoordinate); };
/** returns the tile gid at a given tile coordinate. It also returns the tile flags.
This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])
*/
uint32_t getTileGIDAt(const Vector2& tileCoordinate, TMXTileFlags* flags = nullptr);
CC_DEPRECATED_ATTRIBUTE uint32_t tileGIDAt(const Vector2& tileCoordinate, TMXTileFlags* flags = nullptr){
uint32_t getTileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr);
CC_DEPRECATED_ATTRIBUTE uint32_t tileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr){
return getTileGIDAt(tileCoordinate, flags);
};
@ -119,7 +119,7 @@ public:
The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1.
If a tile is already placed at that position, then it will be removed.
*/
void setTileGID(uint32_t gid, const Vector2& tileCoordinate);
void setTileGID(uint32_t gid, const Vec2& tileCoordinate);
/** sets the tile gid (gid = tile global id) at a given tile coordinate.
The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1.
@ -128,14 +128,14 @@ public:
Use withFlags if the tile flags need to be changed as well
*/
void setTileGID(uint32_t gid, const Vector2& tileCoordinate, TMXTileFlags flags);
void setTileGID(uint32_t gid, const Vec2& tileCoordinate, TMXTileFlags flags);
/** removes a tile at given tile coordinate */
void removeTileAt(const Vector2& tileCoordinate);
void removeTileAt(const Vec2& tileCoordinate);
/** returns the position in points of a given tile coordinate */
Vector2 getPositionAt(const Vector2& tileCoordinate);
CC_DEPRECATED_ATTRIBUTE Vector2 positionAt(const Vector2& tileCoordinate) { return getPositionAt(tileCoordinate); };
Vec2 getPositionAt(const Vec2& tileCoordinate);
CC_DEPRECATED_ATTRIBUTE Vec2 positionAt(const Vec2& tileCoordinate) { return getPositionAt(tileCoordinate); };
/** return the value for the specific property name */
Value getProperty(const std::string& propertyName) const;
@ -193,22 +193,22 @@ public:
virtual std::string getDescription() const override;
private:
Vector2 getPositionForIsoAt(const Vector2& pos);
Vector2 getPositionForOrthoAt(const Vector2& pos);
Vector2 getPositionForHexAt(const Vector2& pos);
Vec2 getPositionForIsoAt(const Vec2& pos);
Vec2 getPositionForOrthoAt(const Vec2& pos);
Vec2 getPositionForHexAt(const Vec2& pos);
Vector2 calculateLayerOffset(const Vector2& offset);
Vec2 calculateLayerOffset(const Vec2& offset);
/* optimization methods */
Sprite* appendTileForGID(uint32_t gid, const Vector2& pos);
Sprite* insertTileForGID(uint32_t gid, const Vector2& pos);
Sprite* updateTileForGID(uint32_t gid, const Vector2& pos);
Sprite* appendTileForGID(uint32_t gid, const Vec2& pos);
Sprite* insertTileForGID(uint32_t gid, const Vec2& pos);
Sprite* updateTileForGID(uint32_t gid, const Vec2& pos);
/* The layer recognizes some special properties, like cc_vertez */
void parseInternalProperties();
void setupTileSprite(Sprite* sprite, Vector2 pos, int gid);
void setupTileSprite(Sprite* sprite, Vec2 pos, int gid);
Sprite* reusedTileWithRect(Rect rect);
int getVertexZForPos(const Vector2& pos);
int getVertexZForPos(const Vec2& pos);
// index
ssize_t atlasIndexForExistantZ(int z);

Просмотреть файл

@ -34,7 +34,7 @@ NS_CC_BEGIN
TMXObjectGroup::TMXObjectGroup()
: _groupName("")
, _positionOffset(Vector2::ZERO)
, _positionOffset(Vec2::ZERO)
{
}

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@ -71,10 +71,10 @@ public:
CC_DEPRECATED_ATTRIBUTE ValueMap objectNamed(const std::string& objectName) const { return getObject(objectName); };
/** Gets the offset position of child objects */
inline const Vector2& getPositionOffset() const { return _positionOffset; };
inline const Vec2& getPositionOffset() const { return _positionOffset; };
/** Sets the offset position of child objects */
inline void setPositionOffset(const Vector2& offset) { _positionOffset = offset; };
inline void setPositionOffset(const Vec2& offset) { _positionOffset = offset; };
/** Gets the list of properties stored in a dictionary */
inline const ValueMap& getProperties() const { return _properties; };
@ -98,7 +98,7 @@ protected:
/** name of the group */
std::string _groupName;
/** offset position of child objects */
Vector2 _positionOffset;
Vec2 _positionOffset;
/** list of properties stored in a dictionary */
ValueMap _properties;
/** array of the objects */

Просмотреть файл

@ -45,7 +45,7 @@ TMXLayerInfo::TMXLayerInfo()
: _name("")
, _tiles(nullptr)
, _ownTiles(true)
, _offset(Vector2::ZERO)
, _offset(Vec2::ZERO)
{
}
@ -348,7 +348,7 @@ void TMXMapInfo::startElement(void *ctx, const char *name, const char **atts)
float x = attributeDict["x"].asFloat();
float y = attributeDict["y"].asFloat();
layer->_offset = Vector2(x,y);
layer->_offset = Vec2(x,y);
tmxMapInfo->getLayers().pushBack(layer);
layer->release();
@ -361,7 +361,7 @@ void TMXMapInfo::startElement(void *ctx, const char *name, const char **atts)
{
TMXObjectGroup *objectGroup = new TMXObjectGroup();
objectGroup->setGroupName(attributeDict["name"].asString());
Vector2 positionOffset;
Vec2 positionOffset;
positionOffset.x = attributeDict["x"].asFloat() * tmxMapInfo->getTileSize().width;
positionOffset.y = attributeDict["y"].asFloat() * tmxMapInfo->getTileSize().height;
objectGroup->setPositionOffset(positionOffset);
@ -452,7 +452,7 @@ void TMXMapInfo::startElement(void *ctx, const char *name, const char **atts)
// Y
int y = attributeDict["y"].asInt();
Vector2 p(x + objectGroup->getPositionOffset().x, _mapSize.height * _tileSize.height - y - objectGroup->getPositionOffset().x - attributeDict["height"].asInt());
Vec2 p(x + objectGroup->getPositionOffset().x, _mapSize.height * _tileSize.height - y - objectGroup->getPositionOffset().x - attributeDict["height"].asInt());
p = CC_POINT_PIXELS_TO_POINTS(p);
dict["x"] = Value(p.x);
dict["y"] = Value(p.y);

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@ -112,7 +112,7 @@ public:
bool _visible;
unsigned char _opacity;
bool _ownTiles;
Vector2 _offset;
Vec2 _offset;
};
/** @brief TMXTilesetInfo contains the information about the tilesets like:

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@ -263,7 +263,7 @@ void TextFieldTTF::setTextColor(const Color4B &color)
Label::setTextColor(_colorText);
}
void TextFieldTTF::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
void TextFieldTTF::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
if (_delegate && _delegate->onVisit(this,renderer,parentTransform,parentTransformUpdated))
{

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@ -86,7 +86,7 @@ public:
/**
@brief If the sender doesn't want to draw, return true.
*/
virtual bool onVisit(TextFieldTTF * sender,Renderer *renderer, const Matrix &transform, bool transformUpdated)
virtual bool onVisit(TextFieldTTF * sender,Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
CC_UNUSED_PARAM(sender);
return false;
@ -165,7 +165,7 @@ public:
virtual void setSecureTextEntry(bool value);
virtual bool isSecureTextEntry();
virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override;
protected:
//////////////////////////////////////////////////////////////////////////

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@ -1142,7 +1142,7 @@ bool Texture2D::initWithString(const char *text, const FontDefinition& textDefin
// implementation Texture2D (Drawing)
void Texture2D::drawAtPoint(const Vector2& point)
void Texture2D::drawAtPoint(const Vec2& point)
{
GLfloat coordinates[] = {
0.0f, _maxT,

Просмотреть файл

@ -219,7 +219,7 @@ public:
These functions require GL_TEXTURE_2D and both GL_VERTEX_ARRAY and GL_TEXTURE_COORD_ARRAY client states to be enabled.
*/
/** draws a texture at a given point */
void drawAtPoint(const Vector2& point);
void drawAtPoint(const Vec2& point);
/** draws a texture inside a rect */
void drawInRect(const Rect& rect);

Просмотреть файл

@ -125,7 +125,7 @@ void TileMapAtlas::loadTGAfile(const std::string& file)
}
// TileMapAtlas - Atlas generation / updates
void TileMapAtlas::setTile(const Color3B& tile, const Vector2& position)
void TileMapAtlas::setTile(const Color3B& tile, const Vec2& position)
{
CCASSERT(_TGAInfo != nullptr, "tgaInfo must not be nil");
CCASSERT(position.x < _TGAInfo->width, "Invalid position.x");
@ -151,7 +151,7 @@ void TileMapAtlas::setTile(const Color3B& tile, const Vector2& position)
}
}
Color3B TileMapAtlas::getTileAt(const Vector2& position) const
Color3B TileMapAtlas::getTileAt(const Vec2& position) const
{
CCASSERT( _TGAInfo != nullptr, "tgaInfo must not be nil");
CCASSERT( position.x < _TGAInfo->width, "Invalid position.x");
@ -163,7 +163,7 @@ Color3B TileMapAtlas::getTileAt(const Vector2& position) const
return value;
}
void TileMapAtlas::updateAtlasValueAt(const Vector2& pos, const Color3B& value, int index)
void TileMapAtlas::updateAtlasValueAt(const Vec2& pos, const Color3B& value, int index)
{
CCASSERT( index >= 0 && index < _textureAtlas->getCapacity(), "updateAtlasValueAt: Invalid index");
@ -244,7 +244,7 @@ void TileMapAtlas::updateAtlasValues()
if( value.r != 0 )
{
this->updateAtlasValueAt(Vector2(x,y), value, total);
this->updateAtlasValueAt(Vec2(x,y), value, total);
std::string key = StringUtils::toString(x) + "," + StringUtils::toString(y);
_posToAtlasIndex[key] = total;

Просмотреть файл

@ -78,12 +78,12 @@ public:
/** returns a tile from position x,y.
For the moment only channel R is used
*/
Color3B getTileAt(const Vector2& position) const;
CC_DEPRECATED_ATTRIBUTE Color3B tileAt(const Vector2& position) const { return getTileAt(position); };
Color3B getTileAt(const Vec2& position) const;
CC_DEPRECATED_ATTRIBUTE Color3B tileAt(const Vec2& position) const { return getTileAt(position); };
/** sets a tile at position x,y.
For the moment only channel R is used
*/
void setTile(const Color3B& tile, const Vector2& position);
void setTile(const Color3B& tile, const Vec2& position);
/** dealloc the map from memory */
void releaseMap();
@ -93,7 +93,7 @@ public:
protected:
void loadTGAfile(const std::string& file);
void calculateItemsToRender();
void updateAtlasValueAt(const Vector2& pos, const Color3B& value, int index);
void updateAtlasValueAt(const Vec2& pos, const Color3B& value, int index);
void updateAtlasValues();

Просмотреть файл

@ -103,7 +103,7 @@ void TransitionScene::sceneOrder()
_isInSceneOnTop = true;
}
void TransitionScene::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void TransitionScene::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
@ -120,13 +120,13 @@ void TransitionScene::finish()
{
// clean up
_inScene->setVisible(true);
_inScene->setPosition(Vector2(0,0));
_inScene->setPosition(Vec2(0,0));
_inScene->setScale(1.0f);
_inScene->setRotation(0.0f);
_inScene->setAdditionalTransform(nullptr);
_outScene->setVisible(false);
_outScene->setPosition(Vector2(0,0));
_outScene->setPosition(Vec2(0,0));
_outScene->setScale(1.0f);
_outScene->setRotation(0.0f);
_outScene->setAdditionalTransform(nullptr);
@ -255,8 +255,8 @@ void TransitionRotoZoom:: onEnter()
_inScene->setScale(0.001f);
_outScene->setScale(1.0f);
_inScene->setAnchorPoint(Vector2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vector2(0.5f, 0.5f));
_inScene->setAnchorPoint(Vec2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vec2(0.5f, 0.5f));
ActionInterval *rotozoom = (ActionInterval*)(Sequence::create
(
@ -310,11 +310,11 @@ void TransitionJumpZoom::onEnter()
Size s = Director::getInstance()->getWinSize();
_inScene->setScale(0.5f);
_inScene->setPosition(Vector2(s.width, 0));
_inScene->setAnchorPoint(Vector2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vector2(0.5f, 0.5f));
_inScene->setPosition(Vec2(s.width, 0));
_inScene->setAnchorPoint(Vec2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vec2(0.5f, 0.5f));
ActionInterval *jump = JumpBy::create(_duration/4, Vector2(-s.width,0), s.width/4, 2);
ActionInterval *jump = JumpBy::create(_duration/4, Vec2(-s.width,0), s.width/4, 2);
ActionInterval *scaleIn = ScaleTo::create(_duration/4, 1.0f);
ActionInterval *scaleOut = ScaleTo::create(_duration/4, 0.5f);
@ -379,7 +379,7 @@ void TransitionMoveInL::onEnter()
ActionInterval* TransitionMoveInL::action()
{
return MoveTo::create(_duration, Vector2(0,0));
return MoveTo::create(_duration, Vec2(0,0));
}
ActionInterval* TransitionMoveInL::easeActionWithAction(ActionInterval* action)
@ -391,7 +391,7 @@ ActionInterval* TransitionMoveInL::easeActionWithAction(ActionInterval* action)
void TransitionMoveInL::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition(Vector2(-s.width,0));
_inScene->setPosition(Vec2(-s.width,0));
}
//
@ -419,7 +419,7 @@ TransitionMoveInR* TransitionMoveInR::create(float t, Scene* scene)
void TransitionMoveInR::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(s.width,0) );
_inScene->setPosition( Vec2(s.width,0) );
}
//
@ -447,7 +447,7 @@ TransitionMoveInT* TransitionMoveInT::create(float t, Scene* scene)
void TransitionMoveInT::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,s.height) );
_inScene->setPosition( Vec2(0,s.height) );
}
//
@ -475,7 +475,7 @@ TransitionMoveInB* TransitionMoveInB::create(float t, Scene* scene)
void TransitionMoveInB::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,-s.height) );
_inScene->setPosition( Vec2(0,-s.height) );
}
@ -523,13 +523,13 @@ void TransitionSlideInL::sceneOrder()
void TransitionSlideInL:: initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(-(s.width-ADJUST_FACTOR),0) );
_inScene->setPosition( Vec2(-(s.width-ADJUST_FACTOR),0) );
}
ActionInterval* TransitionSlideInL::action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(s.width-ADJUST_FACTOR,0));
return MoveBy::create(_duration, Vec2(s.width-ADJUST_FACTOR,0));
}
ActionInterval* TransitionSlideInL::easeActionWithAction(ActionInterval* action)
@ -579,14 +579,14 @@ void TransitionSlideInR::sceneOrder()
void TransitionSlideInR::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(s.width-ADJUST_FACTOR,0) );
_inScene->setPosition( Vec2(s.width-ADJUST_FACTOR,0) );
}
ActionInterval* TransitionSlideInR:: action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(-(s.width-ADJUST_FACTOR),0));
return MoveBy::create(_duration, Vec2(-(s.width-ADJUST_FACTOR),0));
}
@ -620,14 +620,14 @@ void TransitionSlideInT::sceneOrder()
void TransitionSlideInT::initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,s.height-ADJUST_FACTOR) );
_inScene->setPosition( Vec2(0,s.height-ADJUST_FACTOR) );
}
ActionInterval* TransitionSlideInT::action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(0,-(s.height-ADJUST_FACTOR)));
return MoveBy::create(_duration, Vec2(0,-(s.height-ADJUST_FACTOR)));
}
//
@ -660,14 +660,14 @@ void TransitionSlideInB::sceneOrder()
void TransitionSlideInB:: initScenes()
{
Size s = Director::getInstance()->getWinSize();
_inScene->setPosition( Vector2(0,-(s.height-ADJUST_FACTOR)) );
_inScene->setPosition( Vec2(0,-(s.height-ADJUST_FACTOR)) );
}
ActionInterval* TransitionSlideInB:: action()
{
Size s = Director::getInstance()->getWinSize();
return MoveBy::create(_duration, Vector2(0,s.height-ADJUST_FACTOR));
return MoveBy::create(_duration, Vec2(0,s.height-ADJUST_FACTOR));
}
//
@ -699,8 +699,8 @@ void TransitionShrinkGrow::onEnter()
_inScene->setScale(0.001f);
_outScene->setScale(1.0f);
_inScene->setAnchorPoint(Vector2(2/3.0f,0.5f));
_outScene->setAnchorPoint(Vector2(1/3.0f,0.5f));
_inScene->setAnchorPoint(Vec2(2/3.0f,0.5f));
_outScene->setAnchorPoint(Vec2(1/3.0f,0.5f));
ActionInterval* scaleOut = ScaleTo::create(_duration, 0.01f);
ActionInterval* scaleIn = ScaleTo::create(_duration, 1.0f);
@ -1261,7 +1261,7 @@ TransitionCrossFade* TransitionCrossFade::create(float t, Scene* scene)
return nullptr;
}
void TransitionCrossFade::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void TransitionCrossFade::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
// override draw since both scenes (textures) are rendered in 1 scene
}
@ -1284,9 +1284,9 @@ void TransitionCrossFade::onEnter()
return;
}
inTexture->getSprite()->setAnchorPoint( Vector2(0.5f,0.5f) );
inTexture->setPosition( Vector2(size.width/2, size.height/2) );
inTexture->setAnchorPoint( Vector2(0.5f,0.5f) );
inTexture->getSprite()->setAnchorPoint( Vec2(0.5f,0.5f) );
inTexture->setPosition( Vec2(size.width/2, size.height/2) );
inTexture->setAnchorPoint( Vec2(0.5f,0.5f) );
// render inScene to its texturebuffer
inTexture->begin();
@ -1295,9 +1295,9 @@ void TransitionCrossFade::onEnter()
// create the second render texture for outScene
RenderTexture* outTexture = RenderTexture::create((int)size.width, (int)size.height);
outTexture->getSprite()->setAnchorPoint( Vector2(0.5f,0.5f) );
outTexture->setPosition( Vector2(size.width/2, size.height/2) );
outTexture->setAnchorPoint( Vector2(0.5f,0.5f) );
outTexture->getSprite()->setAnchorPoint( Vec2(0.5f,0.5f) );
outTexture->setPosition( Vec2(size.width/2, size.height/2) );
outTexture->setAnchorPoint( Vec2(0.5f,0.5f) );
// render outScene to its texturebuffer
outTexture->begin();
@ -1410,7 +1410,7 @@ void TransitionTurnOffTiles::onExit()
TransitionScene::onExit();
}
void TransitionTurnOffTiles::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void TransitionTurnOffTiles::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
@ -1490,7 +1490,7 @@ void TransitionSplitCols::switchTargetToInscene()
_gridProxy->setTarget(_inScene);
}
void TransitionSplitCols::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void TransitionSplitCols::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);
_gridProxy->visit(renderer, transform, transformUpdated);
@ -1606,7 +1606,7 @@ void TransitionFadeTR::onExit()
TransitionScene::onExit();
}
void TransitionFadeTR::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void TransitionFadeTR::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);

Просмотреть файл

@ -91,7 +91,7 @@ public:
//
// Overrides
//
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
virtual void onEnter() override;
virtual void onExit() override;
virtual void cleanup() override;
@ -613,7 +613,7 @@ public :
* @js NA
* @lua NA
*/
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
/**
* @js NA
* @lua NA
@ -651,7 +651,7 @@ public :
virtual void onEnter() override;
virtual void onExit() override;
virtual ActionInterval * easeActionWithAction(ActionInterval * action) override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
protected:
TransitionTurnOffTiles();
@ -684,7 +684,7 @@ public:
virtual void onEnter() override;
virtual ActionInterval * easeActionWithAction(ActionInterval * action) override;
virtual void onExit() override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
protected:
TransitionSplitCols();
virtual ~TransitionSplitCols();
@ -735,7 +735,7 @@ public:
virtual void onEnter() override;
virtual ActionInterval* easeActionWithAction(ActionInterval * action) override;
virtual void onExit() override;
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
protected:
TransitionFadeTR();
virtual ~TransitionFadeTR();

Просмотреть файл

@ -92,7 +92,7 @@ void TransitionPageTurn::onDisablePolygonOffset()
glPolygonOffset(0, 0);
}
void TransitionPageTurn::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
void TransitionPageTurn::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Scene::draw(renderer, transform, transformUpdated);

Просмотреть файл

@ -72,7 +72,7 @@ public:
//
// Overrides
//
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
/**
* Creates a base transition with duration and incoming scene.

Просмотреть файл

@ -73,9 +73,9 @@ void TransitionProgress::onEnter()
// create the second render texture for outScene
RenderTexture *texture = RenderTexture::create((int)size.width, (int)size.height);
texture->getSprite()->setAnchorPoint(Vector2(0.5f,0.5f));
texture->setPosition(Vector2(size.width/2, size.height/2));
texture->setAnchorPoint(Vector2(0.5f,0.5f));
texture->getSprite()->setAnchorPoint(Vec2(0.5f,0.5f));
texture->setPosition(Vec2(size.width/2, size.height/2));
texture->setAnchorPoint(Vec2(0.5f,0.5f));
// render outScene to its texturebuffer
texture->beginWithClear(0, 0, 0, 1);
@ -145,8 +145,8 @@ ProgressTimer* TransitionProgressRadialCCW::progressTimerNodeWithRenderTexture(R
// Return the radial type that we want to use
node->setReverseDirection(false);
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
node->setPosition(Vec2(size.width/2, size.height/2));
node->setAnchorPoint(Vec2(0.5f,0.5f));
return node;
}
@ -189,8 +189,8 @@ ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(Re
// Return the radial type that we want to use
node->setReverseDirection(true);
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
node->setPosition(Vec2(size.width/2, size.height/2));
node->setAnchorPoint(Vec2(0.5f,0.5f));
return node;
}
@ -218,12 +218,12 @@ ProgressTimer* TransitionProgressHorizontal::progressTimerNodeWithRenderTexture(
node->getSprite()->setFlippedY(true);
node->setType( ProgressTimer::Type::BAR);
node->setMidpoint(Vector2(1, 0));
node->setBarChangeRate(Vector2(1,0));
node->setMidpoint(Vec2(1, 0));
node->setBarChangeRate(Vec2(1,0));
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
node->setPosition(Vec2(size.width/2, size.height/2));
node->setAnchorPoint(Vec2(0.5f,0.5f));
return node;
}
@ -251,12 +251,12 @@ ProgressTimer* TransitionProgressVertical::progressTimerNodeWithRenderTexture(Re
node->getSprite()->setFlippedY(true);
node->setType(ProgressTimer::Type::BAR);
node->setMidpoint(Vector2(0, 0));
node->setBarChangeRate(Vector2(0,1));
node->setMidpoint(Vec2(0, 0));
node->setBarChangeRate(Vec2(0,1));
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
node->setPosition(Vec2(size.width/2, size.height/2));
node->setAnchorPoint(Vec2(0.5f,0.5f));
return node;
}
@ -297,12 +297,12 @@ ProgressTimer* TransitionProgressInOut::progressTimerNodeWithRenderTexture(Rende
node->getSprite()->setFlippedY(true);
node->setType( ProgressTimer::Type::BAR);
node->setMidpoint(Vector2(0.5f, 0.5f));
node->setBarChangeRate(Vector2(1, 1));
node->setMidpoint(Vec2(0.5f, 0.5f));
node->setBarChangeRate(Vec2(1, 1));
node->setPercentage(0);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
node->setPosition(Vec2(size.width/2, size.height/2));
node->setAnchorPoint(Vec2(0.5f,0.5f));
return node;
}
@ -331,12 +331,12 @@ ProgressTimer* TransitionProgressOutIn::progressTimerNodeWithRenderTexture(Rende
node->getSprite()->setFlippedY(true);
node->setType( ProgressTimer::Type::BAR );
node->setMidpoint(Vector2(0.5f, 0.5f));
node->setBarChangeRate(Vector2(1, 1));
node->setMidpoint(Vec2(0.5f, 0.5f));
node->setBarChangeRate(Vec2(1, 1));
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
node->setPosition(Vec2(size.width/2, size.height/2));
node->setAnchorPoint(Vec2(0.5f,0.5f));
return node;
}

Просмотреть файл

@ -29,7 +29,7 @@
NS_CC_BEGIN
void ccVertexLineToPolygon(Vector2 *points, float stroke, Vector2 *vertices, unsigned int offset, unsigned int nuPoints)
void ccVertexLineToPolygon(Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints)
{
nuPoints += offset;
if(nuPoints<=1) return;
@ -42,8 +42,8 @@ void ccVertexLineToPolygon(Vector2 *points, float stroke, Vector2 *vertices, uns
for(unsigned int i = offset; i<nuPoints; i++)
{
idx = i*2;
Vector2 p1 = points[i];
Vector2 perpVector;
Vec2 p1 = points[i];
Vec2 perpVector;
if(i == 0)
perpVector = (p1 - points[i+1]).getNormalized().getPerp();
@ -51,11 +51,11 @@ void ccVertexLineToPolygon(Vector2 *points, float stroke, Vector2 *vertices, uns
perpVector = (points[i-1] - p1).getNormalized().getPerp();
else
{
Vector2 p2 = points[i+1];
Vector2 p0 = points[i-1];
Vec2 p2 = points[i+1];
Vec2 p0 = points[i-1];
Vector2 p2p1 = (p2 - p1).getNormalized();
Vector2 p0p1 = (p0 - p1).getNormalized();
Vec2 p2p1 = (p2 - p1).getNormalized();
Vec2 p0p1 = (p0 - p1).getNormalized();
// Calculate angle between vectors
float angle = acosf(p2p1.dot(p0p1));
@ -69,8 +69,8 @@ void ccVertexLineToPolygon(Vector2 *points, float stroke, Vector2 *vertices, uns
}
perpVector = perpVector * stroke;
vertices[idx] = Vector2(p1.x+perpVector.x, p1.y+perpVector.y);
vertices[idx+1] = Vector2(p1.x-perpVector.x, p1.y-perpVector.y);
vertices[idx] = Vec2(p1.x+perpVector.x, p1.y+perpVector.y);
vertices[idx+1] = Vec2(p1.x-perpVector.x, p1.y-perpVector.y);
}
@ -81,13 +81,13 @@ void ccVertexLineToPolygon(Vector2 *points, float stroke, Vector2 *vertices, uns
idx = i*2;
const unsigned int idx1 = idx+2;
Vector2 p1 = vertices[idx];
Vector2 p2 = vertices[idx+1];
Vector2 p3 = vertices[idx1];
Vector2 p4 = vertices[idx1+1];
Vec2 p1 = vertices[idx];
Vec2 p2 = vertices[idx+1];
Vec2 p3 = vertices[idx1];
Vec2 p4 = vertices[idx1+1];
float s;
//BOOL fixVertex = !ccpLineIntersect(Vector2(p1.x, p1.y), Vector2(p4.x, p4.y), Vector2(p2.x, p2.y), Vector2(p3.x, p3.y), &s, &t);
//BOOL fixVertex = !ccpLineIntersect(Vec2(p1.x, p1.y), Vec2(p4.x, p4.y), Vec2(p2.x, p2.y), Vec2(p3.x, p3.y), &s, &t);
bool fixVertex = !ccVertexLineIntersect(p1.x, p1.y, p4.x, p4.y, p2.x, p2.y, p3.x, p3.y, &s);
if(!fixVertex)
if (s<0.0f || s>1.0f)

Просмотреть файл

@ -38,7 +38,7 @@ NS_CC_BEGIN
/** @file CCVertex.h */
/** converts a line to a polygon */
void CC_DLL ccVertexLineToPolygon(Vector2 *points, float stroke, Vector2 *vertices, unsigned int offset, unsigned int nuPoints);
void CC_DLL ccVertexLineToPolygon(Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints);
/** returns whether or not the line intersects */
bool CC_DLL ccVertexLineIntersect(float Ax, float Ay,

Просмотреть файл

@ -178,16 +178,16 @@ Size GLViewProtocol::getVisibleSize() const
}
}
Vector2 GLViewProtocol::getVisibleOrigin() const
Vec2 GLViewProtocol::getVisibleOrigin() const
{
if (_resolutionPolicy == ResolutionPolicy::NO_BORDER)
{
return Vector2((_designResolutionSize.width - _screenSize.width/_scaleX)/2,
return Vec2((_designResolutionSize.width - _screenSize.width/_scaleX)/2,
(_designResolutionSize.height - _screenSize.height/_scaleY)/2);
}
else
{
return Vector2::ZERO;
return Vec2::ZERO;
}
}

Просмотреть файл

@ -113,7 +113,7 @@ public:
/**
* Get the visible origin point of opengl viewport.
*/
virtual Vector2 getVisibleOrigin() const;
virtual Vec2 getVisibleOrigin() const;
/**
* Get the visible rectangle of opengl viewport.

Просмотреть файл

@ -548,7 +548,7 @@ void GLView::onGLFWMouseCallBack(GLFWwindow* window, int button, int action, int
if(GLFW_PRESS == action)
{
_captured = true;
if (this->getViewPortRect().equals(Rect::ZERO) || this->getViewPortRect().containsPoint(Vector2(_mouseX,_mouseY)))
if (this->getViewPortRect().equals(Rect::ZERO) || this->getViewPortRect().containsPoint(Vec2(_mouseX,_mouseY)))
{
intptr_t id = 0;
this->handleTouchesBegin(1, &id, &_mouseX, &_mouseY);

Просмотреть файл

@ -165,11 +165,11 @@ void WinRTWindow::ResizeWindow()
GLView::sharedOpenGLView()->UpdateForWindowSizeChange();
}
cocos2d::Vector2 WinRTWindow::GetCCPoint(PointerEventArgs^ args) {
cocos2d::Vec2 WinRTWindow::GetCCPoint(PointerEventArgs^ args) {
auto p = args->CurrentPoint;
float x = getScaledDPIValue(p->Position.X);
float y = getScaledDPIValue(p->Position.Y);
Vector2 pt(x, y);
Vec2 pt(x, y);
float zoomFactor = GLView::sharedOpenGLView()->getFrameZoomFactor();
@ -264,7 +264,7 @@ void WinRTWindow::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ ar
{
float direction = (float)args->CurrentPoint->Properties->MouseWheelDelta;
int id = 0;
Vector2 p(0.0f,0.0f);
Vec2 p(0.0f,0.0f);
GLView::sharedOpenGLView()->handleTouchesBegin(1, &id, &p.x, &p.y);
p.y += direction;
GLView::sharedOpenGLView()->handleTouchesMove(1, &id, &p.x, &p.y);
@ -288,7 +288,7 @@ void GLView::OnPointerPressed(PointerEventArgs^ args)
{
#if 0
int id = args->CurrentPoint->PointerId;
Vector2 pt = GetPoint(args);
Vec2 pt = GetPoint(args);
handleTouchesBegin(1, &id, &pt.x, &pt.y);
#endif
}
@ -302,7 +302,7 @@ void GLView::OnPointerMoved(PointerEventArgs^ args)
if (m_lastPointValid)
{
int id = args->CurrentPoint->PointerId;
Vector2 p = GetPoint(args);
Vec2 p = GetPoint(args);
handleTouchesMove(1, &id, &p.x, &p.y);
}
m_lastPoint = currentPoint->Position;
@ -319,7 +319,7 @@ void GLView::OnPointerReleased(PointerEventArgs^ args)
{
#if 0
int id = args->CurrentPoint->PointerId;
Vector2 pt = GetPoint(args);
Vec2 pt = GetPoint(args);
handleTouchesEnd(1, &id, &pt.x, &pt.y);
#endif // 0
@ -330,7 +330,7 @@ void GLView::OnPointerReleased(PointerEventArgs^ args)
void WinRTWindow::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
int id = args->CurrentPoint->PointerId;
Vector2 pt = GetCCPoint(args);
Vec2 pt = GetCCPoint(args);
GLView::sharedOpenGLView()->handleTouchesBegin(1, &id, &pt.x, &pt.y);
}
@ -342,7 +342,7 @@ void WinRTWindow::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
if (m_lastPointValid)
{
int id = args->CurrentPoint->PointerId;
Vector2 p = GetCCPoint(args);
Vec2 p = GetCCPoint(args);
GLView::sharedOpenGLView()->handleTouchesMove(1, &id, &p.x, &p.y);
}
m_lastPoint = currentPoint->Position;
@ -357,7 +357,7 @@ void WinRTWindow::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
void WinRTWindow::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
{
int id = args->CurrentPoint->PointerId;
Vector2 pt = GetCCPoint(args);
Vec2 pt = GetCCPoint(args);
GLView::sharedOpenGLView()->handleTouchesEnd(1, &id, &pt.x, &pt.y);
}

Просмотреть файл

@ -56,7 +56,7 @@ public:
private:
cocos2d::Vector2 GetCCPoint(Windows::UI::Core::PointerEventArgs^ args);
cocos2d::Vec2 GetCCPoint(Windows::UI::Core::PointerEventArgs^ args);
void OnTextKeyDown(Object^ sender, Windows::UI::Xaml::Input::KeyRoutedEventArgs^ e);
void OnTextKeyUp(Object^ sender, Windows::UI::Xaml::Input::KeyRoutedEventArgs^ e);

Просмотреть файл

@ -190,7 +190,7 @@ void GLView::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
void GLView::OnPointerPressed(PointerEventArgs^ args)
{
int id = args->CurrentPoint->PointerId;
Vector2 pt = GetPoint(args);
Vec2 pt = GetPoint(args);
handleTouchesBegin(1, &id, &pt.x, &pt.y);
}
@ -199,7 +199,7 @@ void GLView::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
{
float direction = (float)args->CurrentPoint->Properties->MouseWheelDelta;
int id = 0;
Vector2 p(0.0f,0.0f);
Vec2 p(0.0f,0.0f);
handleTouchesBegin(1, &id, &p.x, &p.y);
p.y += direction;
handleTouchesMove(1, &id, &p.x, &p.y);
@ -229,7 +229,7 @@ void GLView::OnPointerMoved( PointerEventArgs^ args)
if (m_lastPointValid)
{
int id = args->CurrentPoint->PointerId;
Vector2 p = GetPoint(args);
Vec2 p = GetPoint(args);
handleTouchesMove(1, &id, &p.x, &p.y);
}
m_lastPoint = currentPoint->Position;
@ -249,7 +249,7 @@ void GLView::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
void GLView::OnPointerReleased(PointerEventArgs^ args)
{
int id = args->CurrentPoint->PointerId;
Vector2 pt = GetPoint(args);
Vec2 pt = GetPoint(args);
handleTouchesEnd(1, &id, &pt.x, &pt.y);
}
@ -429,9 +429,9 @@ void GLView::UpdateOrientationMatrix()
}
}
cocos2d::Vector2 GLView::TransformToOrientation(Windows::Foundation::Point p)
cocos2d::Vec2 GLView::TransformToOrientation(Windows::Foundation::Point p)
{
cocos2d::Vector2 returnValue;
cocos2d::Vec2 returnValue;
float x = p.X;
float y = p.Y;
@ -440,16 +440,16 @@ cocos2d::Vector2 GLView::TransformToOrientation(Windows::Foundation::Point p)
{
case DisplayOrientations::Portrait:
default:
returnValue = Vector2(x, y);
returnValue = Vec2(x, y);
break;
case DisplayOrientations::Landscape:
returnValue = Vector2(y, m_width - x);
returnValue = Vec2(y, m_width - x);
break;
case DisplayOrientations::PortraitFlipped:
returnValue = Vector2(m_width - x, m_height - y);
returnValue = Vec2(m_width - x, m_height - y);
break;
case DisplayOrientations::LandscapeFlipped:
returnValue = Vector2(m_height - y, x);
returnValue = Vec2(m_height - y, x);
break;
}
@ -464,7 +464,7 @@ cocos2d::Vector2 GLView::TransformToOrientation(Windows::Foundation::Point p)
return returnValue;
}
Vector2 GLView::GetPoint(PointerEventArgs^ args) {
Vec2 GLView::GetPoint(PointerEventArgs^ args) {
return TransformToOrientation(args->CurrentPoint->Position);

Просмотреть файл

@ -146,8 +146,8 @@ private:
void UpdateWindowSize();
void UpdateOrientationMatrix();
cocos2d::Vector2 TransformToOrientation(Windows::Foundation::Point point);
cocos2d::Vector2 GetPoint(Windows::UI::Core::PointerEventArgs^ args);
cocos2d::Vec2 TransformToOrientation(Windows::Foundation::Point point);
cocos2d::Vec2 GetPoint(Windows::UI::Core::PointerEventArgs^ args);
Windows::Foundation::Rect m_windowBounds;
Windows::Foundation::EventRegistrationToken m_eventToken;

Просмотреть файл

@ -330,9 +330,9 @@ void Direct3DBase::ComputeOrientationMatrices()
}
}
Vector2 Direct3DBase::TransformToOrientation(Vector2 point, bool dipsToPixels)
Vec2 Direct3DBase::TransformToOrientation(Vec2 point, bool dipsToPixels)
{
Vector2 returnValue;
Vec2 returnValue;
switch (m_orientation)
{
@ -340,20 +340,20 @@ Vector2 Direct3DBase::TransformToOrientation(Vector2 point, bool dipsToPixels)
returnValue = point;
break;
case DisplayOrientations::Landscape:
returnValue = Vector2(point.Y, m_windowBounds.Width - point.X);
returnValue = Vec2(point.Y, m_windowBounds.Width - point.X);
break;
case DisplayOrientations::PortraitFlipped:
returnValue = Vector2(m_windowBounds.Width - point.X, m_windowBounds.Height - point.Y);
returnValue = Vec2(m_windowBounds.Width - point.X, m_windowBounds.Height - point.Y);
break;
case DisplayOrientations::LandscapeFlipped:
returnValue = Vector2(m_windowBounds.Height -point.Y, point.X);
returnValue = Vec2(m_windowBounds.Height -point.Y, point.X);
break;
default:
throw ref new Platform::FailureException();
break;
}
return dipsToPixels ? Vector2(ConvertDipsToPixels(returnValue.X),
return dipsToPixels ? Vec2(ConvertDipsToPixels(returnValue.X),
ConvertDipsToPixels(returnValue.Y))
: returnValue;
}

Просмотреть файл

@ -24,7 +24,7 @@ public:
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
virtual void ComputeOrientationMatrices();
virtual Windows::Foundation::Vector2 TransformToOrientation(Windows::Foundation::Vector2 point, bool dipsToPixels=true);
virtual Windows::Foundation::Vec2 TransformToOrientation(Windows::Foundation::Vec2 point, bool dipsToPixels=true);
float getOrientedWindowWidth() {return m_orientedScreenSize.Width;};
float getOrientedWindowHeight() {return m_orientedScreenSize.Height;};

Просмотреть файл

@ -288,14 +288,14 @@ void Director::drawScene()
// draw the scene
if (_runningScene)
{
_runningScene->visit(_renderer, Matrix::IDENTITY, false);
_runningScene->visit(_renderer, Mat4::IDENTITY, false);
_eventDispatcher->dispatchEvent(_eventAfterVisit);
}
// draw the notifications node
if (_notificationNode)
{
_notificationNode->visit(_renderer, Matrix::IDENTITY, false);
_notificationNode->visit(_renderer, Mat4::IDENTITY, false);
}
if (_displayStats)
@ -449,9 +449,9 @@ void Director::initMatrixStack()
_textureMatrixStack.pop();
}
_modelViewMatrixStack.push(Matrix::IDENTITY);
_projectionMatrixStack.push(Matrix::IDENTITY);
_textureMatrixStack.push(Matrix::IDENTITY);
_modelViewMatrixStack.push(Mat4::IDENTITY);
_projectionMatrixStack.push(Mat4::IDENTITY);
_textureMatrixStack.push(Mat4::IDENTITY);
}
void Director::resetMatrixStack()
@ -483,15 +483,15 @@ void Director::loadIdentityMatrix(MATRIX_STACK_TYPE type)
{
if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
{
_modelViewMatrixStack.top() = Matrix::IDENTITY;
_modelViewMatrixStack.top() = Mat4::IDENTITY;
}
else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
{
_projectionMatrixStack.top() = Matrix::IDENTITY;
_projectionMatrixStack.top() = Mat4::IDENTITY;
}
else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
{
_textureMatrixStack.top() = Matrix::IDENTITY;
_textureMatrixStack.top() = Mat4::IDENTITY;
}
else
{
@ -499,7 +499,7 @@ void Director::loadIdentityMatrix(MATRIX_STACK_TYPE type)
}
}
void Director::loadMatrix(MATRIX_STACK_TYPE type, const Matrix& mat)
void Director::loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat)
{
if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
{
@ -519,7 +519,7 @@ void Director::loadMatrix(MATRIX_STACK_TYPE type, const Matrix& mat)
}
}
void Director::multiplyMatrix(MATRIX_STACK_TYPE type, const Matrix& mat)
void Director::multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat)
{
if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
{
@ -559,9 +559,9 @@ void Director::pushMatrix(MATRIX_STACK_TYPE type)
}
}
Matrix Director::getMatrix(MATRIX_STACK_TYPE type)
Mat4 Director::getMatrix(MATRIX_STACK_TYPE type)
{
Matrix result;
Mat4 result;
if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
{
result = _modelViewMatrixStack.top();
@ -608,8 +608,8 @@ void Director::setProjection(Projection projection)
multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, getOpenGLView()->getOrientationMatrix());
}
#endif
Matrix orthoMatrix;
Matrix::createOrthographicOffCenter(0, size.width, 0, size.height, -1024, 1024, &orthoMatrix);
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1024, 1024, &orthoMatrix);
multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
break;
@ -619,7 +619,7 @@ void Director::setProjection(Projection projection)
{
float zeye = this->getZEye();
Matrix matrixPerspective, matrixLookup;
Mat4 matrixPerspective, matrixLookup;
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
@ -632,12 +632,12 @@ void Director::setProjection(Projection projection)
}
#endif
// issue #1334
Matrix::createPerspective(60, (GLfloat)size.width/size.height, 10, zeye+size.height/2, &matrixPerspective);
Mat4::createPerspective(60, (GLfloat)size.width/size.height, 10, zeye+size.height/2, &matrixPerspective);
multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, matrixPerspective);
Vector3 eye(size.width/2, size.height/2, zeye), center(size.width/2, size.height/2, 0.0f), up(0.0f, 1.0f, 0.0f);
Matrix::createLookAt(eye, center, up, &matrixLookup);
Vec3 eye(size.width/2, size.height/2, zeye), center(size.width/2, size.height/2, 0.0f), up(0.0f, 1.0f, 0.0f);
Mat4::createLookAt(eye, center, up, &matrixLookup);
multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, matrixLookup);
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
@ -712,14 +712,14 @@ void Director::setDepthTest(bool on)
CHECK_GL_ERROR_DEBUG();
}
static void GLToClipTransform(Matrix *transformOut)
static void GLToClipTransform(Mat4 *transformOut)
{
if(nullptr == transformOut) return;
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Matrix projection;
Mat4 projection;
projection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8
@ -727,44 +727,44 @@ static void GLToClipTransform(Matrix *transformOut)
projection = Director::getInstance()->getOpenGLView()->getReverseOrientationMatrix() * projection;
#endif
Matrix modelview;
Mat4 modelview;
modelview = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
*transformOut = projection * modelview;
}
Vector2 Director::convertToGL(const Vector2& uiPoint)
Vec2 Director::convertToGL(const Vec2& uiPoint)
{
Matrix transform;
Mat4 transform;
GLToClipTransform(&transform);
Matrix transformInv = transform.getInversed();
Mat4 transformInv = transform.getInversed();
// Calculate z=0 using -> transform*[0, 0, 0, 1]/w
float zClip = transform.m[14]/transform.m[15];
Size glSize = _openGLView->getDesignResolutionSize();
Vector4 clipCoord(2.0f*uiPoint.x/glSize.width - 1.0f, 1.0f - 2.0f*uiPoint.y/glSize.height, zClip, 1);
Vec4 clipCoord(2.0f*uiPoint.x/glSize.width - 1.0f, 1.0f - 2.0f*uiPoint.y/glSize.height, zClip, 1);
Vector4 glCoord;
Vec4 glCoord;
//transformInv.transformPoint(clipCoord, &glCoord);
transformInv.transformVector(clipCoord, &glCoord);
float factor = 1.0/glCoord.w;
return Vector2(glCoord.x * factor, glCoord.y * factor);
return Vec2(glCoord.x * factor, glCoord.y * factor);
}
Vector2 Director::convertToUI(const Vector2& glPoint)
Vec2 Director::convertToUI(const Vec2& glPoint)
{
Matrix transform;
Mat4 transform;
GLToClipTransform(&transform);
Vector4 clipCoord;
Vec4 clipCoord;
// Need to calculate the zero depth from the transform.
Vector4 glCoord(glPoint.x, glPoint.y, 0.0, 1);
Vec4 glCoord(glPoint.x, glPoint.y, 0.0, 1);
transform.transformVector(glCoord, &clipCoord);
Size glSize = _openGLView->getDesignResolutionSize();
float factor = 1.0/glCoord.w;
return Vector2(glSize.width*(clipCoord.x*0.5 + 0.5) * factor, glSize.height*(-clipCoord.y*0.5 + 0.5) * factor);
return Vec2(glSize.width*(clipCoord.x*0.5 + 0.5) * factor, glSize.height*(-clipCoord.y*0.5 + 0.5) * factor);
}
const Size& Director::getWinSize(void) const
@ -789,7 +789,7 @@ Size Director::getVisibleSize() const
}
}
Vector2 Director::getVisibleOrigin() const
Vec2 Director::getVisibleOrigin() const
{
if (_openGLView)
{
@ -797,7 +797,7 @@ Vector2 Director::getVisibleOrigin() const
}
else
{
return Vector2::ZERO;
return Vec2::ZERO;
}
}
@ -1080,7 +1080,7 @@ void Director::showStats()
prevVerts = currentVerts;
}
Matrix identity = Matrix::IDENTITY;
Mat4 identity = Mat4::IDENTITY;
_drawnVerticesLabel->visit(_renderer, identity, false);
_drawnBatchesLabel->visit(_renderer, identity, false);
@ -1165,9 +1165,9 @@ void Director::createStatsLabel()
Texture2D::setDefaultAlphaPixelFormat(currentFormat);
const int height_spacing = 22 / CC_CONTENT_SCALE_FACTOR();
_drawnVerticesLabel->setPosition(Vector2(0, height_spacing*2) + CC_DIRECTOR_STATS_POSITION);
_drawnBatchesLabel->setPosition(Vector2(0, height_spacing*1) + CC_DIRECTOR_STATS_POSITION);
_FPSLabel->setPosition(Vector2(0, height_spacing*0)+CC_DIRECTOR_STATS_POSITION);
_drawnVerticesLabel->setPosition(Vec2(0, height_spacing*2) + CC_DIRECTOR_STATS_POSITION);
_drawnBatchesLabel->setPosition(Vec2(0, height_spacing*1) + CC_DIRECTOR_STATS_POSITION);
_FPSLabel->setPosition(Vec2(0, height_spacing*0)+CC_DIRECTOR_STATS_POSITION);
}
void Director::setContentScaleFactor(float scaleFactor)

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