加入 Node节点类 还未测试新框架
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@@ -43,35 +43,6 @@ RefPtr<Texture> Sprite::GetTexture()
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return m_texture;
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}
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GlMatrix Sprite::matrix3x2ToGLMatrix(const Matrix3x2 &mat)
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{
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return {
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// 列0:x轴线性变换
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mat._11, // [0][0]
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mat._12, // [1][0]
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0.0f, // [2][0]
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0.0f, // [3][0]
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// 列1:y轴线性变换
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mat._21, // [0][1]
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mat._22, // [1][1]
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0.0f, // [2][1]
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0.0f, // [3][1]
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// 列2:z轴(固定)
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0.0f, // [0][2]
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0.0f, // [1][2]
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1.0f, // [2][2]
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0.0f, // [3][2]
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// 列3:平移
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mat._31, // [0][3](x平移)
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mat._32, // [1][3](y平移)
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0.0f, // [2][3]
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1.0f // [3][3]
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};
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}
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void Sprite::CalcRenderInfoLogic()
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{
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// 获取至在最终的父对象检查是否显示
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@@ -105,8 +76,8 @@ void Sprite::CalcRenderInfoLogic()
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// 纹理数据里带的偏移数据 有这个偏移才能保证动画播放时视觉中心点在一个点上
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auto T_Size = m_texture->getSize();
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auto T_Pos = m_texture->getPos();
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float texturePosX = flipX ? -(T_Size.width + T_Pos.x) + SDL_abs(transform.position.x * 2) : T_Pos.x;
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float texturePosY = flipY ? -(T_Size.height + T_Pos.y) + SDL_abs(transform.position.y * 2) : T_Pos.y;
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float texturePosX = flipX ? -((float)T_Size.width + (float)T_Pos.x) + SDL_fabsf(transform.position.x * 2.0f) : (float)T_Pos.x;
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float texturePosY = flipY ? -((float)T_Size.height + (float)T_Pos.y) + SDL_fabsf(transform.position.y * 2.0f) : (float)T_Pos.y;
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// 先计算Img坐标与精灵坐标合成后的真实坐标
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float RealPosX = transform.position.x + texturePosX;
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@@ -117,22 +88,22 @@ void Sprite::CalcRenderInfoLogic()
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float baseY = transformIter.position.y + RealPosY;
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// 获取当前帧的原始尺寸
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int frameWidth = Size.width;
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int frameHeight = Size.height;
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float frameWidth = (float)Size.width;
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float frameHeight = (float)Size.height;
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// 原始锚点偏移(基于帧尺寸)
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float origAnchorOffsetX = int(frameWidth * Anchor.x);
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float origAnchorOffsetY = int(frameHeight * Anchor.y);
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float origAnchorOffsetX = frameWidth * Anchor.x;
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float origAnchorOffsetY = frameHeight * Anchor.y;
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// 缩放的绝对值
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float absScaleX = SDL_fabs(scaleX);
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float absScaleY = SDL_fabs(scaleY);
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float absScaleX = SDL_fabsf(scaleX);
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float absScaleY = SDL_fabsf(scaleY);
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// 缩放后的尺寸
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float scaledWidth = frameWidth * absScaleX;
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float scaledHeight = frameHeight * absScaleY;
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// 缩放后的锚点偏移
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float scaledAnchorOffsetX = int(origAnchorOffsetX * absScaleX);
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float scaledAnchorOffsetY = int(origAnchorOffsetY * absScaleY);
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float scaledAnchorOffsetX = origAnchorOffsetX * absScaleX;
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float scaledAnchorOffsetY = origAnchorOffsetY * absScaleY;
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// 计算缩放后的锚点偏移与原锚点偏移的差值
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float scaleOffsetX = scaledAnchorOffsetX - origAnchorOffsetX;
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@@ -142,9 +113,6 @@ void Sprite::CalcRenderInfoLogic()
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float Xpos = baseX - scaleOffsetX;
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float Ypos = baseY - scaleOffsetY;
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Xpos = (int)Xpos; // 强制转换为整数
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Ypos = (int)Ypos; // 强制转换为整数
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// 更新渲染信息
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_RenderGuidanceInfo.rect = {Xpos, Ypos, scaledWidth, scaledHeight};
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_RenderGuidanceInfo.AnchorPos = {scaledAnchorOffsetX, scaledAnchorOffsetY};
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@@ -152,8 +120,8 @@ void Sprite::CalcRenderInfoLogic()
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m_texture->setAlpha(this->Alpha);
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// 屏幕内检测
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int screenWidth = Game::GetInstance().Screen_W;
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int screenHeight = Game::GetInstance().Screen_H;
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float screenWidth = (float)Game::GetInstance().Screen_W;
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float screenHeight = (float)Game::GetInstance().Screen_H;
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bool isInScreen = (Xpos + scaledWidth >= 0 && Xpos <= screenWidth && Ypos + scaledHeight >= 0 && Ypos <= screenHeight);
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_RenderGuidanceInfo.IsInScreen = isInScreen;
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