修改游戏底层矩阵相关
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@@ -1,4 +1,14 @@
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#include "BaseNode.h"
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#include "EngineCore/Game.h"
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BaseNode::BaseNode()
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{
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Game::GetInstance().m_nodeCount++;
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}
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BaseNode::~BaseNode()
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{
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Game::GetInstance().m_nodeCount--;
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}
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void BaseNode::Init()
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{
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@@ -67,7 +77,7 @@ void BaseNode::SetCallbackOnUpdate(const UpdateCallback &cb)
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void BaseNode::SetChildIterationTransform()
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{
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TransformT n_transform;
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Transform n_transform;
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n_transform.position = transform.position + transformIter.position;
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n_transform.scale = transform.scale * transformIter.scale;
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n_transform.rotation = transform.rotation + transformIter.rotation;
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@@ -147,7 +157,7 @@ void BaseNode::AddChild(RefPtr<BaseNode> child)
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// 如果组件有transform标签,则设置其位置
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if (child->hasTag(Tag::TRANSFORM))
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{
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TransformT n_transform;
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Transform n_transform;
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n_transform.position = transform.position + transformIter.position;
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n_transform.scale = transform.scale * transformIter.scale;
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n_transform.rotation = transform.rotation + transformIter.rotation;
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@@ -172,7 +182,7 @@ void BaseNode::OnAdded(BaseNode *node)
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m_Parent = node;
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}
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void BaseNode::SetIterationTransform(TransformT n_transform)
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void BaseNode::SetIterationTransform(Transform n_transform)
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{
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if (n_transform == transformIter)
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return;
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@@ -181,12 +191,12 @@ void BaseNode::SetIterationTransform(TransformT n_transform)
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SetChildIterationTransform();
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}
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TransformT BaseNode::GetIterationTransform()
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Transform BaseNode::GetIterationTransform()
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{
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return transformIter;
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}
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void BaseNode::SetTransform(TransformT n_transform)
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void BaseNode::SetTransform(Transform n_transform)
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{
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if (n_transform == transform)
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return;
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@@ -195,12 +205,12 @@ void BaseNode::SetTransform(TransformT n_transform)
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SetChildIterationTransform();
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}
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TransformT BaseNode::GetTransform()
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Transform BaseNode::GetTransform()
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{
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return transform;
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}
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void BaseNode::SetPos(VecFPos pos)
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void BaseNode::SetPos(Vec2 pos)
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{
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if (pos == this->transform.position)
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return;
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@@ -209,17 +219,17 @@ void BaseNode::SetPos(VecFPos pos)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetPos()
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Vec2 BaseNode::GetPos()
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{
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return this->transform.position;
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}
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VecFPos BaseNode::GetWorldPos()
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Vec2 BaseNode::GetWorldPos()
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{
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return this->transform.position + this->transformIter.position;
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}
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void BaseNode::SetScale(VecFPos scale)
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void BaseNode::SetScale(Vec2 scale)
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{
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if (scale == this->transform.scale)
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return;
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@@ -228,7 +238,7 @@ void BaseNode::SetScale(VecFPos scale)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetScale()
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Vec2 BaseNode::GetScale()
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{
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return this->transform.scale;
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}
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@@ -247,7 +257,7 @@ float BaseNode::GetRotation()
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return this->transform.rotation;
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}
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void BaseNode::SetAnchor(VecFPos anchor)
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void BaseNode::SetAnchor(Vec2 anchor)
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{
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if (anchor == this->Anchor)
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return;
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@@ -255,9 +265,9 @@ void BaseNode::SetAnchor(VecFPos anchor)
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Anchor.y = anchor.y;
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}
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VecFPos BaseNode::GetAnchor()
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Vec2 BaseNode::GetAnchor()
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{
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VecFPos P;
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Vec2 P;
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P.x = Anchor.x;
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P.y = Anchor.y;
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return P;
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@@ -298,7 +308,7 @@ float BaseNode::GetAlpha()
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return this->Alpha;
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}
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void BaseNode::SetIterationPos(VecFPos pos)
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void BaseNode::SetIterationPos(Vec2 pos)
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{
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if (pos == this->transformIter.position)
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return;
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@@ -307,12 +317,12 @@ void BaseNode::SetIterationPos(VecFPos pos)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetIterationPos()
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Vec2 BaseNode::GetIterationPos()
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{
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return this->transformIter.position;
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}
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void BaseNode::SetIterationScale(VecFPos scale)
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void BaseNode::SetIterationScale(Vec2 scale)
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{
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if (scale == this->transformIter.scale)
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return;
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@@ -321,7 +331,7 @@ void BaseNode::SetIterationScale(VecFPos scale)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetIterationScale()
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Vec2 BaseNode::GetIterationScale()
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{
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return this->transformIter.scale;
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}
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@@ -339,3 +349,13 @@ float BaseNode::GetIterationRotation()
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{
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return this->transformIter.rotation;
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}
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void BaseNode::SetBlendMode(LE_BlEND_MODE mode)
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{
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this->_BlendMode = mode;
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}
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LE_BlEND_MODE BaseNode::GetBlendMode()
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{
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return this->_BlendMode;
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}
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