1 /**************************************************************************** 2 Copyright (c) 2008-2010 Ricardo Quesada 3 Copyright (c) 2011-2012 cocos2d-x.org 4 Copyright (c) 2013-2014 Chukong Technologies Inc. 5 6 http://www.cocos2d-x.org 7 8 Permission is hereby granted, free of charge, to any person obtaining a copy 9 of this software and associated documentation files (the "Software"), to deal 10 in the Software without restriction, including without limitation the rights 11 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 12 copies of the Software, and to permit persons to whom the Software is 13 furnished to do so, subject to the following conditions: 14 15 The above copyright notice and this permission notice shall be included in 16 all copies or substantial portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 21 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 22 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 23 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 24 THE SOFTWARE. 25 ****************************************************************************/ 26 27 /** 28 * <p>NodeGrid class is a class serves as a decorator of cc.Node,<br/> 29 * Grid node can run grid actions over all its children (WebGL only) 30 * </p> 31 * @type {Class} 32 * 33 * @property {cc.GridBase} grid - Grid object that is used when applying effects 34 * @property {cc.Node} target - <@writeonly>Target 35 */ 36 cc.NodeGrid = cc.Node.extend({ 37 grid: null, 38 _target: null, 39 40 /** 41 * Gets the grid object. 42 * @returns {cc.GridBase} 43 */ 44 getGrid: function () { 45 return this.grid; 46 }, 47 48 /** 49 * Set the grid object. 50 * @param {cc.GridBase} grid 51 */ 52 setGrid: function (grid) { 53 this.grid = grid; 54 }, 55 56 /** 57 * Set the target 58 * @param {cc.Node} target 59 */ 60 setTarget: function (target) { 61 this._target = target; 62 }, 63 64 _transformForWebGL: function () { 65 //optimize performance for javascript 66 var t4x4 = this._transform4x4, topMat4 = cc.current_stack.top; 67 68 // Convert 3x3 into 4x4 matrix 69 var trans = this.getNodeToParentTransform(); 70 var t4x4Mat = t4x4.mat; 71 t4x4Mat[0] = trans.a; 72 t4x4Mat[4] = trans.c; 73 t4x4Mat[12] = trans.tx; 74 t4x4Mat[1] = trans.b; 75 t4x4Mat[5] = trans.d; 76 t4x4Mat[13] = trans.ty; 77 78 // Update Z vertex manually 79 //this._transform4x4.mat[14] = this._vertexZ; 80 t4x4Mat[14] = this._vertexZ; 81 82 //optimize performance for Javascript 83 topMat4.multiply(t4x4) ; // = cc.kmGLMultMatrix(this._transform4x4); 84 85 // XXX: Expensive calls. Camera should be integrated into the cached affine matrix 86 if (this._camera !== null && !(this.grid && this.grid.isActive())) { 87 var app = this._renderCmd._anchorPointInPoints, 88 apx = app.x, apy = app.y, 89 translate = (apx !== 0.0 || apy !== 0.0); 90 if (translate) { 91 if(!cc.SPRITEBATCHNODE_RENDER_SUBPIXEL) { 92 apx = 0 | apx; 93 apy = 0 | apy; 94 } 95 cc.kmGLTranslatef(apx, apy, 0); 96 this._camera.locate(); 97 cc.kmGLTranslatef(-apx, -apy, 0); 98 } else { 99 this._camera.locate(); 100 } 101 } 102 }, 103 104 _createRenderCmd: function(){ 105 if (cc._renderType === cc._RENDER_TYPE_WEBGL) 106 return new cc.NodeGrid.WebGLRenderCmd(this); 107 else 108 return new cc.Node.CanvasRenderCmd(this); // cc.NodeGrid doesn't support Canvas mode. 109 } 110 }); 111 112 var _p = cc.NodeGrid.prototype; 113 // Extended property 114 /** @expose */ 115 _p.grid; 116 /** @expose */ 117 _p.target; 118 cc.defineGetterSetter(_p, "target", null, _p.setTarget); 119 120 121 /** 122 * Creates a NodeGrid. <br /> 123 * Implementation cc.NodeGrid 124 * @deprecated since v3.0 please new cc.NodeGrid instead. 125 * @return {cc.NodeGrid} 126 */ 127 cc.NodeGrid.create = function () { 128 return new cc.NodeGrid(); 129 };