void DisplayFactory::updateDisplay(Bone *bone, float dt, bool dirty)
{
    Node *display = bone->getDisplayRenderNode();
    CS_RETURN_IF(!display);

    switch(bone->getDisplayRenderNodeType())
    {
    case CS_DISPLAY_SPRITE:
        if (dirty)
        {
            static_cast<Skin*>(display)->updateArmatureTransform();
        }
        break;
    case CS_DISPLAY_PARTICLE:
        updateParticleDisplay(bone, display, dt);
        break;
    case CS_DISPLAY_ARMATURE:
        updateArmatureDisplay(bone, display, dt);
        break;
    default:
    {
        Mat4 transform = bone->getNodeToArmatureTransform();
        display->setAdditionalTransform(&transform);
    }
    break;
    }


#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
    if (dirty)
    {
        DecorativeDisplay *decoDisplay = bone->getDisplayManager()->getCurrentDecorativeDisplay();
        ColliderDetector *detector = decoDisplay->getColliderDetector();
        if (detector)
        {
            do
            {
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
                CC_BREAK_IF(!detector->getBody());
#endif

                Mat4 displayTransform = display->getNodeToParentTransform();
                Vec2 anchorPoint =  display->getAnchorPointInPoints();
                anchorPoint = PointApplyTransform(anchorPoint, displayTransform);
                displayTransform.m[12] = anchorPoint.x;
                displayTransform.m[13] = anchorPoint.y;
                Mat4 t = TransformConcat( bone->getArmature()->getNodeToParentTransform(),displayTransform);
                detector->updateTransform(t);
            }
            while (0);
        }
    }
#endif
}
Example #2
0
void Bone::setColliderFilter(ColliderFilter *filter)
{
    auto array = _displayManager->getDecorativeDisplayList();

    for(auto& object : array)
    {
        DecorativeDisplay *decoDisplay = static_cast<DecorativeDisplay *>(object);
        if (ColliderDetector *detector = decoDisplay->getColliderDetector())
        {
            detector->setColliderFilter(filter);
        }
    }
}