Cocos2d iphone Cocos2d中的旋转剪裁节点

Cocos2d iphone Cocos2d中的旋转剪裁节点,cocos2d-iphone,clipping,ccnode,Cocos2d Iphone,Clipping,Ccnode,我在这里使用剪辑节点: 剪报 #import "cocos2d.h" @interface ClippingNode : CCNode { CGRect clippingRegionInNodeCoordinates; CGRect clippingRegion; } @property (nonatomic) CGRect clippingRegion; @end #import "cocos2d.h" @interface ClippingNode : CCNode @pr

我在这里使用剪辑节点:

剪报

#import "cocos2d.h"
@interface ClippingNode : CCNode {
    CGRect clippingRegionInNodeCoordinates;
    CGRect clippingRegion;
}
@property (nonatomic) CGRect clippingRegion;
@end
#import "cocos2d.h"
@interface ClippingNode : CCNode
@property (nonatomic, assign) CGSize clippingSize;
@end
剪报

#import "ClippingNode.h"

@interface ClippingNode (PrivateMethods)
-(void) deviceOrientationChanged:(NSNotification*)notification;
@end

@implementation ClippingNode
-(CGRect) clippingRegion {
    return clippingRegionInNodeCoordinates;
}

-(void) setClippingRegion:(CGRect)region {

    // keep the original region coordinates in case the user wants them back unchanged
    clippingRegionInNodeCoordinates = region;
    self.position = clippingRegionInNodeCoordinates.origin;
    self.contentSize = clippingRegionInNodeCoordinates.size;

    // convert to retina coordinates if needed
    region = CC_RECT_POINTS_TO_PIXELS(region);

    // respect scaling
    clippingRegion = CGRectMake(region.origin.x * scaleX_, region.origin.y * scaleY_,
                            region.size.width * scaleX_, region.size.height * scaleY_);
}

-(void) setScale:(float)newScale {
    [super setScale:newScale];
    // re-adjust the clipping region according to the current scale factor
    [self setClippingRegion:clippingRegionInNodeCoordinates];
}

-(void) deviceOrientationChanged:(NSNotification*)notification {
    // re-adjust the clipping region according to the current orientation
    [self setClippingRegion:clippingRegionInNodeCoordinates];
}

-(void) visit {

    glEnable(GL_SCISSOR_TEST);
    CGPoint worldPosition = [self convertToWorldSpace:CGPointZero];
    const CGFloat s = [[CCDirector sharedDirector] contentScaleFactor];
    glScissor((clippingRegion.origin.x) + (worldPosition.x*s), (clippingRegion.origin.y) + (worldPosition.y*s),
          (clippingRegion.size.width), (clippingRegion.size.height));

    [super visit];

    glDisable(GL_SCISSOR_TEST);

}
@end
#import "ClippingNode.h"
@interface ClippingNode()
@property (nonatomic, strong) CCRenderTexture * renderTexture;
@property (nonatomic, strong) CCSprite * clippedSprite;
@end


@implementation ClippingNode
@synthesize renderTexture;
@synthesize clippedSprite;
@synthesize clippingSize;

- (void) setClippingSize:(CGSize)newClippingSize {

    //assignment
    clippingSize = newClippingSize;

    //set contentSize
    self.contentSize = clippingSize;

    //configure renderTexture
    self.renderTexture = [CCRenderTexture renderTextureWithWidth:clippingSize.width height:clippingSize.height];
    renderTexture.contentSize = CGSizeMake(clippingSize.width, clippingSize.height);

    //configure the renderTexture sprite
    self.clippedSprite = [CCSprite spriteWithTexture:renderTexture.sprite.texture];
    clippedSprite.position = self.position;
    clippedSprite.rotation = rotation_;
    clippedSprite.scaleY = -1;
}

- (void)visit {
    [renderTexture beginWithClear:0 g:0 b:0 a:1];
    [super visit];
    [renderTexture end];

    [clippedSprite visit];
}

@end

但是,我需要剪裁旋转的CCNode。你知道我怎样才能完成这样的任务吗?

用这个替换类ClippingNode中的visit方法

-(void) visit
{

    float rotationAngle = 15;

    glPushMatrix();

    CCRenderTexture* renderTexture = [[CCRenderTexture renderTextureWithWidth:512 height:512] retain];

    glEnable(GL_SCISSOR_TEST);
    glScissor(0, 0, clippingRegion.size.width, clippingRegion.size.height);

    [renderTexture begin];

    glPushMatrix();
    glRotatef(rotationAngle, 0, 0, 1);
    glTranslatef(-clippingRegion.origin.x, -clippingRegion.origin.y, 0);

    [super visit];

    glPopMatrix();

    [renderTexture end];

    glDisable(GL_SCISSOR_TEST);

    renderTexture.sprite.position = CGPointMake(clippingRegion.origin.x , clippingRegion.origin.y);
    renderTexture.sprite.anchorPoint = CGPointMake(0, 1);
    renderTexture.sprite.rotation = rotationAngle;
    [renderTexture.sprite visit];

    [renderTexture release];

    glPopMatrix();
}
基本上,它创建了一个纹理,用于渲染剪报内容

然后平移场景,使剪裁区域中的原点现在位于(0,0)

通过旋转角度旋转整个场景

启用剪刀

渲染场景

平移、旋转和渲染包含纹理的精灵


只需使用CCRenderTexture即可完成作业。如有任何建议,将不胜感激

剪报

#import "cocos2d.h"
@interface ClippingNode : CCNode {
    CGRect clippingRegionInNodeCoordinates;
    CGRect clippingRegion;
}
@property (nonatomic) CGRect clippingRegion;
@end
#import "cocos2d.h"
@interface ClippingNode : CCNode
@property (nonatomic, assign) CGSize clippingSize;
@end
剪报

#import "ClippingNode.h"

@interface ClippingNode (PrivateMethods)
-(void) deviceOrientationChanged:(NSNotification*)notification;
@end

@implementation ClippingNode
-(CGRect) clippingRegion {
    return clippingRegionInNodeCoordinates;
}

-(void) setClippingRegion:(CGRect)region {

    // keep the original region coordinates in case the user wants them back unchanged
    clippingRegionInNodeCoordinates = region;
    self.position = clippingRegionInNodeCoordinates.origin;
    self.contentSize = clippingRegionInNodeCoordinates.size;

    // convert to retina coordinates if needed
    region = CC_RECT_POINTS_TO_PIXELS(region);

    // respect scaling
    clippingRegion = CGRectMake(region.origin.x * scaleX_, region.origin.y * scaleY_,
                            region.size.width * scaleX_, region.size.height * scaleY_);
}

-(void) setScale:(float)newScale {
    [super setScale:newScale];
    // re-adjust the clipping region according to the current scale factor
    [self setClippingRegion:clippingRegionInNodeCoordinates];
}

-(void) deviceOrientationChanged:(NSNotification*)notification {
    // re-adjust the clipping region according to the current orientation
    [self setClippingRegion:clippingRegionInNodeCoordinates];
}

-(void) visit {

    glEnable(GL_SCISSOR_TEST);
    CGPoint worldPosition = [self convertToWorldSpace:CGPointZero];
    const CGFloat s = [[CCDirector sharedDirector] contentScaleFactor];
    glScissor((clippingRegion.origin.x) + (worldPosition.x*s), (clippingRegion.origin.y) + (worldPosition.y*s),
          (clippingRegion.size.width), (clippingRegion.size.height));

    [super visit];

    glDisable(GL_SCISSOR_TEST);

}
@end
#import "ClippingNode.h"
@interface ClippingNode()
@property (nonatomic, strong) CCRenderTexture * renderTexture;
@property (nonatomic, strong) CCSprite * clippedSprite;
@end


@implementation ClippingNode
@synthesize renderTexture;
@synthesize clippedSprite;
@synthesize clippingSize;

- (void) setClippingSize:(CGSize)newClippingSize {

    //assignment
    clippingSize = newClippingSize;

    //set contentSize
    self.contentSize = clippingSize;

    //configure renderTexture
    self.renderTexture = [CCRenderTexture renderTextureWithWidth:clippingSize.width height:clippingSize.height];
    renderTexture.contentSize = CGSizeMake(clippingSize.width, clippingSize.height);

    //configure the renderTexture sprite
    self.clippedSprite = [CCSprite spriteWithTexture:renderTexture.sprite.texture];
    clippedSprite.position = self.position;
    clippedSprite.rotation = rotation_;
    clippedSprite.scaleY = -1;
}

- (void)visit {
    [renderTexture beginWithClear:0 g:0 b:0 a:1];
    [super visit];
    [renderTexture end];

    [clippedSprite visit];
}

@end
用法:

CCSprite * spriteImage = ...;
spriteImage.position = ccp(0,0);
spriteImage.anchorPoint = ccp(0.5,0.5);

//configure clipping Node
self.clippingNode = [ClippingNode node];
clippingNode.position = ccp(size.width * 0.5f, size.height * 0.5f);
clippingNode.anchorPoint = ccp(0.5f, 0.5f);
clippingNode.rotation = -10.0f;

//configure clipping region
[clippingNode setClippingSize:CGSizeMult(spriteImage.boundingBox.size, 1.5f)];

//add content to the clipping node
[clippingNode addChild:spriteImage]

通过将节点渲染为纹理,然后在可以独立旋转的精灵中使用纹理。它是否需要用户与节点交互?如果是这样,您需要在两者之间进行一些坐标转换。是的,用户正在旋转帧中缩放、平移和旋转图片。不确定我应该在哪里创建CCRenderTexture?在ClippingNode,ClippingNode的父级?我正在使用Cocos2d 2.0。如何将glRotatef和GLTRANSTALEF转换为2.0?我已经有一段时间没有使用cocos2d了,没有使用2.0,我认为它只使用OpenGL ES 2.0,所以需要在着色器中添加旋转和转换。我正在下载CoCoS2D2.0来测试和更新我的代码。我对代码进行了一些黑客攻击。使用RenderTexture而不使用
glScissor
时,剪裁效果也会起作用。然而,我的图像和剪辑的位置让我有点困惑。我不能把它放在我想要的地方。只是把我的剪报添加到我的项目中。我正在以编程方式截图。但是,截图中不包括剪裁的图像。有什么想法吗?我在这里使用截图功能:你可能想打开一个新问题,包括一些截图,也许其他人也可以帮助你。