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[2.1.0]Cocos2d-x Win32下的节点缩放原理研究心得

2013-12-05 15:53 387 查看

[2.1.0]Cocos2d-x Win32下的节点缩放原理研究心得

本帖最后由 火星熊猫 于 2013-3-7 08:07 编辑

说明:按照FireDragon的建议,我把缩放原理这部分发在新帖里(顺便再骗一个精华:loveliness:),但是本帖内容与上一贴讲到的部分内容有联系,所以请自行参考 http://bbs.firedragonpzy.com.cn/ ... d=54&extra=page%3D1

二、节点缩放原理

引擎对节点的平移(T)、缩放(S)、旋转(R)等操作,最终都是通过修改OpenGL的模型视图矩阵(MV)和投影矩阵(P)来实现的。

在cocos2dx\kazmath\src\GL\matrix.c中维护了三个栈结构用来保存绘制流程中每个节点的矩阵km_mat4_stack modelview_matrix_stack; //模型视图矩阵栈

km_mat4_stack projection_matrix_stack; //投影矩阵栈

km_mat4_stack texture_matrix_stack; //引擎中目前未使用三个栈会在第一次访问时被初始化,初始化后栈中都有一个4*4的对角线是1的单位矩阵。void lazyInitialize()

{

if (!initialized) { //若尚未初始化则进入,下面的各种接口都会频繁的进入这里

kmMat4 identity; //Temporary identity matrix

//Initialize all 3 stacks

//modelview_matrix_stack = (km_mat4_stack*) malloc(sizeof(km_mat4_stack));

km_mat4_stack_initialize(&modelview_matrix_stack); //MV栈初始化

//projection_matrix_stack = (km_mat4_stack*) malloc(sizeof(km_mat4_stack));

km_mat4_stack_initialize(&projection_matrix_stack); //P栈初始化

//texture_matrix_stack = (km_mat4_stack*) malloc(sizeof(km_mat4_stack));

km_mat4_stack_initialize(&texture_matrix_stack);

current_stack = &modelview_matrix_stack; //设定MV矩阵栈为当前栈

initialized = 1; //初始化标志设为true

kmMat4Identity(&identity); //创建单位矩阵

//Make sure that each stack has the identity matrix

km_mat4_stack_push(&modelview_matrix_stack, &identity); //单位矩阵压入MV

km_mat4_stack_push(&projection_matrix_stack, &identity); //单位矩阵压入P

km_mat4_stack_push(&texture_matrix_stack, &identity);

}

}用kmGLMatrixMode(kmGLEnum mode)函数来切换当前操作的栈void kmGLMatrixMode(kmGLEnum mode)

{

lazyInitialize(); //判定是否需要初始化以及初始化

switch(mode)

{

case KM_GL_MODELVIEW:

current_stack = &modelview_matrix_stack; //切换为模型视图矩阵栈

break;

case KM_GL_PROJECTION:

current_stack = &projection_matrix_stack; //切换为投影矩阵栈

break;

case KM_GL_TEXTURE:

current_stack = &texture_matrix_stack;

break;

default:

assert(0 && "Invalid matrix mode specified"); //TODO: Proper error handling

break;

}

}用kmGLPushMatrix()函数将当前栈的栈顶矩阵复制后压栈,kmGLPopMatrix()用于出栈,kmGLLoadIdentity()用于将栈顶矩阵初始化成单位矩阵。void kmGLPushMatrix(void)

{

kmMat4 top;

lazyInitialize(); //Initialize the stacks if they haven't been already //判定是否需要初始化以及初始化

//Duplicate the top of the stack (i.e the current matrix)

kmMat4Assign(&top, current_stack->top); //将栈顶矩阵复制到top

km_mat4_stack_push(current_stack, &top); //将top压栈

}

void kmGLPopMatrix(void)

{

assert(initialized && "Cannot Pop empty matrix stack");

//No need to lazy initialize, you shouldn't be popping first anyway!

km_mat4_stack_pop(current_stack, NULL); //当前栈 弹出一个矩阵

}

void kmGLLoadIdentity()

{

lazyInitialize(); //判定是否需要初始化以及初始化

kmMat4Identity(current_stack->top); //Replace the top matrix with the identity matrix //将当前栈的栈顶元素覆盖为单位矩阵

}kmGLMultMatrix()做矩阵乘法(主要是节点经过变形计算后得到的结果与栈顶矩阵相乘时,以及最终绘制时MV与P相乘时使用)

kmGLGetMatrix ()获得指定栈的栈顶矩阵void kmGLMultMatrix(const kmMat4* pIn)

{

lazyInitialize(); //判定是否需要初始化以及初始化

kmMat4Multiply(current_stack->top, current_stack->top, pIn); //将pIn与当前栈栈顶矩阵相乘,结果存入栈顶矩阵

}

void kmGLGetMatrix(kmGLEnum mode, kmMat4* pOut)

{

lazyInitialize(); //判定是否需要初始化以及初始化

switch(mode)

{

case KM_GL_MODELVIEW:

kmMat4Assign(pOut, modelview_matrix_stack.top); //获取MV栈栈顶矩阵

break;

case KM_GL_PROJECTION:

kmMat4Assign(pOut, projection_matrix_stack.top); //获取P栈栈顶矩阵

break;

case KM_GL_TEXTURE:

kmMat4Assign(pOut, texture_matrix_stack.top);

break;

default:

assert(1 && "Invalid matrix mode specified"); //TODO: Proper error handling

break;

}

}当每个节点被访问(visit())时,先压栈(默认操作的是MV),再变形kmGLPushMatrix(); //压栈,压的是MV

this->transform(); //变形计算CCNode::transform()中,CCNode::nodeToParentTransform()负责实际计算,然后将计算结果乘入MV的栈顶矩阵kmMat4 transfrom4x4;

// Convert 3x3 into 4x4 matrix

CCAffineTransform tmpAffine = this->nodeToParentTransform(); //实际计算

CGAffineToGL(&tmpAffine, transfrom4x4.mat); //将计算结果转换成4*4的矩阵

// Update Z vertex manually

transfrom4x4.mat = m_fVertexZ;

kmGLMultMatrix( &transfrom4x4 ); //做乘法,这里要注意相乘前的MV栈顶矩阵是从父节点的矩阵复制过来的(kmGLPushMatrix有复制的环节),所以如果父节点是缩放过的,那么子节点的矩阵在相乘后也就同样是缩放过的,所以节点缩放为什么具有传递性,原因就在这里CCNode::nodeToParentTransform()并不是每一帧都会计算,只有当需要的时候,即m_bTransformDirty为真时,才会重新计算。除了节点的创建的时候,m_bTransformDirty 为真。运行过程中的扭曲(setSkew)、旋转(setRotation)、缩放(setScale)、平移(setPosition)、设置锚点(setAnchorPoint)、设置内容尺寸(setContentSize)等操作会导致节点的
m_bTransformDirty 设置为真。经过一次变形计算后, m_bTransformDirty 再次赋值成false。

我在这里只贴出了缩放生效的代码,其他操作的计算,请参考 CCNode::nodeToParentTransform()m_sTransform = CCAffineTransformMake( cy * m_fScaleX, sy * m_fScaleX, -sx * m_fScaleY, cx * m_fScaleY, x, y ); // 这句负责缩放的计算,以及把尺寸信息和坐标信息拼成一个Struct

当节点在绘制自身(draw())的时候,以CCLayerColor为例,先将矩阵设置给OpenGL,然后设置颜色数据和顶点数据,指定像素渲染模式,最后绘制顶点

矩阵是在 CC_NODE_DRAW_SETUP 这个宏里设置到OpenGL的#define CC_NODE_DRAW_SETUP() \

do { \

ccGLEnable(m_eGLServerState); \

CCAssert(getShaderProgram(), "No shader program set for this node"); \

{ \

getShaderProgram()->use(); \

getShaderProgram()->setUniformsForBuiltins(); \ //这句负责将矩阵设置给OpenGL

} \

} while(0)CCGLProgram::setUniformsForBuiltins() 中先取得MV和P,然后将MV和P相乘得到名字很酷的MVP,即模型视图投影矩阵,然后调用setUniformLocationWithMatrix4fv 将各个矩阵写入OpenGL中kmMat4 matrixP;

kmMat4 matrixMV;

kmMat4 matrixMVP;

kmGLGetMatrix(KM_GL_PROJECTION, &matrixP); //获得投影矩阵栈的栈顶矩阵

kmGLGetMatrix(KM_GL_MODELVIEW, &matrixMV);//获得模型视图矩阵栈的栈顶矩阵

kmMat4Multiply(&matrixMVP, &matrixP, &matrixMV);//相乘得到MVP

setUniformLocationWithMatrix4fv(m_uUniforms, matrixP.mat, 1); //设置投影矩阵

setUniformLocationWithMatrix4fv(m_uUniforms, matrixMV.mat, 1); //设置MV矩阵

setUniformLocationWithMatrix4fv(m_uUniforms, matrixMVP.mat, 1); //设置MVP矩阵至于矩阵的说明,我也不懂,所以请参考OpenGL的相关资料。

超出字数限制了,后面的部分放在二楼

火星熊猫 发表于 2013-3-7 08:09:20

本帖最后由 火星熊猫 于 2013-3-7 08:31 编辑

最后就是调用OpenGL的接口来绘制void CCLayerColor::draw()

{

CC_NODE_DRAW_SETUP();//将矩阵设置给OpenGL是在这个宏里面做的

ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_Color ); //通知OpenGL要修改顶点和颜色

glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, m_pSquareVertices); //设置顶点,m_pSquareVertices是一个4元素的数组,每个元素表示一个顶点,依次是左下角、右下角、左上角、右上角

glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, m_pSquareColors); //设置颜色

ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst ); //设置像素渲染模式,这里是 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA),即“不论叠加多少次,亮度是不变的”,如有兴趣请参考glBlendFunc的资料

glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); //绘制顶点

CC_INCREMENT_GL_DRAWS(1);

}注意 m_pSquareVertices 中储存的顶点数据是与缩放无关的,OpenGL在绘制顶点时,会将顶点与矩阵相乘转换后再绘制。

这样当 CCLayerColor::draw() 结束时,屏幕上就应该出现一个填充了颜色的矩形。

以我实验时的程序为例,说明缩放前后矩阵的变化。实验程序以HelloWorld为基础修改而来,共有4个节点,依次是CCScene(即HelloWorldScene)、CCLayer(HelloWorld::scene()创建的)、CCLayerColor 1和 CCLayerColor 2, CCLayerColor *layer = CCLayerColor::create(ccc4(255, 0, 0, 255), 960,
720); //设置尺寸为960*720,颜色为红色

layer->setPosition(ccp(0, 0));

this->addChild(layer); //CCLayerColor 1 Add在CCLayer上

CCLayerColor *childlayer = CCLayerColor::create(ccc4(0, 255, 0, 255), 480, 360);//设置尺寸为480*360,即CCLayerColor 1 四分之一的大小,颜色为绿色

childlayer->setPosition(ccp(0, 0));

layer->addChild(childlayer); //CCLayerColor 2 Add在CCLayerColor 1上增加一个action使 CCLayerColor 1在运行1秒后被缩小 CCAction* action = CCSequence::create(

CCDelayTime::create(1.0f),

CCCallFuncN::create(this, callfuncN_selector(HelloWorld::actiontDone)),

NULL);

layer->runAction(action);在缩放操作的前后打印logvoid HelloWorld::actiontDone(CCNode* pSender)

{

CCLog("before setscale");

pSender->setScale(0.5f);

CCLog("after setscale");

}同时为便于跟踪,增加了如下的log

给CCScene增加一个draw函数void CCScene::draw()

{

CCLog("in CCScene");

}给CCLayer增加一个draw函数void CCLayer::draw()

{

CCLog("in CCLayer");

}CCLayerColor::draw()增加打印顶点数据以及节点名称 CCLog("m_pSquareVertices: %f, %f", m_pSquareVertices.x, m_pSquareVertices.y);

CCLog("m_pSquareVertices: %f, %f", m_pSquareVertices.x, m_pSquareVertices.y);

CCLog("m_pSquareVertices: %f, %f", m_pSquareVertices.x, m_pSquareVertices.y);

CCLog("m_pSquareVertices: %f, %f", m_pSquareVertices.x, m_pSquareVertices.y);CCNode::nodeToParentTransform(void) 中增加打印变形计算的结果CCLog("in nodeToParentTransform: %f, %f, %f, %f, %f, %f", m_sTransform.a, m_sTransform.b, m_sTransform.c,
m_sTransform.d, m_sTransform.tx, m_sTransform.ty);CCGLProgram::setUniformsForBuiltins() 中增加打印矩阵数据 CCLog("KM_GL_MODELVIEW: %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f", matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat,
matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat, matrixMV.mat);

CCLog("KM_GL_PROJECTION: %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f", matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat,
matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat, matrixP.mat);

CCLog("KM_GL_MODELVIEWPROJECTION: %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f", matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat,
matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat, matrixMVP.mat);

然后运行,运行结果放到3楼

火星熊猫 发表于 2013-3-7 08:45:58

程序运行后效果如上图,红色是CCLayerColor 1,绿色是CCLayerColor2

1秒后,CCLayerColor 1被缩小,同时CCLayerColor 2也被同步的缩小

根据打印的log(因为log是每帧都打印,所以我只截取开始和缩放前后的log)

这时第一帧和第二帧的log,可以看到4个节点只在第一帧运行了nodeToParentTransform,CCScene和CCLayer的draw并不作实际绘制,所以只打印出两个CCLayerColor的MV矩阵这时是1,以及顶点数据是原始尺寸in nodeToParentTransform: 1.000000, 0.000000, -0.000000, 1.000000, 0.000000, 0.000000

in CCScene //以上是CCscene的log,因为变形早于draw执行所以in xxx在下面,以下同理

in nodeToParentTransform: 1.000000, 0.000000, -0.000000, 1.000000, 0.000000, 0.000000

in CCLayer

in nodeToParentTransform: 1.000000, 0.000000, -0.000000, 1.000000, 0.000000, 0.000000

KM_GL_MODELVIEW: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -480.000000, -360.000000, -622.514282, 1.000000

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -623.550964, -623.550964, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 960.000000, 0.000000

m_pSquareVertices: 0.000000, 720.000000

m_pSquareVertices: 960.000000, 720.000000

in CCLayerColor

in nodeToParentTransform: 1.000000, 0.000000, -0.000000, 1.000000, 0.000000, 0.000000

KM_GL_MODELVIEW: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -480.000000, -360.000000, -622.514282, 1.000000

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -623.550964, -623.550964, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 480.000000, 0.000000

m_pSquareVertices: 0.000000, 360.000000

m_pSquareVertices: 480.000000, 360.000000

in CCLayerColor

in CCScene

in CCLayer

KM_GL_MODELVIEW: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -480.000000, -360.000000, -622.514282, 1.000000

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -623.550964, -623.550964, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 960.000000, 0.000000

m_pSquareVertices: 0.000000, 720.000000

m_pSquareVertices: 960.000000, 720.000000

in CCLayerColor

KM_GL_MODELVIEW: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -480.000000, -360.000000, -622.514282, 1.000000

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -623.550964, -623.550964, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 480.000000, 0.000000

m_pSquareVertices: 0.000000, 360.000000

m_pSquareVertices: 480.000000, 360.000000

in CCLayerColor

火星熊猫 发表于 2013-3-7 08:57:53

本帖最后由 火星熊猫 于 2013-3-7 09:00 编辑

这是缩放前一帧和缩放后一帧的login CCScene

in CCLayer

KM_GL_MODELVIEW: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -480.000000, -360.000000, -622.514282, 1.000000

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -623.550964, -623.550964, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 960.000000, 0.000000

m_pSquareVertices: 0.000000, 720.000000

m_pSquareVertices: 960.000000, 720.000000

in CCLayerColor

KM_GL_MODELVIEW: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -480.000000, -360.000000, -622.514282, 1.000000

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -623.550964, -623.550964, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 480.000000, 0.000000

m_pSquareVertices: 0.000000, 360.000000

m_pSquareVertices: 480.000000, 360.000000

in CCLayerColor

before setscale //缩放前

after setscale //缩放后

in CCScene

in CCLayer

in nodeToParentTransform: 0.500000, 0.000000, -0.000000, 0.500000, 240.000000, 180.000000 //CCLayerColor 1重新进行了变形计算

KM_GL_MODELVIEW: 0.500000, 0.000000, 0.000000, 0.000000, 0.000000, 0.500000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -240.000000, -180.000000, -622.514282, 1.000000 //计算后MV变成了0.5

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 0.649532, 0.000000, 0.000000, 0.000000, 0.000000, 0.866043, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -311.775482, -311.775482, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 960.000000, 0.000000

m_pSquareVertices: 0.000000, 720.000000

m_pSquareVertices: 960.000000, 720.000000

in CCLayerColor

KM_GL_MODELVIEW: 0.500000, 0.000000, 0.000000, 0.000000, 0.000000, 0.500000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, -240.000000, -180.000000, -622.514282, 1.000000 //CCLayerColor 2 虽然没有重新计算 但是也变成了 0.5

KM_GL_PROJECTION: 1.299065, 0.000000, 0.000000, 0.000000, 0.000000, 1.732086, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, 0.000000, 0.000000, -0.200016, 0.000000

KM_GL_MODELVIEWPROJECTION: 0.649532, 0.000000, 0.000000, 0.000000, 0.000000, 0.866043, 0.000000, 0.000000, 0.000000, 0.000000, -1.000161, -1.000000, -311.775482, -311.775482, 622.414246, 622.514282

m_pSquareVertices: 0.000000, 0.000000

m_pSquareVertices: 480.000000, 0.000000

m_pSquareVertices: 0.000000, 360.000000

m_pSquareVertices: 480.000000, 360.000000

in CCLayerColor首先 setScale的过程中不涉及任何的绘制动作,事实上setScale 除了记录缩放比和标记需要重新变形计算外也不做其他的操作void CCNode::setScale(float scale)

{

m_fScaleX = m_fScaleY = scale;

m_bTransformDirty = m_bInverseDirty = true;

}其次 setScale后一帧,除了CCLayerColor 1重新变形计算外,其他三个节点没有重新计算,这个符合之前的判断

然后 CCLayerColor 1 重新计算后 MV矩阵变为了 0.5(缩小二分之一),虽然CCLayerColor 2没有重新计算,但是节点MV矩阵的初始值是从父节点获得的,所以CCLayerColor 2的MV矩阵也变成了 0.5

最后 比较缩放前后的顶点数据,两个CCLayerColor的顶点数据都不变,这也就证明缩放是完全依靠对矩阵的操作来实现的。

火星熊猫 发表于 2013-3-7 09:02:00

本帖最后由 火星熊猫 于 2013-3-7 10:23 编辑

总结:之所以想要研究2dx的缩放原理,源于过年时和FD的讨论以及对缩放传递的好奇。当时理想的认为当父节点被缩放时,引擎应该是抛出一个缩放事件通知了子节点。但是从目前分析来看,完全不是想象的情况。根据实现机制,当父节点缩放时,子节点是完全不知道的,从原理上讲子节点也不需要知道。但是实际上子节点是否有必要知道父节点以上的节点有缩放呢?从目前的已知的CCScrollView的两个bug来看,都是当父节点缩放后,CCScrollView不知情造成的。如果某个组件中单独设置了某个独立于矩阵的尺寸(比如CCScrollView设置了裁剪区域,且这个区域不受矩阵影响),那么子节点还是需要知道父节点缩放事件的。当然也许可以让这些操作同样受矩阵影响,但是本人水平还有限,需要大神们去解决。

firedragonpzy 发表于 2013-3-7 09:49:53

:victory:

然後の然後ヾ° 发表于 2013-4-12 17:53:22

{:3_43:}膜拜了。好文。赞一个

 丶白墨 发表于 2013-5-18 10:12:07

ding 希望论坛火起来

firedragonpzy 发表于 2013-5-18 14:26:54

 丶白墨 发表于 2013-5-18 10:12 static/image/common/back.gif

ding 希望论坛火起来

:handshake 有空多来转转……

 丶白墨 发表于 2013-5-19 23:35:29

firedragonpzy 发表于 2013-5-18 14:26 static/image/common/back.gif

有空多来转转……

我基本每天都来,2DX新手,论坛为什么不搞大点 是个人时间还是经济问题啊,资源少了 不吸引人呀,我抽点时间把我收集的资源帖上 加点人气

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