/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. Copyright (c) 2008-2009 Jason Booth http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ /** * cc.MotionStreak manages a Ribbon based on it's motion in absolute space.
* You construct it with a fadeTime, minimum segment size, texture path, texture
* length and color. The fadeTime controls how long it takes each vertex in
* the streak to fade out, the minimum segment size it how many pixels the
* streak will move before adding a new ribbon segment, and the texture
* length is the how many pixels the texture is stretched across. The texture
* is vertically aligned along the streak segment. * @class * @extends cc.Node * * @property {cc.Texture2D} texture - Texture used for the motion streak. * @property {Boolean} fastMode - Indicate whether use fast mode. * @property {Boolean} startingPositionInitialized - Indicate whether starting position initialized. * @example * //example * new cc.MotionStreak(2, 3, 32, cc.color.GREEN, s_streak); */ cc.MotionStreak = cc.Node.extend(/** @lends cc.MotionStreak# */{ texture:null, fastMode:false, startingPositionInitialized:false, _blendFunc:null, _stroke:0, _fadeDelta:0, _minSeg:0, _maxPoints:0, _nuPoints:0, _previousNuPoints:0, /* Pointers */ _pointVertexes:null, _pointState:null, // webgl _vertices:null, _colorPointer:null, _texCoords:null, _verticesBuffer:null, _colorPointerBuffer:null, _texCoordsBuffer:null, _className:"MotionStreak", /** * creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename or texture
* Constructor of cc.MotionStreak * @param {Number} fade time to fade * @param {Number} minSeg minimum segment size * @param {Number} stroke stroke's width * @param {Number} color * @param {string|cc.Texture2D} texture texture filename or texture */ ctor: function (fade, minSeg, stroke, color, texture) { cc.Node.prototype.ctor.call(this); this._positionR = cc.p(0, 0); this._blendFunc = new cc.BlendFunc(cc.SRC_ALPHA, cc.ONE_MINUS_SRC_ALPHA); this._vertexWebGLBuffer = cc._renderContext.createBuffer(); this.fastMode = false; this.startingPositionInitialized = false; this.texture = null; this._stroke = 0; this._fadeDelta = 0; this._minSeg = 0; this._maxPoints = 0; this._nuPoints = 0; this._previousNuPoints = 0; /** Pointers */ this._pointVertexes = null; this._pointState = null; // webgl this._vertices = null; this._colorPointer = null; this._texCoords = null; this._verticesBuffer = null; this._colorPointerBuffer = null; this._texCoordsBuffer = null; if(texture !== undefined) this.initWithFade(fade, minSeg, stroke, color, texture); }, /** * Gets the texture. * @return {cc.Texture2D} */ getTexture:function () { return this.texture; }, /** * Set the texture. * @param {cc.Texture2D} texture */ setTexture:function (texture) { if (this.texture != texture) this.texture = texture; }, /** * Gets the blend func. * @return {cc.BlendFunc} */ getBlendFunc:function () { return this._blendFunc; }, /** * Set the blend func. * @param {Number} src * @param {Number} dst */ setBlendFunc:function (src, dst) { if (dst === undefined) { this._blendFunc = src; } else { this._blendFunc.src = src; this._blendFunc.dst = dst; } }, /** * Gets opacity. * @warning cc.MotionStreak.getOpacity has not been supported. * @returns {number} */ getOpacity:function () { cc.log("cc.MotionStreak.getOpacity has not been supported."); return 0; }, /** * Set opacity. * @warning cc.MotionStreak.setOpacity has not been supported. * @param opacity */ setOpacity:function (opacity) { cc.log("cc.MotionStreak.setOpacity has not been supported."); }, /** * set opacity modify RGB. * @warning cc.MotionStreak.setOpacityModifyRGB has not been supported. * @param value */ setOpacityModifyRGB:function (value) { }, /** * Checking OpacityModifyRGB. * @returns {boolean} */ isOpacityModifyRGB:function () { return false; }, /** *

* callback that is called every time the node leaves the 'stage'.
* If the node leaves the 'stage' with a transition, this callback is called when the transition finishes.
* During onExit you can't access a sibling node.
* If you override onExit, you shall call its parent's onExit with this._super(). *

* @function */ onExit:function(){ cc.Node.prototype.onExit.call(this); if(this._verticesBuffer) cc._renderContext.deleteBuffer(this._verticesBuffer); if(this._texCoordsBuffer) cc._renderContext.deleteBuffer(this._texCoordsBuffer); if(this._colorPointerBuffer) cc._renderContext.deleteBuffer(this._colorPointerBuffer); }, /** * Checking fast mode. * @returns {boolean} */ isFastMode:function () { return this.fastMode; }, /** * set fast mode * @param {Boolean} fastMode */ setFastMode:function (fastMode) { this.fastMode = fastMode; }, /** * Checking starting position initialized. * @returns {boolean} */ isStartingPositionInitialized:function () { return this.startingPositionInitialized; }, /** * Set Starting Position Initialized. * @param {Boolean} startingPositionInitialized */ setStartingPositionInitialized:function (startingPositionInitialized) { this.startingPositionInitialized = startingPositionInitialized; }, /** * initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename or texture * @param {Number} fade time to fade * @param {Number} minSeg minimum segment size * @param {Number} stroke stroke's width * @param {Number} color * @param {string|cc.Texture2D} texture texture filename or texture * @return {Boolean} */ initWithFade:function (fade, minSeg, stroke, color, texture) { if(!texture) throw "cc.MotionStreak.initWithFade(): Invalid filename or texture"; if (typeof(texture) === "string") texture = cc.textureCache.addImage(texture); cc.Node.prototype.setPosition.call(this, cc.p(0,0)); this.anchorX = 0; this.anchorY = 0; this.ignoreAnchor = true; this.startingPositionInitialized = false; this.fastMode = true; this._minSeg = (minSeg == -1.0) ? (stroke / 5.0) : minSeg; this._minSeg *= this._minSeg; this._stroke = stroke; this._fadeDelta = 1.0 / fade; var locMaxPoints = (0 | (fade * 60)) + 2; this._nuPoints = 0; this._pointState = new Float32Array(locMaxPoints); this._pointVertexes = new Float32Array(locMaxPoints * 2); this._vertices = new Float32Array(locMaxPoints * 4); this._texCoords = new Float32Array(locMaxPoints * 4); this._colorPointer = new Uint8Array(locMaxPoints * 8); this._maxPoints = locMaxPoints; var gl = cc._renderContext; this._verticesBuffer = gl.createBuffer(); this._texCoordsBuffer = gl.createBuffer(); this._colorPointerBuffer = gl.createBuffer(); // Set blend mode this._blendFunc.src = gl.SRC_ALPHA; this._blendFunc.dst = gl.ONE_MINUS_SRC_ALPHA; // shader program this.shaderProgram = cc.shaderCache.programForKey(cc.SHADER_POSITION_TEXTURECOLOR); this.texture = texture; this.color = color; this.scheduleUpdate(); //bind buffer gl.bindBuffer(gl.ARRAY_BUFFER, this._verticesBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._vertices, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, this._texCoordsBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._texCoords, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, this._colorPointerBuffer); gl.bufferData(gl.ARRAY_BUFFER, this._colorPointer, gl.DYNAMIC_DRAW); return true; }, /** * color used for the tint * @param {cc.Color} color */ tintWithColor:function (color) { this.color = color; // Fast assignation var locColorPointer = this._colorPointer; for (var i = 0, len = this._nuPoints * 2; i < len; i++) { locColorPointer[i * 4] = color.r; locColorPointer[i * 4 + 1] = color.g; locColorPointer[i * 4 + 2] = color.b; } }, /** * Remove all living segments of the ribbon */ reset:function () { this._nuPoints = 0; }, /** * Set the position.
* * @param {cc.Point|Number} position * @param {Number} [yValue=undefined] If not exists, the first parameter must be cc.Point. */ setPosition:function (position, yValue) { this.startingPositionInitialized = true; if(yValue === undefined){ this._positionR.x = position.x; this._positionR.y = position.y; } else { this._positionR.x = position; this._positionR.y = yValue; } }, /** * Gets the position.x * @return {Number} */ getPositionX:function () { return this._positionR.x; }, /** * Set the position.x * @param {Number} x */ setPositionX:function (x) { this._positionR.x = x; if(!this.startingPositionInitialized) this.startingPositionInitialized = true; }, /** * Gets the position.y * @return {Number} */ getPositionY:function () { return this._positionR.y; }, /** * Set the position.y * @param {Number} y */ setPositionY:function (y) { this._positionR.y = y; if(!this.startingPositionInitialized) this.startingPositionInitialized = true; }, /** * Render function using the canvas 2d context or WebGL context, internal usage only, please do not call this function * @function * @param {CanvasRenderingContext2D | WebGLRenderingContext} ctx The render context */ draw:function (ctx) { if (this._nuPoints <= 1) return; if(this.texture && this.texture.isLoaded()){ ctx = ctx || cc._renderContext; cc.nodeDrawSetup(this); cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); cc.glBlendFunc(this._blendFunc.src, this._blendFunc.dst); cc.glBindTexture2D(this.texture); //position ctx.bindBuffer(ctx.ARRAY_BUFFER, this._verticesBuffer); ctx.bufferData(ctx.ARRAY_BUFFER, this._vertices, ctx.DYNAMIC_DRAW); ctx.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, ctx.FLOAT, false, 0, 0); //texcoords ctx.bindBuffer(ctx.ARRAY_BUFFER, this._texCoordsBuffer); ctx.bufferData(ctx.ARRAY_BUFFER, this._texCoords, ctx.DYNAMIC_DRAW); ctx.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, ctx.FLOAT, false, 0, 0); //colors ctx.bindBuffer(ctx.ARRAY_BUFFER, this._colorPointerBuffer); ctx.bufferData(ctx.ARRAY_BUFFER, this._colorPointer, ctx.DYNAMIC_DRAW); ctx.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, ctx.UNSIGNED_BYTE, true, 0, 0); ctx.drawArrays(ctx.TRIANGLE_STRIP, 0, this._nuPoints * 2); cc.g_NumberOfDraws ++; } }, /** *

schedules the "update" method.
* It will use the order number 0. This method will be called every frame.
* Scheduled methods with a lower order value will be called before the ones that have a higher order value.
* Only one "update" method could be scheduled per node.

* @param {Number} delta */ update:function (delta) { if (!this.startingPositionInitialized) return; delta *= this._fadeDelta; var newIdx, newIdx2, i, i2; var mov = 0; // Update current points var locNuPoints = this._nuPoints; var locPointState = this._pointState, locPointVertexes = this._pointVertexes, locVertices = this._vertices; var locColorPointer = this._colorPointer; for (i = 0; i < locNuPoints; i++) { locPointState[i] -= delta; if (locPointState[i] <= 0) mov++; else { newIdx = i - mov; if (mov > 0) { // Move data locPointState[newIdx] = locPointState[i]; // Move point locPointVertexes[newIdx * 2] = locPointVertexes[i * 2]; locPointVertexes[newIdx * 2 + 1] = locPointVertexes[i * 2 + 1]; // Move vertices i2 = i * 2; newIdx2 = newIdx * 2; locVertices[newIdx2 * 2] = locVertices[i2 * 2]; locVertices[newIdx2 * 2 + 1] = locVertices[i2 * 2 + 1]; locVertices[(newIdx2 + 1) * 2] = locVertices[(i2 + 1) * 2]; locVertices[(newIdx2 + 1) * 2 + 1] = locVertices[(i2 + 1) * 2 + 1]; // Move color i2 *= 4; newIdx2 *= 4; locColorPointer[newIdx2 + 0] = locColorPointer[i2 + 0]; locColorPointer[newIdx2 + 1] = locColorPointer[i2 + 1]; locColorPointer[newIdx2 + 2] = locColorPointer[i2 + 2]; locColorPointer[newIdx2 + 4] = locColorPointer[i2 + 4]; locColorPointer[newIdx2 + 5] = locColorPointer[i2 + 5]; locColorPointer[newIdx2 + 6] = locColorPointer[i2 + 6]; } else newIdx2 = newIdx * 8; var op = locPointState[newIdx] * 255.0; locColorPointer[newIdx2 + 3] = op; locColorPointer[newIdx2 + 7] = op; } } locNuPoints -= mov; // Append new point var appendNewPoint = true; if (locNuPoints >= this._maxPoints) appendNewPoint = false; else if (locNuPoints > 0) { var a1 = cc.pDistanceSQ(cc.p(locPointVertexes[(locNuPoints - 1) * 2], locPointVertexes[(locNuPoints - 1) * 2 + 1]), this._positionR) < this._minSeg; var a2 = (locNuPoints == 1) ? false : (cc.pDistanceSQ( cc.p(locPointVertexes[(locNuPoints - 2) * 2], locPointVertexes[(locNuPoints - 2) * 2 + 1]), this._positionR) < (this._minSeg * 2.0)); if (a1 || a2) appendNewPoint = false; } if (appendNewPoint) { locPointVertexes[locNuPoints * 2] = this._positionR.x; locPointVertexes[locNuPoints * 2 + 1] = this._positionR.y; locPointState[locNuPoints] = 1.0; // Color assignment var offset = locNuPoints * 8; var locDisplayedColor = this._displayedColor; locColorPointer[offset] = locDisplayedColor.r; locColorPointer[offset + 1] = locDisplayedColor.g; locColorPointer[offset + 2] = locDisplayedColor.b; //*((ccColor3B*)(m_pColorPointer + offset+4)) = this._color; locColorPointer[offset + 4] = locDisplayedColor.r; locColorPointer[offset + 5] = locDisplayedColor.g; locColorPointer[offset + 6] = locDisplayedColor.b; // Opacity locColorPointer[offset + 3] = 255; locColorPointer[offset + 7] = 255; // Generate polygon if (locNuPoints > 0 && this.fastMode) { if (locNuPoints > 1) cc.vertexLineToPolygon(locPointVertexes, this._stroke, this._vertices, locNuPoints, 1); else cc.vertexLineToPolygon(locPointVertexes, this._stroke, this._vertices, 0, 2); } locNuPoints++; } if (!this.fastMode) cc.vertexLineToPolygon(locPointVertexes, this._stroke, this._vertices, 0, locNuPoints); // Updated Tex Coords only if they are different than previous step if (locNuPoints && this._previousNuPoints != locNuPoints) { var texDelta = 1.0 / locNuPoints; var locTexCoords = this._texCoords; for (i = 0; i < locNuPoints; i++) { locTexCoords[i * 4] = 0; locTexCoords[i * 4 + 1] = texDelta * i; locTexCoords[(i * 2 + 1) * 2] = 1; locTexCoords[(i * 2 + 1) * 2 + 1] = texDelta * i; } this._previousNuPoints = locNuPoints; } this._nuPoints = locNuPoints; } }); /** * Please use new cc.MotionStreak instead.
* Creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename or texture * @deprecated since v3.0 please use new cc.MotionStreak instead. * @param {Number} fade time to fade * @param {Number} minSeg minimum segment size * @param {Number} stroke stroke's width * @param {Number} color * @param {string|cc.Texture2D} texture texture filename or texture * @return {cc.MotionStreak} * @example * //example * new cc.MotionStreak(2, 3, 32, cc.color.GREEN, s_streak); */ cc.MotionStreak.create = function (fade, minSeg, stroke, color, texture) { return new cc.MotionStreak(fade, minSeg, stroke, color, texture); };