我在这里使用剪切节点:http://www.learn-cocos2d.com/2011/01/cocos2d-gem-clippingnode
ClippingNode.h
#import "cocos2d.h"
@interface ClippingNode : CCNode {
CGRect clippingRegionInNodeCoordinates;
CGRect clippingRegion;
}
@property (nonatomic) CGRect clippingRegion;
@end
ClippingNode.m
#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
但是,我需要剪切旋转的CCNode。关于如何完成这项任务的任何想法?
答案 0 :(得分:2)
用此
替换ClippingNode类中的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();
}
基本上它会创建一个纹理,用于呈现ClippingNode内容
然后翻译场景,使裁剪区域中的原点现在为(0,0)
通过rotationAngle
旋转整个场景启用剪刀
渲染场景
翻译,旋转和渲染包含纹理的精灵
答案 1 :(得分:0)
只需要CCRenderTexture即可完成这项工作。任何建议将不胜感激。
ClippingNode.h
#import "cocos2d.h"
@interface ClippingNode : CCNode
@property (nonatomic, assign) CGSize clippingSize;
@end
ClippingNode.m
#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]