how can i clip/crop/mask or just set the frame of a CCSprite in Cocos2D?
Something similar to:
setting the frame for UIView, with clipping subviews = TRUE
My CCSprite Main Sprite have multiple Child Sprite added to it.
I only want Mask part of that Main Sprite Sprite visible.
Is there a way to clip or use a mask for CCSprite?
I could cut the background and layer that on top, leaving only that visible area, but is that the only way?!
here's a sample image demonstrating what I'm trying to achieve:
(source: dnamique.com)
I ended up using GL_SCISSOR.
in MainSprite I impemented:
- (void) visit
{
if (!self.visible) {
return;
}
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, width, height);
[super visit];
glDisable(GL_SCISSOR_TEST);
}
This will clip or mask the specified area.
The only tricky bit is that in Landscape mode Cocos2D has 0,0 at the bottom-left side of the screen, while OpenGL has it at the bottom-right corner as it doesn't consider the orientation of the screen.
In other words, for OpenGL consider you have a rotated portrait Screen.
I wrote a ClippingNode class which does exactly that. You can add other nodes (sprites, labels, etc.) to the ClippingNode and they will only be drawn in the region specified by the ClippingNode. It also takes device rotation into account.
Internally it uses GL_SCISSOR_TEST like in Bach's answer.
http://www.learn-cocos2d.com/2011/01/cocos2d-gem-clippingnode/
I tried using Steffen Itterheim's ClippingNode, but was unable to get to work in a sufficiently robust
enough fashion for my needs.
Believe it or not, the below code works fairly well and should be code complete. It handles device orientation changes, anchorPoint, position, scale (scaleX, scaleY). For cocos2d v2, you may just need to
comment out the glPushMatrix and glPopMatrix calls..
To use, simply set the position and contentSize properties and add the child/children you want clipped to this ClippingNode instance. The contentSize property is used to define the dimensions of the clipping region.
example of usage:
ClippingNode *clipNode = [[ClippingNode alloc] init];
clipNode.anchorPoint = ccp(0.5f, 0);
clipNode.position = ccp(100, 25);
clipNode.contentSize = CGSizeMake(120, 120);
// add clipNode to your node hierarchy.
[parentNode addChild:clipNode];
// add one or more children to your clipNode:
[clipNode addChild:child1];
// ClippingNode.h
// CC0 - (public domain. Use in anyway you see fit.)
// No warranty of any kind is expressed or implied.
//
// by UChin Kim.
//
// the caller can simply set the regular cocos2d
// properties: position and contentSize to define the clipping region implicitly (i.e. the
// position and contentSize of the ClippingNode is the clipping region to be used).
// as an added bonus, position seems to work as expected (relative to parent node, instead of
// requiring absolute positioning).
//
// also, anchorPoint and scale properties seem to work as expected as well..
// no special code is neeed to handle device orientation changes correctly..
//
// To visually see exactly what is being clipped, set the following #define
// #define SHOW_CLIPPED_REGION_IN_LIGHT_RED 1
//
#import "cocos2d.h"
#interface ClippingNode : CCNode
#end
//
// ClippingNode.m
//
#import "ClippingNode.h"
#implementation ClippingNode
-(void) visit
{
CGPoint worldOrg = [self convertToWorldSpace:ccp(0, 0)];
CGPoint dest = [self convertToWorldSpace:ccp(self.contentSize.width, self.contentSize.height)];
CGPoint dims = ccpSub(dest, worldOrg);
glPushMatrix();
glEnable(GL_SCISSOR_TEST);
glScissor(worldOrg.x, worldOrg.y, dims.x, dims.y);
#if SHOW_CLIPPED_REGION_IN_LIGHT_RED
glColor4ub(64, 0, 0, 128);
ccDrawSolidRect(ccp(0, 0), ccp(1024, 1024));
#endif
[super visit];
glDisable(GL_SCISSOR_TEST);
glPopMatrix();
}
#end
Related
Let me start by explaining what I am trying to do. I have a full screen animation with about 73 frames and with these images being so large I am not able to use sprite sheets so I am just adding them to an animation as seperate spriteframes. My goal is to have the animation play through and then have it disappear from left to right. The way that I am achieving this look is by updating the width of the (textureRect) of the frames and eventually making the textureRect width 0. So I have set up the CCSprite that I am going to run the animation on.
-(id) init {
if( (self=[super init])) {
self.transSprite = [CCSprite spriteWithFile:#"transition0.pvr.ccz"];
if (CC_CONTENT_SCALE_FACTOR() == 1) {
//iPhone 3Gs
self.transSprite.scaleX = .563;
self.transSprite.scaleY = .665;
self.transSprite.position = ccp(self.transSprite.contentSize.height - 3, -1);
self.transSprite.anchorPoint = ccp(1, 0);
[self addChild:self.transSprite z:5];
}
else if (kiPhone5) {
//iPhone 5
self.transSprite.scale = self.transSprite.scale * 1.335f;
self.transSprite.position = ccp(569, -1);
self.transSprite.anchorPoint = ccp(1, 0);
[self addChild:self.transSprite z:5];
}
else {
//iPhone 4
self.transSprite.scaleX = 1.126;
self.transSprite.scaleY = 1.33;
self.transSprite.position = ccp(481, -1);
self.transSprite.anchorPoint = ccp(1, 0);
[self addChild:self.transSprite z:5];
}
}
return self;
}
So the reason for checking what device is running, is because I did not make 2 versions of the animation frames HD and SD. Instead I just made them a good in between size and then I check to see what device is running and scale the sprite accordingly. So here is my problem I am setting the Sprites anchorPoint to the bottom right hand corner of the screen so that when I change the width of the textureRect it will decrease in size from left to right. Everything seems to be working great with this idea except for when I change the width of the textureRect of each sprite frame.
- (void) rectUpdate3Gs {
for (CCAnimationFrame *frame in transition.frames) {
frame.spriteFrame.rect = CGRectMake(0, 0, 856, 484);
}
}
- (void) retinaRectUpdate {
for (CCAnimationFrame *frame in transition.frames) {
frame.spriteFrame. rect = CGRectMake(0, 0, 428, 242);
}
}
So when I run the animation and start to change the width of the textureRect it decreases from both the left and the right side, it is like the anchorPoint is being ignored. Do the spriteFrames have there own anchorPoint or what is happening.
Here is an illustration of what is happening.This is the CCSprite set up for the full texture and with the anchorPoint in the bottom right corner.
self.transSprite.scaleX = .563;
self.transSprite.scaleY = .665;
self.transSprite.position = ccp(self.transSprite.contentSize.height - 3, -1);
[self addChild:self.transSprite z:5];
[self.transSprite setTextureRect:CGRectMake(0, 0, 856, 484)];
self.transSprite.anchorPoint = ccp(1, 0);
Now this is setting the textureRect of the CCSprite a little smaller.
This is the way that I want it to work, is to subtract the width of the texture from the left to right. But when I change the width of the animation frames to match this subtracted width this is what I get.
I am at a loss as to why this is happening. Do the animation frames not respect the anchor point of the CCSprite they are running on?
Scaling issue aside, there's 2 things you can do. First, and probably easiest, is to simply add a CCLayerColor on top of the animation and scale that down accordingly. This way you don't need to modify every animation frame's rect.
Second option would be to use a clipping node, found here:
Here
I'm clipping my sprite with this code:
//At my CCSprite subclass m.
-(void)visit
{
CGPoint worldOrg = [self convertToWorldSpace:ccp(0, 0)];
CGPoint dest = [self convertToWorldSpace:ccp(self.contentSize.width, self.contentSize.height)];
CGPoint dims = ccpSub(dest, worldOrg);
glEnable(GL_SCISSOR_TEST);
glScissor(worldOrg.x, worldOrg.y, dims.x, dims.y);
#define SHOW_CLIPPED_AREA 1
#if SHOW_CLIPPED_AREA
//Draws a red rectangle showing clipped area
ccDrawSolidRect(ccp(0, 0), ccp(1024, 1024), ccc4f(64, 0, 0, 128));
#endif
[super visit];
glDisable(GL_SCISSOR_TEST);
}
Then just create the sprite as usual, adjust the sprite.contentSize property to whatever I need:
CCSprite aSprite = [CCSprite spriteWith...];
aSprite.contentSize = CGSizeMake(20,20);
//Add it to my layer
[self addChild:aSprite];
And it works as expected!
Problem...
When adding it to a CCSpriteBatchNode, it wont clip the sprite... it shows the sprite but without clipping it.
Can someone please help me out with this, I've googled everywhere with no answer to this.
I've also used the ClippingNode class from Steffen Itterheim, but I'm also having issues adding it to a CCSpriteBatchNode.
Any help will be appreciated.
Clipping or any custom drawing won't work with sprite-batched sprites.
The CCSpriteBatchNode will not call visit (nor draw) methods on their children because the batch node takes over rendering of the children. Therefore any code you write in draw or visit methods of a CCSprite will have no effect when you sprite-batch the sprite.
As a follow-on question to my previous question about displaying the anchor point, I subclassed CCSprite and changed its draw method as follows:
[super draw];
ccDrawColor4F(0, 1, 0, 1);
ccDrawCircle(self.anchorPointInPoints, 20, 0, 8, YES);
This works great. For extra credit, I added the following to display its bounding box:
CGRect bb = self.boundingBox;
CGPoint vertices[4] = {
[self convertToNodeSpace:ccp(bb.origin.x, bb.origin.y)],
[self convertToNodeSpace:ccp(bb.origin.x + bb.size.width, bb.origin.y)],
[self convertToNodeSpace:ccp(bb.origin.x + bb.size.width, bb.origin.y + bb.size.height)],
[self convertToNodeSpace:ccp(bb.origin.x, bb.origin.y + bb.size.height)],
};
ccDrawPoly(vertices, 4, YES);
This also works great, until I reparent a sprite:
CGPoint oldPosition = [sprite convertToWorldSpace:sprite.position];
[sprite removeFromParentAndCleanup:NO];
[parentSprite addChild:sprite];
sprite.position = [sprite convertToNodeSpace:oldPosition];
The sprite's now in the proper position and its anchor point draws where it should, but the bounding box draws in the wrong place. What am I doing wrong?
Bounding box of a node is relative to its parent. Drawing done in draw method is in node's local space. convertToNodeSpace: converts coordinates from world space to local space, not from parent's space.
When you reparent node to a parent with different origin while maintaining same "world" position of this node, origin of its bounding box changes.
Your mistake is that you treat your sprite's bounding box as if its coordinates were in world space.
Second, you don't need to do the convert-to-x-space dance to draw bounding box of a sprite. Open ccConfig.h file in cocos2d folder of your project and change
#define CC_SPRITE_DEBUG_DRAW 0
line to
#define CC_SPRITE_DEBUG_DRAW 1
Third, coordinates of sprite.position point are relative to its parent, not to the sprite. When you call [node convertToWorldSpace:aPoint], it will treat aPoint as if it were in node's local space. If you want to get world coordinates of a node's position, you should call convertToWorldSpace: on node's parent: [node.parent convertToWorldSpace:node.position].
I normally draw AABBs with:
Rect aabb = someNode->getBoundingBox();
DrawNode* drawNode = DrawNode::create();
drawNode->drawRect(aabb.origin, aabb.origin + aabb.size, Color4F(1, 0, 0, 1));
parentNode->addChild(drawNode, 100);
Note: If the Rect aabb size is (0,0) then the rectangle will not be drawn.
I've not been able to find this in the docs.
I've got a CC3Node (myNode) and my layer has the callbacks for touchDown & touchMoved events all of which works, so far. I'm trying to drag myNode around the screen, preferably using screen coordinates.
How do I set myNode's location relative to screen (layer) coordinates?
Ok, I finally tracked this down, although the pieces were a bit scattered around in multiple posts. My final solution looked something like this:
MyWorld.m:
// Error checking and misc removed
- (void) addBackgroundForProjection
{
// background plane supports touch events
background = [CC3PlaneNode nodeWithName: BACKGROUND_PROJECTION_PLANE_NAME];
[background populateAsCenteredRectangleWithSize: CGSizeMake(10.0, 10.0)
withTexture: [CC3Texture textureFromFile: #"transparent1x1.png"]
invertTexture: YES];
[background setIsOpaque: NO];
[background retainVertexLocations];
[background setLocation: cc3v(0, 0, 0.001)];
[self addChild: background];
}
// ...
- (void) moveNode: (CC3Node*) node toScreenLocation: (CGPoint) point
{
// update node on screen
CC3Plane groundPlane = self.background.plane;
CC3Vector4 touchLoc = [self.activeCamera unprojectPoint: point ontoPlane: groundPlane];
CC3Vector newLoc = cc3v(touchLoc.x,touchLoc.y,touchLoc.z);
[node setLocation: newLoc];
}
i'm using cocos2d and i have subclassed cccnode (i want to draw circles and that works)
.h
#interface CCSpriteCircle : CCSprite {
float radius;
float angle; //in radians
NSUInteger segments;
BOOL drawLineToCenter;
ccColor4B cColor;
}
-(id) initWithRadius: (float)radius_ withAngle: (float)angle_ withSegments: (NSUInteger)segments_ withDrawLineToCenter:(BOOL)drawLineToCenter_;
#property(nonatomic,assign) float radius;
#property(nonatomic,assign) float angle;
#property(nonatomic,assign) NSUInteger segments;
#property(nonatomic,assign) BOOL drawLineToCenter;
#property(nonatomic,assign) ccColor4B cColor;
#end
//my .m file
#implementation CCSpriteCircle
#synthesize radius, angle,segments,drawLineToCenter,cColor;
-(id) initWithRadius: (float)radius_ withAngle: (float)angle_ withSegments: (NSUInteger)segments_ withDrawLineToCenter:(BOOL)drawLineToCenter_
{
if( (self=[super init])) {
self.radius = radius_;
self.angle = angle_;
self.segments = segments_;
self.drawLineToCenter = drawLineToCenter_;
//[self draw];
}
return self;
}
-(void)draw {
glLineWidth(1);
glColor4ub(cColor.r, cColor.g, cColor.b, cColor.a);
ccDrawCircle(ccp(self.position.x,self.position.y), radius, angle, segments, drawLineToCenter);
// restore original values
glLineWidth(1);
glColor4ub(255,255,255,255);
glPointSize(1);
}
#end
All works fine except that if i place the center of my ccspritecircle to 480 (that's the end of the screen) it doesnt appears but if i place it to 200px it's at the end of the screen.
if i change the position code in my helloworld scene like this:
from:
circle_.position = ccp(480, 0);
to:
circle_.position = [[CCDirector sharedDirector] convertToGL: CGPointMake(480,0)];
then i dont see the circle anymore. Am i doing something wrong?
If your only purpose is to draw a custom circle, without any other form of graphics (image files) then you should subclass CCNode, not CCSprite. CCSprite is a special type of CCNode that handles the loading and display of graphics files.
You should also call "[super draw]" from inside your override, to ensure that additional processing is done correctly - this can either be before or after your code, depending on how it affects your end result.
ccDrawCircle is already converting the x/y coordinates to GL space, so you don't need to worry about that either.
Your CCNode's anchorPoint and position could be a factor here though. The default 0.5/0.5 anchorPoint should set the center of your circle at the x/y position of your node so (480,0) with a radius of 32 would put a 64x64 circle at the bottom right of the screen (in portrait) and you would only be able to see the top-left quadrant of the circle.
You say that setting it to 200px places it at the end of the screen, without seeing how the circle was initialized, it's hard to identify why this would occur - but it more than likely has to do with the radius of the circle your using.
Keep in mind that changing the anchorPoint may not affect the rendering of the circle as your "draw" method is not taking into account the current anchorPoint, so it may be placing the circle at the x/y irregardless of anchorPoint settings.