text: /****************************************************************************
  Copyright (c) 2013-2017 Chukong Technologies Inc.
  
  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.
  ****************************************************************************/
  
  #include "CCDisplayFactory.h"
  #include "CCBone.h"
  #include "CCArmature.h"
  #include "CCSkin.h"
  #include "CCArmatureDataManager.h"
  #include "CCTransformHelp.h"
  
  #include "2d/CCParticleSystemQuad.h"
  
  using namespace cocos2d;
  
  namespace cocostudio {
  
  void DisplayFactory::addDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
  {
      switch(displayData->displayType)
      {
      case CS_DISPLAY_SPRITE:
          addSpriteDisplay(bone, decoDisplay, displayData);
          break;
      case  CS_DISPLAY_PARTICLE:
          addParticleDisplay(bone, decoDisplay, displayData);
          break;
      case  CS_DISPLAY_ARMATURE:
          addArmatureDisplay(bone, decoDisplay, displayData);
          break;
      default:
          break;
      }
  }
  
  void DisplayFactory::createDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
  {
      switch(decoDisplay->getDisplayData()->displayType)
      {
      case CS_DISPLAY_SPRITE:
          createSpriteDisplay(bone, decoDisplay);
          break;
      case CS_DISPLAY_PARTICLE:
          createParticleDisplay(bone, decoDisplay);
          break;
      case CS_DISPLAY_ARMATURE:
          createArmatureDisplay(bone, decoDisplay);
          break;
      default:
          break;
      }
  }
  
  void DisplayFactory::updateDisplay(Bone *bone, float dt, bool dirty)
  {
      Node *display = bone->getDisplayRenderNode();
      CS_RETURN_IF(!display);
  
      switch(bone->getDisplayRenderNodeType())
      {
      case CS_DISPLAY_SPRITE:
          if (dirty)
          {
              static_cast<Skin*>(display)->updateArmatureTransform();
          }
          break;
      case CS_DISPLAY_PARTICLE:
          updateParticleDisplay(bone, display, dt);
          break;
      case CS_DISPLAY_ARMATURE:
          updateArmatureDisplay(bone, display, dt);
          break;
      default:
      {
          Mat4 transform = bone->getNodeToArmatureTransform();
          display->setAdditionalTransform(&transform);
      }
      break;
      }
  
  
  #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
      if (dirty)
      {
          DecorativeDisplay *decoDisplay = bone->getDisplayManager()->getCurrentDecorativeDisplay();
          ColliderDetector *detector = decoDisplay->getColliderDetector();
          if (detector)
          {
              do
              {
  #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
                  CC_BREAK_IF(!detector->getBody());
  #endif
  
                  Mat4 displayTransform = display->getNodeToParentTransform();
                  Vec2 anchorPoint =  display->getAnchorPointInPoints();
                  anchorPoint = PointApplyTransform(anchorPoint, displayTransform);
                  displayTransform.m[12] = anchorPoint.x;
                  displayTransform.m[13] = anchorPoint.y;
                  Mat4 t = TransformConcat( bone->getArmature()->getNodeToParentTransform(),displayTransform);
                  detector->updateTransform(t);
              }
              while (0);
          }
      }
  #endif
  }
  
  
  
  void DisplayFactory::addSpriteDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
  {
      SpriteDisplayData *sdp = SpriteDisplayData::create();
      sdp->copy((SpriteDisplayData *)displayData);
      decoDisplay->setDisplayData(sdp);
      createSpriteDisplay(bone, decoDisplay);
  }
  
  void DisplayFactory::createSpriteDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
  {
      Skin *skin = nullptr;
  
      SpriteDisplayData *displayData = (SpriteDisplayData *)decoDisplay->getDisplayData();
  
      std::string textureName = displayData->displayName;
      size_t startPos = textureName.find_last_of(".");
  
      if(startPos != std::string::npos)
      {
          textureName = textureName.erase(startPos);
      }
  
      //! create display
      if(textureName.empty())
      {
          skin = Skin::create();
      }
      else
      {
          skin = Skin::createWithSpriteFrameName((textureName + ".png"));
      }
  
      decoDisplay->setDisplay(skin);
  
      if (skin == nullptr)
      {
          return;
      }
  
      skin->setBone(bone);
  
      initSpriteDisplay(bone, decoDisplay, displayData->displayName.c_str(), skin);
  
      Armature *armature = bone->getArmature();
      if (armature)
      {
          if (armature->getArmatureData()->dataVersion >= VERSION_COMBINED)
          {
              skin->setSkinData(displayData->skinData);
          }
          else
          {
              skin->setSkinData(*bone->getBoneData());
          }
      }
  
  }
  
  void DisplayFactory::initSpriteDisplay(Bone *bone, DecorativeDisplay *decoDisplay, const char *displayName, Skin *skin)
  {
      //! remove .xxx
      std::string textureName = displayName;
      size_t startPos = textureName.find_last_of(".");
  
      if(startPos != std::string::npos)
      {
          textureName = textureName.erase(startPos);
      }
  
      TextureData *textureData = ArmatureDataManager::getInstance()->getTextureData(textureName);
      if(textureData)
      {
          //! Init display anchorPoint, every Texture have a anchor point
          skin->setAnchorPoint(Vec2( textureData->pivotX, textureData->pivotY));
      }
  
  
  #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
      if (textureData && textureData->contourDataList.size() > 0)
      {
  
          //! create ContourSprite
          ColliderDetector *colliderDetector = ColliderDetector::create(bone);
          colliderDetector->addContourDataList(textureData->contourDataList);
  
          decoDisplay->setColliderDetector(colliderDetector);
      }
  #endif
  }
  
  
  
  void DisplayFactory::addArmatureDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
  {
      ArmatureDisplayData *adp = ArmatureDisplayData::create();
      adp->copy((ArmatureDisplayData *)displayData);
      decoDisplay->setDisplayData(adp);
  
      createArmatureDisplay(bone, decoDisplay);
  }
  void DisplayFactory::createArmatureDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
  {
      ArmatureDisplayData *displayData = (ArmatureDisplayData *)decoDisplay->getDisplayData();
  
      Armature *armature = Armature::create(displayData->displayName, bone);
  
      decoDisplay->setDisplay(armature);
  }
  void DisplayFactory::updateArmatureDisplay(Bone* /*bone*/, Node *display, float dt)
  {
      Armature *armature = (Armature *)display;
      if(armature)
      {
          armature->sortAllChildren();
          armature->update(dt);
      }
  }
  
  
  
  void DisplayFactory::addParticleDisplay(Bone *bone, DecorativeDisplay *decoDisplay, DisplayData *displayData)
  {
      ParticleDisplayData *adp = ParticleDisplayData::create();
      adp->copy((ParticleDisplayData *)displayData);
      decoDisplay->setDisplayData(adp);
  
      createParticleDisplay(bone, decoDisplay);
  }
  void DisplayFactory::createParticleDisplay(Bone *bone, DecorativeDisplay *decoDisplay)
  {
      ParticleDisplayData *displayData = (ParticleDisplayData *)decoDisplay->getDisplayData();
      ParticleSystem *system = ParticleSystemQuad::create(displayData->displayName);
  
      system->removeFromParent();
      system->cleanup();
      
      Armature *armature = bone->getArmature();
      if (armature)
      {
          system->setParent(armature);
      }
  
      decoDisplay->setDisplay(system);
  }
  void DisplayFactory::updateParticleDisplay(Bone *bone, Node *display, float dt)
  {
      ParticleSystem *system = (ParticleSystem *)display;
      BaseData node;
      TransformHelp::matrixToNode(bone->getNodeToArmatureTransform(), node);
      system->setPosition(node.x, node.y);
      system->setScaleX(node.scaleX);
      system->setScaleY(node.scaleY);
      system->update(dt);
  }
  
  
  }
  