Node* node1 = Node::create();
Node* node2 = Node::create();
node2->addChild(Sprite::create(“1.png”));
node1->addChild(node2);
node1->getBoundingBox();
这时node1的BoudingBox宽高为0, 如何能获取到包含它所有子元素的BoudingBox?
Node* node1 = Node::create();
Node* node2 = Node::create();
node2->addChild(Sprite::create(“1.png”));
node1->addChild(node2);
node1->getBoundingBox();
这时node1的BoudingBox宽高为0, 如何能获取到包含它所有子元素的BoudingBox?
貌似没人关注这问题。。。
自己写了2个函数,递归获取Node的BoundingBox和ContentSize,用着貌似没什么Bug。。。 onlyTexture参数的意思是只统计贴图占用的空间
Rect getBoundingBoxRecursive(Node *node, bool onlyTexture = true) { CCAssert(node != nullptr, "node can't be null"); Rect nodeRect = node->getBoundingBox(); nodeRect.origin = node->convertToWorldSpace(Vec2::ZERO); for_each(node->getChildren().begin(), node->getChildren().end(), &](Node* subNode) { Rect subNodeRect; subNodeRect = getBoundingBoxRecursive(subNode); if (onlyTexture && nodeRect.size.equals(Size::ZERO)) { nodeRect.origin = subNodeRect.origin; } nodeRect.merge(subNodeRect); }); return nodeRect; } Vec2 getContentSizeRecursive(Node *node, bool onlyTexture = true) { return getBoundingBoxRecursive(node, onlyTexture).size; } ```
顺便说一下,获取的BoundingBox是世界坐标系下的,需要自己转到需要的Node坐标系下面
CCRect CCArmature::boundingBox() { float minx, miny, maxx, maxy = 0; bool first = true; CCRect boundingBox = CCRectMake(0, 0, 0, 0); CCObject *object = NULL; CCARRAY_FOREACH(m_pChildren, object) { if (CCBone *bone = dynamic_cast(object)) { CCRect r = bone->getDisplayManager()->getBoundingBox(); if (r.size.width == 0 || r.size.height == 0) continue; if(first) { minx = r.getMinX(); miny = r.getMinY(); maxx = r.getMaxX(); maxy = r.getMaxY(); first = false; } else { minx = r.getMinX() < boundingBox.getMinX() ? r.getMinX() : boundingBox.getMinX(); miny = r.getMinY() < boundingBox.getMinY() ? r.getMinY() : boundingBox.getMinY(); maxx = r.getMaxX() > boundingBox.getMaxX() ? r.getMaxX() : boundingBox.getMaxX(); maxy = r.getMaxY() > boundingBox.getMaxY() ? r.getMaxY() : boundingBox.getMaxY(); } boundingBox.setRect(minx, miny, maxx - minx, maxy - miny); } } return CCRectApplyAffineTransform(boundingBox, nodeToParentTransform()); } ``` 从CCArmature直接偷来的代码。 递归什么的,我脑子可能没长那根弦真的好难懂。。
boundingbox 需要被加到场景上之后才能获取!,因为坐标是世界坐标,不放到场景上哪来的世界坐标