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/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
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.
****************************************************************************/
#pragma once
#include "base/Ptr.h"
#include "base/std/any.h"
#include "bindings/utils/BindingUtils.h"
// #include "core/components/Component.h"
// #include "core/event/Event.h"
#include "core/data/Object.h"
#include "core/event/EventTarget.h"
#include "core/scene-graph/Layers.h"
#include "core/scene-graph/NodeEnum.h"
#include "math/Mat3.h"
#include "math/Mat4.h"
#include "math/Quaternion.h"
#include "math/Vec3.h"
#include "math/Vec4.h"
namespace cc {
class Scene;
/**
* Event types emitted by Node
*/
/**
* Bit masks for Node transformation parts
*/
using TransformDirtyBit = TransformBit;
class Node : public CCObject {
IMPL_EVENT_TARGET_WITH_PARENT(Node, getParent)
DECLARE_TARGET_EVENT_BEGIN(Node)
TARGET_EVENT_ARG0(TouchStart)
TARGET_EVENT_ARG0(TouchMove)
TARGET_EVENT_ARG0(TouchEnd)
TARGET_EVENT_ARG0(TouchCancel)
TARGET_EVENT_ARG0(MouseDown)
TARGET_EVENT_ARG0(MouseMove)
TARGET_EVENT_ARG0(MouseUp)
TARGET_EVENT_ARG0(MouseWheel)
TARGET_EVENT_ARG0(MouseEnter)
TARGET_EVENT_ARG0(MouseLeave)
TARGET_EVENT_ARG0(KeyDown)
TARGET_EVENT_ARG0(KeyUp)
TARGET_EVENT_ARG0(DeviceMotion)
TARGET_EVENT_ARG1(TransformChanged, TransformBit)
TARGET_EVENT_ARG0(SceneChangedForPersist)
TARGET_EVENT_ARG0(SizeChanged)
TARGET_EVENT_ARG0(AnchorChanged)
TARGET_EVENT_ARG0(ColorChanged)
TARGET_EVENT_ARG1(ChildAdded, Node *)
TARGET_EVENT_ARG1(ChildRemoved, Node *)
TARGET_EVENT_ARG1(ParentChanged, Node *)
TARGET_EVENT_ARG0(MobilityChanged)
TARGET_EVENT_ARG1(LayerChanged, uint32_t)
TARGET_EVENT_ARG0(SiblingOrderChanged)
TARGET_EVENT_ARG1(SiblingIndexChanged, index_t)
TARGET_EVENT_ARG0(ActiveInHierarchyChanged)
TARGET_EVENT_ARG0(Reattach)
TARGET_EVENT_ARG0(RemovePersistRootNode)
TARGET_EVENT_ARG0(UITransformDirty)
TARGET_EVENT_ARG1(ActiveNode, bool)
TARGET_EVENT_ARG1(BatchCreated, bool)
TARGET_EVENT_ARG1(SceneUpdated, cc::Scene *)
TARGET_EVENT_ARG3(LocalPositionUpdated, float, float, float)
TARGET_EVENT_ARG4(LocalRotationUpdated, float, float, float, float)
TARGET_EVENT_ARG3(LocalScaleUpdated, float, float, float)
TARGET_EVENT_ARG10(LocalRTSUpdated, float, float, float, float, float, float, float, float, float, float)
TARGET_EVENT_ARG1(EditorAttached, bool)
TARGET_EVENT_ARG0(LightProbeBakingChanged)
DECLARE_TARGET_EVENT_END()
public:
class UserData : public RefCounted {
public:
~UserData() override = default;
protected:
UserData() = default;
};
using Super = CCObject;
static const uint32_t TRANSFORM_ON;
static Node *instantiate(Node *cloned, bool isSyncedNode);
static void setScene(Node *);
/**
* @en Finds a node by hierarchy path, the path is case-sensitive.
* It will traverse the hierarchy by splitting the path using '/' character.
* This function will still returns the node even if it is inactive.
* It is recommended to not use this function every frame instead cache the result at startup.
* @zh 通过路径从节点树中查找节点的方法,路径是大小写敏感的,并且通过 `/` 来分隔节点层级。
* 即使节点的状态是未启用的也可以找到,建议将结果缓存,而不是每次需要都去查找。
* @param path The path of the target node
* @param referenceNode If given, the search will be limited in the sub node tree of the reference node
*/
// static Node *find(const ccstd::string &path, Node *referenceNode = nullptr);
/**
* @en Determine whether the given object is a normal Node. Will return false if [[Scene]] given.
* @zh 指定对象是否是普通的节点?如果传入 [[Scene]] 会返回 false。
*/
template <typename T>
static bool isNode(T *obj);
static void resetChangedFlags();
static void clearNodeArray();
Node();
explicit Node(const ccstd::string &name);
~Node() override;
virtual void onPostActivated(bool active) {}
void setParent(Node *parent, bool isKeepWorld = false);
inline void modifyParent(Node *parent) { _parent = parent; }
inline Scene *getScene() const { return _scene; };
using WalkCallback = std::function<void(Node *)>;
void walk(const WalkCallback &preFunc);
void walk(const WalkCallback &preFunc, const WalkCallback &postFunc);
bool destroy() override {
if (CCObject::destroy()) {
setActive(false);
return true;
}
return false;
}
void destruct() override;
inline void destroyAllChildren() {
for (const auto &child : _children) {
child->destroy();
}
}
inline void updateSiblingIndex() {
index_t i = 0;
for (const auto &child : _children) {
child->_siblingIndex = i++;
}
emit<SiblingOrderChanged>();
}
inline void addChild(Node *node) { node->setParent(this); }
inline void removeChild(Node *node) const {
auto idx = getIdxOfChild(_children, node);
if (idx != -1) {
node->setParent(nullptr);
}
}
inline void removeFromParent() {
if (_parent) {
_parent->removeChild(this);
}
}
void removeAllChildren();
bool isChildOf(Node *parent) const;
void setActive(bool isActive);
void setSiblingIndex(index_t index);
inline bool isPersistNode() const {
return static_cast<FlagBits>(_objFlags & Flags::DONT_DESTROY) > 0;
}
inline void setPersistNode(bool val) {
val ? _objFlags |= Flags::DONT_DESTROY : _objFlags &= ~Flags::DONT_DESTROY;
}
inline const ccstd::string &getUuid() const {
return _id;
}
inline bool isActive() const { return _active != 0; }
inline bool isActiveInHierarchy() const { return _activeInHierarchy != 0; }
inline void setActiveInHierarchy(bool v) {
_activeInHierarchy = (v ? 1 : 0);
}
inline const ccstd::vector<IntrusivePtr<Node>> &getChildren() const { return _children; }
inline Node *getParent() const { return _parent; }
// inline NodeEventProcessor *getEventProcessor() const { return _eventProcessor; }
Node *getChildByUuid(const ccstd::string &uuid) const;
Node *getChildByName(const ccstd::string &name) const;
Node *getChildByPath(const ccstd::string &path) const;
inline index_t getSiblingIndex() const { return _siblingIndex; }
inline UserData *getUserData() { return _userData.get(); }
inline void setUserData(UserData *data) { _userData = data; }
inline void insertChild(Node *child, index_t siblingIndex) {
child->setParent(this);
child->setSiblingIndex(siblingIndex);
}
void invalidateChildren(TransformBit dirtyBit);
void translate(const Vec3 &, NodeSpace ns = NodeSpace::LOCAL);
void rotate(const Quaternion &rot, NodeSpace ns = NodeSpace::LOCAL, bool calledFromJS = false);
inline void rotateForJS(float x, float y, float z, float w, NodeSpace ns = NodeSpace::LOCAL) {
rotate(Quaternion(x, y, z, w), ns, true);
}
void lookAt(const Vec3 &pos, const Vec3 &up = Vec3::UNIT_Y);
void pauseSystemEvents(bool recursive) {} // cjh TODO:
void resumeSystemEvents(bool recursive) {} // cjh TODO:
ccstd::string getPathInHierarchy() const;
// ===============================
// transform
// ===============================
/**
* @en Set position in local coordinate system
* @zh 设置本地坐标
* @param position Target position
*/
inline void setPosition(const Vec3 &pos) { setPosition(pos.x, pos.y, pos.z); }
inline void setPosition(float x, float y) { setPosition(x, y, _localPosition.z); }
inline void setPosition(float x, float y, float z) { setPositionInternal(x, y, z, false); }
inline void setPositionInternal(float x, float y, bool calledFromJS) { setPositionInternal(x, y, _localPosition.z, calledFromJS); }
void setPositionInternal(float x, float y, float z, bool calledFromJS);
// It is invoked after deserialization. It only sets position value, not triggers other logic.
inline void setPositionForJS(float x, float y, float z) { _localPosition.set(x, y, z); }
/**
* @en Get position in local coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
* @zh 获取本地坐标,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
* @param out Set the result to out vector
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
*/
inline const Vec3 &getPosition() const { return _localPosition; }
/**
* @en Set rotation in local coordinate system with a quaternion representing the rotation
* @zh 用四元数设置本地旋转
* @param rotation Rotation in quaternion
*/
inline void setRotation(const Quaternion &rotation) { setRotation(rotation.x, rotation.y, rotation.z, rotation.w); }
inline void setRotation(float x, float y, float z, float w) { setRotationInternal(x, y, z, w, false); }
void setRotationInternal(float x, float y, float z, float w, bool calledFromJS);
inline void setRotationForJS(float x, float y, float z, float w) { _localRotation.set(x, y, z, w); }
inline void setEulerAngles(const Vec3 &val) { setRotationFromEuler(val.x, val.y, val.z); }
inline void setRotationFromEuler(const Vec3 &val) { setRotationFromEuler(val.x, val.y, val.z); }
inline void setRotationFromEuler(float x, float y) { setRotationFromEuler(x, y, _euler.z); }
void setRotationFromEuler(float x, float y, float z);
inline void setRotationFromEulerForJS(float x, float y, float z) { _euler.set(x, y, z); }
/**
* @en Get rotation as quaternion in local coordinate system, please try to pass `out` quaternion and reuse it to avoid garbage.
* @zh 获取本地旋转,注意,尽可能传递复用的 [[Quat]] 以避免产生垃圾。
* @param out Set the result to out quaternion
* @return If `out` given, the return value equals to `out`, otherwise a new quaternion will be generated and return
*/
inline const Quaternion &getRotation() const { return _localRotation; }
/**
* @en Set scale in local coordinate system
* @zh 设置本地缩放
* @param scale Target scale
*/
inline void setScale(const Vec3 &scale) { setScale(scale.x, scale.y, scale.z); }
inline void setScale(float x, float y) { setScale(x, y, _localScale.z); }
inline void setScale(float x, float y, float z) { setScaleInternal(x, y, z, false); }
inline void setScaleInternal(float x, float y, bool calledFromJS) { setScaleInternal(x, y, _localScale.z, calledFromJS); }
void setScaleInternal(float x, float y, float z, bool calledFromJS);
inline void setScaleForJS(float x, float y, float z) { _localScale.set(x, y, z); }
/**
* @en Get scale in local coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
* @zh 获取本地缩放,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
* @param out Set the result to out vector
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
*/
inline const Vec3 &getScale() const { return _localScale; }
/**
* @en Inversely transform a point from world coordinate system to local coordinate system.
* @zh 逆向变换一个空间点,一般用于将世界坐标转换到本地坐标系中。
* @param p A position in world coordinate system
* @return The result point in local coordinate system will be stored in this vector
*/
Vec3 inverseTransformPoint(const Vec3 &p);
/**
* @en Set position in world coordinate system
* @zh 设置世界坐标
* @param position Target position
*/
inline void setWorldPosition(const Vec3 &pos) { setWorldPosition(pos.x, pos.y, pos.z); }
void setWorldPosition(float x, float y, float z);
/**
* @en Get position in world coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
* @zh 获取世界坐标,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
* @param out Set the result to out vector
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
*/
const Vec3 &getWorldPosition() const;
/**
* @en Set rotation in world coordinate system with a quaternion representing the rotation
* @zh 用四元数设置世界坐标系下的旋转
* @param rotation Rotation in quaternion
*/
inline void setWorldRotation(const Quaternion &rotation) { setWorldRotation(rotation.x, rotation.y, rotation.z, rotation.w); }
void setWorldRotation(float x, float y, float z, float w);
/**
* @en Get rotation as quaternion in world coordinate system, please try to pass `out` quaternion and reuse it to avoid garbage.
* @zh 获取世界坐标系下的旋转,注意,尽可能传递复用的 [[Quat]] 以避免产生垃圾。
* @param out Set the result to out quaternion
* @return If `out` given, the return value equals to `out`, otherwise a new quaternion will be generated and return
*/
const Quaternion &getWorldRotation() const;
/**
* @en Set rotation in world coordinate system with euler angles
* @zh 用欧拉角设置世界坐标系下的旋转
* @param x X axis rotation
* @param y Y axis rotation
* @param z Z axis rotation
*/
inline void setWorldScale(const Vec3 &scale) { setWorldScale(scale.x, scale.y, scale.z); }
void setWorldScale(float x, float y, float z);
/**
* @en Get scale in world coordinate system, please try to pass `out` vector and reuse it to avoid garbage.
* @zh 获取世界缩放,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。
* @param out Set the result to out vector
* @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return
*/
const Vec3 &getWorldScale() const;
void setWorldRotationFromEuler(float x, float y, float z);
/**
* @en Local transformation matrix
* @zh 本地坐标系变换矩阵
*/
void setMatrix(const Mat4 &val);
/**
* @en Update the world transform information if outdated
* @zh 更新节点的世界变换信息
*/
void updateWorldTransform();
/**
* @en Get a world transform matrix
* @zh 获取世界变换矩阵
* @param out Set the result to out matrix
* @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return
*/
const Mat4 &getWorldMatrix() const;
/**
* @en Get a world transform matrix with only rotation and scale
* @zh 获取只包含旋转和缩放的世界变换矩阵
* @param out Set the result to out matrix
* @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return
*/
Mat4 getWorldRS();
/**
* @en Get a world transform matrix with only rotation and translation
* @zh 获取只包含旋转和位移的世界变换矩阵
* @param out Set the result to out matrix
* @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return
*/
Mat4 getWorldRT();
/**
* @en Set local transformation with rotation, position and scale separately.
* @zh 一次性设置所有局部变换(平移、旋转、缩放)信息
* @param rot The rotation
* @param pos The position
* @param scale The scale
*/
void setRTSInternal(Quaternion *rot, Vec3 *pos, Vec3 *scale, bool calledFromJS);
inline void setRTS(Quaternion *rot, Vec3 *pos, Vec3 *scale) { setRTSInternal(rot, pos, scale, false); }
void setForward(const Vec3 &dir);
void setAngle(float);
inline const Vec3 &getEulerAngles() {
if (_eulerDirty) {
Quaternion::toEuler(_localRotation, false, &_euler);
_eulerDirty = false;
}
return _euler;
}
inline float getAngle() const {
return _euler.z;
}
inline Vec3 getForward() const {
Vec3 forward{0, 0, -1};
forward.transformQuat(getWorldRotation());
return forward;
}
inline Vec3 getUp() const {
Vec3 up{0, 1, 0};
up.transformQuat(getWorldRotation());
return up;
}
inline Vec3 getRight() const {
Vec3 right{1, 0, 0};
right.transformQuat(getWorldRotation());
return right;
}
inline bool isStatic() const {
return _isStatic != 0;
}
inline void setStatic(bool v) {
_isStatic = v ? 1 : 0;
}
inline MobilityMode getMobility() const {
return _mobility;
}
inline void setMobility(MobilityMode m) {
_mobility = m;
emit<MobilityChanged>();
}
/**
* @en Whether the node's transformation have changed during the current frame.
* @zh 这个节点的空间变换信息在当前帧内是否有变过?
*/
inline uint32_t getChangedFlags() const {
return _hasChangedFlagsVersion == globalFlagChangeVersion ? _hasChangedFlags : 0;
}
inline void setChangedFlags(uint32_t value) {
_hasChangedFlagsVersion = globalFlagChangeVersion;
_hasChangedFlags = value;
}
/**
* @zh 节点的变换改动版本号。
* @en The transformation change version number of the node.
*/
inline uint32_t getFlagChangedVersion() const {
return _hasChangedFlagsVersion;
}
inline bool isTransformDirty() const { return _transformFlags != static_cast<uint32_t>(TransformBit::NONE); }
inline void setLayer(uint32_t layer) {
_layer = layer;
emit<LayerChanged>(layer);
}
inline uint32_t getLayer() const { return _layer; }
// inline NodeUiProperties *getUIProps() const { return _uiProps.get(); }
// // ------------------ Component code start -----------------------------
// // TODO(Lenovo):
//
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
// static Component *findComponent(Node * /*node*/) {
// // cjh TODO:
// CC_ABORT();
// return nullptr;
// }
//
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
// static Component *findComponents(Node * /*node*/, const ccstd::vector<Component *> & /*components*/) {
// // cjh TODO:
// CC_ABORT();
// return nullptr;
// }
//
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
// static Component *findChildComponent(const ccstd::vector<Node *> & /*children*/) {
// // cjh TODO:
// CC_ABORT();
// return nullptr;
// }
//
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
// static void findChildComponents(const ccstd::vector<Node *> & /*children*/, ccstd::vector<Component *> & /*components*/) {
// // cjh TODO:
// CC_ABORT();
// }
//
// template <typename T, typename = std::enable_if_t<std::is_base_of_v<Component, T>, T>>
// T *addComponent() {
// T *comp = new T();
// return static_cast<T *>(addComponent(comp));
// }
//
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
// void removeComponent() {
// for (auto iter = _components.begin(); iter != _components.end(); ++iter) {
// if (dynamic_cast<T *>(*iter) != nullptr) {
// _components.erase(iter);
// }
// }
// }
//
// Component *addComponent(Component *comp);
// void removeComponent(Component *comp);
//
// template <typename T, typename = std::enable_if_t<std::is_base_of<Component, T>::value>>
// Component *getComponent() const {
// for (auto *component : _components) {
// if (dynamic_cast<T *>(component) != nullptr) {
// return component;
// }
// }
// return nullptr;
// }
//
// // TODO(Lenovo):
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
// ccstd::vector<Component *> getComponents() const {
// // cjh TODO:
// CC_ABORT();
// return {};
// };
//
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
// Component *getComponentInChildren(const T & /*comp*/) const {
// // cjh TODO:
// CC_ABORT();
// return nullptr;
// }
//
// template <typename T, typename std::enable_if_t<std::is_base_of<Component, T>::value>>
// ccstd::vector<Component *> getComponentsInChildren() const {
// // cjh TODO:
// CC_ABORT();
// return {};
// }
//
// inline ccstd::vector<Component *> getComponents() const { return _components; }
//
// void checkMultipleComp(Component *comp) {}
// ccstd::vector<Component *> _components;
//
// friend void componentCorrupted(Node *node, Component *comp, uint32_t index);
// ------------------ Component code end -----------------------------
// For deserialization
// void _setChild(index_t i, Node *child);
// Node * _getChild(index_t i);
// void _setChildrenSize(uint32_t size);
// uint32_t _getChildrenSize();
void _setChildren(ccstd::vector<IntrusivePtr<Node>> &&children); // NOLINT
inline se::Object *_getSharedArrayBufferObject() const { return _sharedMemoryActor.getSharedArrayBufferObject(); } // NOLINT
bool onPreDestroy() override;
bool onPreDestroyBase();
// For deserialization
ccstd::string _id;
Node *_parent{nullptr};
MobilityMode _mobility = MobilityMode::Static;
private:
static index_t getIdxOfChild(const ccstd::vector<IntrusivePtr<Node>> &, Node *);
virtual void onBatchCreated(bool dontChildPrefab);
virtual void updateScene();
void onSetParent(Node *oldParent, bool keepWorldTransform);
void onHierarchyChanged(Node *);
void onHierarchyChangedBase(Node *oldParent);
void inverseTransformPointRecursive(Vec3 &out) const;
void updateWorldTransformRecursive(uint32_t &superDirtyBits);
inline void notifyLocalPositionUpdated() {
emit<LocalPositionUpdated>(_localPosition.x, _localPosition.y, _localPosition.z);
}
inline void notifyLocalRotationUpdated() {
emit<LocalRotationUpdated>(_localRotation.x, _localRotation.y, _localRotation.z, _localRotation.w);
}
inline void notifyLocalScaleUpdated() {
emit<LocalScaleUpdated>(_localScale.x, _localScale.y, _localScale.z);
}
inline void notifyLocalPositionRotationScaleUpdated() {
emit<LocalRTSUpdated>(
_localPosition.x, _localPosition.y, _localPosition.z,
_localRotation.x, _localRotation.y, _localRotation.z, _localRotation.w,
_localScale.x, _localScale.y, _localScale.z);
}
#if CC_EDITOR
inline void notifyEditorAttached(bool attached) {
emit<EditorAttached>(attached);
}
#endif
// increase on every frame, used to identify the frame
static uint32_t globalFlagChangeVersion;
static uint32_t clearFrame;
static uint32_t clearRound;
Scene *_scene{nullptr};
IntrusivePtr<UserData> _userData;
ccstd::vector<IntrusivePtr<Node>> _children;
bindings::NativeMemorySharedToScriptActor _sharedMemoryActor;
// local transform
Vec3 _localPosition{Vec3::ZERO};
Vec3 _localScale{Vec3::ONE};
Quaternion _localRotation{Quaternion::identity()};
Vec3 _euler{0, 0, 0};
// world transform
Vec3 _worldPosition{Vec3::ZERO};
Vec3 _worldScale{Vec3::ONE};
Quaternion _worldRotation{Quaternion::identity()};
Mat4 _worldMatrix{Mat4::IDENTITY};
// Shared memory with JS
// NOTE: TypeArray created in node.jsb.ts _ctor should have the same memory layout
uint32_t _eventMask{0}; // Uint32: 0
uint32_t _layer{static_cast<uint32_t>(Layers::LayerList::DEFAULT)}; // Uint32: 1
uint32_t _transformFlags{static_cast<uint32_t>(TransformBit::TRS)}; // Uint32: 2
index_t _siblingIndex{0}; // Int32: 0
uint8_t _activeInHierarchy{0}; // Uint8: 0
uint8_t _active{1}; // Uint8: 1
uint8_t _isStatic{0}; // Uint8: 2
uint8_t _padding{0}; // Uint8: 3
/* set _hasChangedFlagsVersion to globalFlagChangeVersion when `_hasChangedFlags` updated.
* `globalFlagChangeVersion == _hasChangedFlagsVersion` means that "_hasChangedFlags is dirty in current frametime".
*/
uint32_t _hasChangedFlagsVersion{0};
uint32_t _hasChangedFlags{0};
bool _eulerDirty{false};
friend class NodeActivator;
friend class Scene;
CC_DISALLOW_COPY_MOVE_ASSIGN(Node);
};
template <typename T>
bool Node::isNode(T *obj) {
return dynamic_cast<Node *>(obj) != nullptr && dynamic_cast<Scene *>(obj) == nullptr;
}
} // namespace cc