axmol/cocos/3d/CCBundle3DData.h

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/****************************************************************************
Copyright (c) 2014 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.
****************************************************************************/
#ifndef __CC_BUNDLE_3D_DATA_H__
#define __CC_BUNDLE_3D_DATA_H__
#include "base/CCRef.h"
#include "base/ccTypes.h"
#include "math/CCMath.h"
#include <vector>
#include <map>
NS_CC_BEGIN
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/**mesh vertex attribute*/
struct MeshVertexAttrib
{
//attribute size
GLint size;
//GL_FLOAT
GLenum type;
//VERTEX_ATTRIB_POSITION,VERTEX_ATTRIB_COLOR,VERTEX_ATTRIB_TEX_COORD,VERTEX_ATTRIB_NORMAL, VERTEX_ATTRIB_BLEND_WEIGHT, VERTEX_ATTRIB_BLEND_INDEX, GLProgram for detail
int vertexAttrib;
//size in bytes
int attribSizeBytes;
};
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/**mesh data*/
struct MeshData
{
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typedef std::vector<unsigned short> IndexArray;
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std::vector<float> vertex;
int vertexSizeInFloat;
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std::vector<IndexArray> subMeshIndices;
int numIndex;
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std::vector<MeshVertexAttrib> attribs;
int attribCount;
public:
void resetData()
{
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vertex.clear();
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subMeshIndices.clear();
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attribs.clear();
vertexSizeInFloat = 0;
numIndex = 0;
attribCount = 0;
}
MeshData()
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: vertexSizeInFloat(0)
, numIndex(0)
, attribCount(0)
{
}
~MeshData()
{
resetData();
}
};
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/**skin data*/
struct SkinData
{
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std::vector<std::string> skinBoneNames; //skin bones affect skin
std::vector<std::string> nodeBoneNames; //node bones don't affect skin, all bones [skinBone, nodeBone]
std::vector<Mat4> inverseBindPoseMatrices; //bind pose of skin bone, only for skin bone
std::vector<Mat4> skinBoneOriginMatrices; // original bone transform, for skin bone
std::vector<Mat4> nodeBoneOriginMatrices; // original bone transform, for node bone
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//bone child info, both skinbone and node bone
std::map<int, std::vector<int> > boneChild;//key parent, value child
int rootBoneIndex;
void resetData()
{
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skinBoneNames.clear();
nodeBoneNames.clear();
inverseBindPoseMatrices.clear();
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skinBoneOriginMatrices.clear();
nodeBoneOriginMatrices.clear();
boneChild.clear();
rootBoneIndex = -1;
}
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void addSkinBoneNames(const std::string& name)
{
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auto it = std::find(skinBoneNames.begin(), skinBoneNames.end(), name);
if (it == skinBoneNames.end())
skinBoneNames.push_back(name);
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}
void addNodeBoneNames(const std::string& name)
{
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auto it = std::find(nodeBoneNames.begin(), nodeBoneNames.end(), name);
if (it == nodeBoneNames.end())
nodeBoneNames.push_back(name);
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}
int getSkinBoneNameIndex(const std::string& name)const
{
int i = 0;
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for (const auto& iter : skinBoneNames)
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{
if ((iter) == name)
return i;
i++;
}
return -1;
}
int getBoneNameIndex(const std::string& name)const
{
int i = 0;
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for (const auto& iter : skinBoneNames)
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{
if ((iter) == name)
return i;
i++;
}
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for(const auto& iter : nodeBoneNames)
{
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if (iter == name)
return i;
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i++;
}
return -1;
}
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};
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/**skin data*/
struct Skeleton3DData
{
std::vector<std::string> boneNames; //bone names
std::vector<Mat4> inverseBindPoseMatrices; //bind pose of skin bone
std::vector<Mat4> boneOriginMatrices; // original bone transform
//bone child info, both skinbone and node bone
std::map<int, std::vector<int> > boneChild;//key parent, value child
int rootBoneIndex;
void resetData()
{
boneNames.clear();
inverseBindPoseMatrices.clear();
boneOriginMatrices.clear();
boneChild.clear();
rootBoneIndex = -1;
}
void addBoneNames(const std::string& name)
{
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auto it = std::find(boneNames.begin(), boneNames.end(), name);
if (it == boneNames.end())
boneNames.push_back(name);
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}
int getBoneNameIndex(const std::string& name)const
{
int i = 0;
for (auto iter : boneNames)
{
if ((iter) == name)
return i;
i++;
}
return -1;
}
};
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/**material data*/
struct MaterialData
{
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std::map<int, std::string> texturePaths; //submesh id, texture path
void resetData()
{
texturePaths.clear();
}
};
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/**animation data*/
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struct Animation3DData
{
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public:
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struct Vec3Key
{
Vec3Key()
: _time(0)
, _key(Vec3::ZERO)
{
}
Vec3Key(float time, const Vec3& v)
: _time(time)
, _key(v)
{
}
float _time;
Vec3 _key;
};
struct QuatKey
{
QuatKey()
: _time(0)
, _key(Quaternion::identity())
{
}
QuatKey(float time, const Quaternion& quat)
: _time(time)
, _key(quat)
{
}
float _time;
Quaternion _key;
};
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public:
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std::map<std::string, std::vector<Vec3Key>> _translationKeys;
std::map<std::string, std::vector<QuatKey>> _rotationKeys;
std::map<std::string, std::vector<Vec3Key>> _scaleKeys;
float _totalTime;
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public:
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Animation3DData()
:_totalTime(0)
{
}
Animation3DData(const Animation3DData& other)
: _totalTime(other._totalTime)
, _translationKeys(other._translationKeys)
, _rotationKeys(other._rotationKeys)
, _scaleKeys(other._scaleKeys)
{
}
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void resetData()
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{
_totalTime = 0;
_translationKeys.clear();
_rotationKeys.clear();
_scaleKeys.clear();
}
};
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/**reference data*/
struct Reference
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{
public:
std::string id;
unsigned int type;
unsigned int offset;
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Reference(){}
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~Reference(){}
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};
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NS_CC_END
#endif //__CC_BUNDLE_3D_DATA_H__