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/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-01-04 12:36:20 +08:00
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https://adxeproject.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCBUNDLE3D_H__
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#define __CCBUNDLE3D_H__
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#include "base/CCData.h"
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#include "3d/CCBundle3DData.h"
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#include "3d/CCBundleReader.h"
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2020-05-06 15:42:25 +08:00
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#include "rapidjson/document-wrapper.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Animation3D;
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/**
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* @brief Defines a bundle file that contains a collection of assets. Mesh, Material, MeshSkin, Animation
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* There are two types of bundle files, c3t and c3b.
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* c3t text file
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* c3b binary file
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* @js NA
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* @lua NA
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*/
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class CC_DLL Bundle3D
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{
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public:
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/**
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* create a new bundle, destroy it when finish using it
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*/
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static Bundle3D* createBundle();
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static void destroyBundle(Bundle3D* bundle);
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virtual void clear();
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/**
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* get define data type
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* @param str The type in string
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*/
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static backend::VertexFormat parseGLDataType(std::string_view str, int size);
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/**
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* get define data type
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* @param str The type in string
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*/
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static backend::SamplerAddressMode parseSamplerAddressMode(std::string_view str);
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/**
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* load a file. You must load a file first, then call loadMeshData, loadSkinData, and so on
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* @param path File to be loaded
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* @return result of load
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*/
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virtual bool load(std::string_view path);
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/**
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* load skin data from bundle
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* @param id The ID of the skin, load the first Skin in the bundle if it is empty
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*/
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virtual bool loadSkinData(std::string_view id, SkinData* skindata);
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/**
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* load material data from bundle
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* @param id The ID of the animation, load the first animation in the bundle if it is empty
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*/
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virtual bool loadAnimationData(std::string_view id, Animation3DData* animationdata);
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// since 3.3, to support reskin
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virtual bool loadMeshDatas(MeshDatas& meshdatas);
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// since 3.3, to support reskin
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virtual bool loadNodes(NodeDatas& nodedatas);
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// since 3.3, to support reskin
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virtual bool loadMaterials(MaterialDatas& materialdatas);
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/**
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* load triangle list
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* @param path the file path to load
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*/
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static std::vector<Vec3> getTrianglesList(std::string_view path);
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// load .obj file
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static bool loadObj(MeshDatas& meshdatas,
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MaterialDatas& materialdatas,
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NodeDatas& nodedatas,
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std::string_view fullPath,
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const char* mtl_basepath = nullptr);
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// calculate aabb
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static AABB calculateAABB(const std::vector<float>& vertex, int stride, const std::vector<unsigned short>& index);
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protected:
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bool loadJson(std::string_view path);
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bool loadBinary(std::string_view path);
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bool loadMeshDatasJson(MeshDatas& meshdatas);
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bool loadMeshDataJson_0_1(MeshDatas& meshdatas);
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bool loadMeshDataJson_0_2(MeshDatas& meshdatas);
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bool loadMeshDatasBinary(MeshDatas& meshdatas);
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bool loadMeshDatasBinary_0_1(MeshDatas& meshdatas);
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bool loadMeshDatasBinary_0_2(MeshDatas& meshdatas);
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bool loadMaterialsJson(MaterialDatas& materialdatas);
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bool loadMaterialDataJson_0_1(MaterialDatas& materialdatas);
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bool loadMaterialDataJson_0_2(MaterialDatas& materialdatas);
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bool loadMaterialsBinary(MaterialDatas& materialdatas);
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bool loadMaterialsBinary_0_1(MaterialDatas& materialdatas);
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bool loadMaterialsBinary_0_2(MaterialDatas& materialdatas);
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bool loadMeshDataJson(MeshData* meshdata);
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bool loadMeshDataJson_0_1(MeshData* meshdata);
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bool loadMeshDataJson_0_2(MeshData* meshdata);
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bool loadSkinDataJson(SkinData* skindata);
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bool loadSkinDataBinary(SkinData* skindata);
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bool loadMaterialDataJson(MaterialData* materialdata);
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bool loadMaterialDataJson_0_1(MaterialData* materialdata);
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bool loadMaterialDataJson_0_2(MaterialData* materialdata);
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bool loadAnimationDataJson(std::string_view id, Animation3DData* animationdata);
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bool loadAnimationDataBinary(std::string_view id, Animation3DData* animationdata);
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/**
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* load nodes of json
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*/
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bool loadNodesJson(NodeDatas& nodedatas);
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NodeData* parseNodesRecursivelyJson(const rapidjson::Value& jvalue, bool singleSprite);
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/**
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* load nodes of binary
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*/
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bool loadNodesBinary(NodeDatas& nodedatas);
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NodeData* parseNodesRecursivelyBinary(bool& skeleton, bool singleSprite);
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/**
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* get define data type
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* @param str The type in string
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*/
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NTextureData::Usage parseGLTextureType(std::string_view str);
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/**
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* get vertex attribute type
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* @param str The type in string
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*/
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shaderinfos::VertexKey parseGLProgramAttribute(std::string_view str);
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/*
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* get model path
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* @param str Full path of model file
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*/
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void getModelRelativePath(std::string_view path);
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/*
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* set the read position in buffer to the target type
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* @param The data type
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* @param The data id
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*/
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Reference* seekToFirstType(unsigned int type, std::string_view id = "");
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Bundle3D();
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virtual ~Bundle3D();
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protected:
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std::string _modelPath;
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std::string _path;
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std::string _version; // the c3b or c3t version
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// for json reading
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std::string _jsonBuffer;
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rapidjson::Document _jsonReader;
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// for binary reading
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Data _binaryBuffer;
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BundleReader _binaryReader;
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unsigned int _referenceCount;
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Reference* _references;
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bool _isBinary;
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};
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// end of 3d group
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/// @}
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NS_CC_END
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#endif // __CCBUNDLE3D_H__
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