/****************************************************************************
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****************************************************************************/
#ifndef _SPRITE3D_TEST_H_
#define _SPRITE3D_TEST_H_
#include "../testBasic.h"
#include "../BaseTest.h"
#include <string>
namespace cocos2d {
class Animate3D;
class Sprite3D;
class Delay;
}
class Sprite3DTestDemo : public BaseTest
{
public:
Sprite3DTestDemo(void);
virtual ~Sprite3DTestDemo(void);
void restartCallback(Ref* sender);
void nextCallback(Ref* sender);
void backCallback(Ref* sender);
// overrides
virtual std::string title() const override;
virtual std::string subtitle() const override;
virtual void onEnter() override;
protected:
std::string _title;
};
class Sprite3DBasicTest : public Sprite3DTestDemo
CREATE_FUNC(Sprite3DBasicTest);
Sprite3DBasicTest();
void addNewSpriteWithCoords(Vec2 p);
void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
class EffectSprite3D;
class Effect3D : public Ref
virtual void draw(const Mat4 &transform) = 0;
virtual void setTarget(EffectSprite3D *sprite) = 0;
Effect3D() : _glProgramState(nullptr) {}
virtual ~Effect3D()
CC_SAFE_RELEASE(_glProgramState);
GLProgramState* _glProgramState;
class Effect3DOutline: public Effect3D
static Effect3DOutline* create();
void setOutlineColor(const Vec3& color);
void setOutlineWidth(float width);
virtual void draw(const Mat4 &transform) override;
virtual void setTarget(EffectSprite3D *sprite) override;
Effect3DOutline();
virtual ~Effect3DOutline();
bool init();
Vec3 _outlineColor;
float _outlineWidth;
//weak reference
EffectSprite3D* _sprite;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
EventListenerCustom* _backToForegroundListener;
#endif
static const std::string _vertShaderFile;
static const std::string _fragShaderFile;
static const std::string _keyInGLProgramCache;
static GLProgram* getOrCreateProgram();
class Sprite3DHitTest : public Sprite3DTestDemo
CREATE_FUNC(Sprite3DHitTest);
Sprite3DHitTest();
class EffectSprite3D : public Sprite3D
static EffectSprite3D* createFromObjFileAndTexture(const std::string& objFilePath, const std::string& textureFilePath);
void setEffect3D(Effect3D* effect);
void addEffect(Effect3DOutline* effect, ssize_t order);
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
EffectSprite3D();
virtual ~EffectSprite3D();
std::vector<std::tuple<ssize_t,Effect3D*,CustomCommand>> _effects;
Effect3D* _defaultEffect;
CustomCommand _command;
class Sprite3DEffectTest : public Sprite3DTestDemo
CREATE_FUNC(Sprite3DEffectTest);
Sprite3DEffectTest();
class Sprite3DWithSkinTest : public Sprite3DTestDemo
CREATE_FUNC(Sprite3DWithSkinTest);
Sprite3DWithSkinTest();
class Animate3DTest : public Sprite3DTestDemo
CREATE_FUNC(Animate3DTest);
Animate3DTest();
~Animate3DTest();
virtual void update(float dt) override;
void addSprite3D();
enum class State
SWIMMING,
SWIMMING_TO_HURT,
HURT,
HURT_TO_SWIMMING,
void reachEndCallBack();
void renewCallBack();
cocos2d::Sprite3D* _sprite;
cocos2d::Animate3D* _swim;
cocos2d::Animate3D* _hurt;
float _transTime;
float _elapseTransTime;
State _state;
MoveTo* _moveAction;
class AttachmentTest : public Sprite3DTestDemo
CREATE_FUNC(AttachmentTest);
AttachmentTest();
bool _hasWeapon;
class Sprite3DTestScene : public TestScene
virtual void runThisTest();