mirror of https://github.com/axmolengine/axmol.git
115 lines
3.2 KiB
C
115 lines
3.2 KiB
C
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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 <map>
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#include "base/ccMacros.h"
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "3d/CCMesh.h"
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NS_CC_BEGIN
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class Animation3D;
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class Bundle3D
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{
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public:
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struct MeshData
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{
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float* vertex;
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int vertexSizeInFloat;
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unsigned short* indices;
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int numIndex;
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MeshVertexAttrib* attribs;
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int attribCount;
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};
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struct SkinData
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{
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Mat4 bindShape;
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std::vector<std::string> boneNames;
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std::vector<Mat4> inverseBindPoseMatrices; //bind pose of bone
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std::map<int, std::vector<int> > boneChild;//key parent, value child
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int rootBoneIndex;
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};
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struct MaterialData
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{
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std::string texturePath;
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};
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struct Animation3DData
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{
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Animation3D* animation;
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};
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static Bundle3D* getInstance();
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static void purgeBundle3D();
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bool load(const std::string& path);
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//
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/**
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* load mesh data from bundle
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* @param id The ID of the mesh, load the first Mesh in the bundle
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*/
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bool loadMeshData(const std::string& id, MeshData* meshdata);
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//
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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
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*/
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bool loadSkinData(const std::string& id, SkinData* skindata);
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//
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/**
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* load material data from bundle
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* @param id The ID of the material, load the first Material in the bundle
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*/
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bool loadMaterialData(const std::string& id, MaterialData* materialdata);
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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
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*/
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bool loadAnimationData(const std::string& id, Animation3DData* animationdata);
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protected:
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Bundle3D();
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~Bundle3D();
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static Bundle3D* _instance;
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bool _isBinary;
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};
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NS_CC_END
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#endif // __CCANIMATE3D_H__
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