mirror of https://github.com/axmolengine/axmol.git
Merge branch 'v3' of https://github.com/super626/cocos2d-x into merge-bundle
This commit is contained in:
commit
24bb827ef4
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@ -90,12 +90,12 @@ Animate3D* Animate3D::reverse() const
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void Animate3D::startWithTarget(Node *target)
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void Animate3D::startWithTarget(Node *target)
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{
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{
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Sprite3D* sprite = dynamic_cast<Sprite3D*>(target);
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Sprite3D* sprite = dynamic_cast<Sprite3D*>(target);
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CCASSERT(sprite && sprite->getSkin() && _animation, "Animate3D apply to Sprite3D only");
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CCASSERT(sprite && sprite->getSkeleton() && _animation, "Animate3D apply to Sprite3D only");
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ActionInterval::startWithTarget(target);
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ActionInterval::startWithTarget(target);
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_boneCurves.clear();
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_boneCurves.clear();
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auto skin = sprite->getSkin();
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auto skin = sprite->getSkeleton();
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for (unsigned int i = 0; i < skin->getBoneCount(); i++) {
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for (unsigned int i = 0; i < skin->getBoneCount(); i++) {
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auto bone = skin->getBoneByIndex(i);
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auto bone = skin->getBoneByIndex(i);
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auto curve = _animation->getBoneCurveByName(bone->getName());
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auto curve = _animation->getBoneCurveByName(bone->getName());
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@ -75,6 +75,7 @@ static const char* BONES = "bones";
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static const char* MATERIALS = "materials";
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static const char* MATERIALS = "materials";
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static const char* ANIMATIONS = "animations";
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static const char* ANIMATIONS = "animations";
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static const char* TRANSFORM = "transform";
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static const char* TRANSFORM = "transform";
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static const char* OLDTRANSFORM = "tansform";
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static const char* MATERIALDATA_MATERIAL = "material";
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static const char* MATERIALDATA_MATERIAL = "material";
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static const char* MATERIALDATA_MATERIALS = "materials";
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static const char* MATERIALDATA_MATERIALS = "materials";
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@ -100,7 +101,7 @@ void getChildMap(std::map<int, std::vector<int> >& map, SkinData* skinData, cons
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// get transform matrix
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// get transform matrix
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Mat4 transform;
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Mat4 transform;
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const rapidjson::Value& parent_tranform = val[TRANSFORM];
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const rapidjson::Value& parent_tranform = val[OLDTRANSFORM];
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for (rapidjson::SizeType j = 0; j < parent_tranform.Size(); j++)
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for (rapidjson::SizeType j = 0; j < parent_tranform.Size(); j++)
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{
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{
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transform.m[j] = parent_tranform[j].GetDouble();
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transform.m[j] = parent_tranform[j].GetDouble();
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@ -371,7 +372,7 @@ bool Bundle3D::loadNodes(NodeDatas& nodedatas)
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if (_version == "1.2" || _version == "0.2")
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if (_version == "1.2" || _version == "0.2")
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{
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{
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SkinData skinData;
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SkinData skinData;
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loadSkinDataJson(&skinData);
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loadSkinData("", &skinData);
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auto nodeDatas = new NodeData*[skinData.skinBoneNames.size() + skinData.nodeBoneNames.size()];
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auto nodeDatas = new NodeData*[skinData.skinBoneNames.size() + skinData.nodeBoneNames.size()];
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int index = 0;
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int index = 0;
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size_t i;
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size_t i;
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@ -206,7 +206,9 @@ Mesh* Mesh::create(const MeshData& meshdata)
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{
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{
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for (int i = 0; i < (int)mesh->getSubMeshCount(); i++) {
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for (int i = 0; i < (int)mesh->getSubMeshCount(); i++) {
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auto submesh = mesh->getSubMesh(i);
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auto submesh = mesh->getSubMesh(i);
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if (meshdata.subMeshIds.size())
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submesh->_id = meshdata.subMeshIds[i];
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submesh->_id = meshdata.subMeshIds[i];
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submesh->_mesh = mesh;
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}
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}
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}
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}
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mesh->autorelease();
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mesh->autorelease();
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@ -220,8 +220,8 @@ ssize_t MeshSkin::getMatrixPaletteSize() const
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//refresh bone world matrix
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//refresh bone world matrix
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void MeshSkin::updateBoneMatrix()
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void MeshSkin::updateBoneMatrix()
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{
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{
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_rootBone->setWorldMatDirty(true);
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// _rootBone->setWorldMatDirty(true);
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_rootBone->updateWorldMat();
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// _rootBone->updateWorldMat();
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}
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}
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void MeshSkin::removeAllBones()
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void MeshSkin::removeAllBones()
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@ -298,14 +298,22 @@ Skeleton3D* Skeleton3D::create(const std::vector<NodeData*>& skeletondata)
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{
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{
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auto skeleton = new Skeleton3D();
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auto skeleton = new Skeleton3D();
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for (const auto& it : skeletondata) {
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for (const auto& it : skeletondata) {
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auto bone = createBone3D(*it);
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auto bone = skeleton->createBone3D(*it);
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skeleton->_rootBones.pushBack(bone);
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skeleton->_rootBones.pushBack(bone);
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bone->release();
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skeleton->printBone(bone);
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}
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}
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skeleton->autorelease();
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skeleton->autorelease();
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return skeleton;
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return skeleton;
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}
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}
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void Skeleton3D::printBone(Bone3D* bone)
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{
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CCLOG("%s", bone->getName().c_str());
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for (auto it : bone->_children) {
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printBone(it);
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}
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}
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bool Skeleton3D::initFromSkeletonData(const Skeleton3DData& skeletondata)
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bool Skeleton3D::initFromSkeletonData(const Skeleton3DData& skeletondata)
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{
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{
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ssize_t i = 0;
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ssize_t i = 0;
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@ -390,8 +398,12 @@ int Skeleton3D::getBoneIndex(Bone3D* bone) const
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//refresh bone world matrix
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//refresh bone world matrix
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void Skeleton3D::updateBoneMatrix()
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void Skeleton3D::updateBoneMatrix()
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{
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{
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_rootBone->setWorldMatDirty(true);
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//_rootBone->setWorldMatDirty(true);
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_rootBone->updateWorldMat();
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//_rootBone->updateWorldMat();
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for (const auto& it : _rootBones) {
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it->setWorldMatDirty(true);
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it->updateWorldMat();
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}
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}
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}
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void Skeleton3D::removeAllBones()
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void Skeleton3D::removeAllBones()
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@ -412,8 +424,10 @@ Bone3D* Skeleton3D::createBone3D(const NodeData& nodedata)
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for (const auto& it : nodedata.children) {
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for (const auto& it : nodedata.children) {
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auto child = createBone3D(*it);
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auto child = createBone3D(*it);
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bone->addChildBone(child);
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bone->addChildBone(child);
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child->_parent = bone;
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child->release();
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child->release();
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}
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}
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_bones.pushBack(bone);
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return bone;
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return bone;
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}
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}
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@ -227,7 +227,9 @@ CC_CONSTRUCTOR_ACCESS:
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void addBone(Bone3D* bone);
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void addBone(Bone3D* bone);
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/** create Bone3D from NodeData */
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/** create Bone3D from NodeData */
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static Bone3D* createBone3D(const NodeData& nodedata);
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Bone3D* createBone3D(const NodeData& nodedata);
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void printBone(Bone3D* bone);
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protected:
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protected:
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@ -291,34 +291,46 @@ bool Sprite3D::initWithFile(const std::string &path)
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void Sprite3D::genGLProgramState()
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void Sprite3D::genGLProgramState()
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{
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{
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auto programstate = GLProgramState::getOrCreateWithGLProgram(getDefaultGLProgram(_mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD)));
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if (_meshes.size() == 0)
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return;
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//all the mesh should have the same attributes, FIX ME
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auto mesh = _meshes.at(0);
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auto programstate = GLProgramState::getOrCreateWithGLProgram(getDefaultGLProgram(mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD)));
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long offset = 0;
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long offset = 0;
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auto attributeCount = _mesh->getMeshVertexAttribCount();
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auto attributeCount = mesh->getMeshVertexAttribCount();
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for (auto k = 0; k < attributeCount; k++) {
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for (auto k = 0; k < attributeCount; k++) {
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auto meshattribute = _mesh->getMeshVertexAttribute(k);
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auto meshattribute = mesh->getMeshVertexAttribute(k);
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programstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
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programstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
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meshattribute.size,
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meshattribute.size,
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meshattribute.type,
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meshattribute.type,
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GL_FALSE,
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GL_FALSE,
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_mesh->getVertexSizeInBytes(),
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mesh->getVertexSizeInBytes(),
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(GLvoid*)offset);
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(GLvoid*)offset);
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offset += meshattribute.attribSizeBytes;
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offset += meshattribute.attribSizeBytes;
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}
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}
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setGLProgramState(programstate);
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setGLProgramState(programstate);
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auto count = _mesh->getSubMeshCount();
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auto count = mesh->getSubMeshCount();
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_meshCommands.resize(count);
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_meshCommands.resize(count);
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for (int i = 0; i < count; i++) {
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for (int i = 0; i < count; i++) {
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auto tex = _subMeshStates.at(i)->getTexture();
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auto tex = _subMeshStates.at(i)->getTexture();
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GLuint texID = tex ? tex->getName() : 0;
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GLuint texID = tex ? tex->getName() : 0;
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_meshCommands[i].genMaterialID(texID, programstate, _mesh, _blend);
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_meshCommands[i].genMaterialID(texID, programstate, _meshes.at(i), _blend);
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}
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}
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}
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}
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GLProgram* Sprite3D::getDefaultGLProgram(bool textured)
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GLProgram* Sprite3D::getDefaultGLProgram(bool textured)
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{
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{
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bool hasSkin = _skin && _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX)
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if (_meshes.size() == 0)
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&& _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
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return nullptr;
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//all the mesh should have the same attributes, FIX ME
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auto mesh = _meshes.at(0);
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bool hasSkin = mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX)
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&& mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
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if(textured)
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if(textured)
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{
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{
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@ -348,14 +360,15 @@ void Sprite3D::createNode(NodeData* nodedata, Node* root, const MaterialDatas& m
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if (modelNodeData->matrialId == "" && matrialdatas.materials.size())
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if (modelNodeData->matrialId == "" && matrialdatas.materials.size())
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{
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{
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NTextureData::Usage type = NTextureData::Usage::Diffuse;
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const NTextureData* textureData = matrialdatas.materials[0].getTextureData(NTextureData::Usage::Diffuse);
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const NTextureData* textureData = matrialdatas.materials[0].getTextureData(type);
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subMeshState->setTexture(textureData->filename);
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}
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}
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else
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{
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const NMaterialData* materialData=matrialdatas.getMaterialData(modelNodeData->matrialId);
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const NMaterialData* materialData=matrialdatas.getMaterialData(modelNodeData->matrialId);
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if(materialData)
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if(materialData)
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{
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{
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NTextureData::Usage type = NTextureData::Usage::Diffuse;
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const NTextureData* textureData = materialData->getTextureData(NTextureData::Usage::Diffuse);
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const NTextureData* textureData = materialData->getTextureData(type);
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if(textureData)
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if(textureData)
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{
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{
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auto tex = Director::getInstance()->getTextureCache()->addImage(textureData->filename);
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auto tex = Director::getInstance()->getTextureCache()->addImage(textureData->filename);
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@ -374,6 +387,7 @@ void Sprite3D::createNode(NodeData* nodedata, Node* root, const MaterialDatas& m
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}
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}
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}
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}
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}
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}
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}
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else
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else
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{
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{
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node= Node::create();
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node= Node::create();
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@ -70,6 +70,8 @@ public:
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/**get skin*/
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/**get skin*/
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MeshSkin* getSkin() const { return _skin; }
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MeshSkin* getSkin() const { return _skin; }
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Skeleton3D* getSkeleton() const { return _skeleton; }
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/**get AttachNode by bone name, return nullptr if not exist*/
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/**get AttachNode by bone name, return nullptr if not exist*/
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AttachNode* getAttachNode(const std::string& boneName);
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AttachNode* getAttachNode(const std::string& boneName);
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@ -46,6 +46,7 @@ static int sceneIdx = -1;
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static std::function<Layer*()> createFunctions[] =
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static std::function<Layer*()> createFunctions[] =
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{
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{
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CL(Sprite3DMirrorTest),
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CL(Sprite3DBasicTest),
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CL(Sprite3DBasicTest),
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CL(Sprite3DHitTest),
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CL(Sprite3DHitTest),
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WP8) && (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT)
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WP8) && (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT)
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@ -1271,17 +1272,17 @@ std::string Sprite3DMirrorTest::subtitle() const
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void Sprite3DMirrorTest::addNewSpriteWithCoords(Vec2 p)
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void Sprite3DMirrorTest::addNewSpriteWithCoords(Vec2 p)
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{
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{
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std::string fileName = "Sprite3DTest/orc.c3b";
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std::string fileName = "Sprite3DTest/orc.c3t";
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auto sprite = Sprite3D::create(fileName);
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auto sprite = Sprite3D::create(fileName);
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sprite->setScale(5);
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sprite->setScale(6);
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sprite->setRotation3D(Vec3(0,180,0));
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sprite->setRotation3D(Vec3(90,0,0));
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addChild(sprite);
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addChild(sprite);
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sprite->setPosition( Vec2( p.x - 80, p.y) );
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sprite->setPosition( Vec2( p.x - 80, p.y) );
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//test attach
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// //test attach
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auto sp = Sprite3D::create("Sprite3DTest/axe.c3b");
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// auto sp = Sprite3D::create("Sprite3DTest/axe.c3b");
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sprite->getAttachNode("Bip001 R Hand")->addChild(sp);
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// sprite->getAttachNode("Bip001 R Hand")->addChild(sp);
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//
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auto animation = Animation3D::create(fileName);
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auto animation = Animation3D::create(fileName);
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if (animation)
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if (animation)
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{
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{
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@ -1292,25 +1293,25 @@ void Sprite3DMirrorTest::addNewSpriteWithCoords(Vec2 p)
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_sprite = sprite;
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_sprite = sprite;
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_hasWeapon = true;
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_hasWeapon = true;
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//create mirror Sprite3D
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// //create mirror Sprite3D
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sprite = Sprite3D::create(fileName);
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// sprite = Sprite3D::create(fileName);
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sprite->setScale(5);
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// sprite->setScale(5);
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sprite->setScaleX(-5);
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// sprite->setScaleX(-5);
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sprite->setCullFace(GL_FRONT);
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// sprite->setCullFace(GL_FRONT);
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sprite->setRotation3D(Vec3(0,180,0));
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// sprite->setRotation3D(Vec3(0,180,0));
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addChild(sprite);
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// addChild(sprite);
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sprite->setPosition( Vec2( p.x + 80, p.y) );
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// sprite->setPosition( Vec2( p.x + 80, p.y) );
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//
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//test attach
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// //test attach
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sp = Sprite3D::create("Sprite3DTest/axe.c3b");
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// sp = Sprite3D::create("Sprite3DTest/axe.c3b");
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sprite->getAttachNode("Bip001 R Hand")->addChild(sp);
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// sprite->getAttachNode("Bip001 R Hand")->addChild(sp);
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//
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animation = Animation3D::create(fileName);
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// animation = Animation3D::create(fileName);
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if (animation)
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// if (animation)
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{
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// {
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auto animate = Animate3D::create(animation);
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// auto animate = Animate3D::create(animation);
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//
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sprite->runAction(RepeatForever::create(animate));
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// sprite->runAction(RepeatForever::create(animate));
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}
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// }
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_mirrorSprite = sprite;
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// _mirrorSprite = sprite;
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||||||
}
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}
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||||||
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