mirror of https://github.com/axmolengine/axmol.git
Merge pull request #8930 from super626/fixsprite
add Sprite3D::getMeshArrayByName and refactor re-skin test
This commit is contained in:
commit
25053b80bc
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@ -94,15 +94,12 @@ MeshVertexData* MeshVertexData::create(const MeshData& meshdata)
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vertexdata->_vertexData->setStream(vertexdata->_vertexBuffer, VertexStreamAttribute(offset, it.vertexAttrib, it.type, it.size));
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offset += it.attribSizeBytes;
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}
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vertexdata->_vertexData->setStream(vertexdata->_vertexBuffer, VertexStreamAttribute(0, GLProgram::VERTEX_ATTRIB_POSITION, GL_FLOAT, 3));
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vertexdata->_vertexData->setStream(vertexdata->_vertexBuffer, VertexStreamAttribute(offsetof(V3F_C4B_T2F, colors), GLProgram::VERTEX_ATTRIB_COLOR, GL_UNSIGNED_BYTE, 4, true));
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vertexdata->_vertexData->setStream(vertexdata->_vertexBuffer, VertexStreamAttribute(offsetof(V3F_C4B_T2F, texCoords), GLProgram::VERTEX_ATTRIB_TEX_COORD, GL_FLOAT, 2));
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vertexdata->_attribs = meshdata.attribs;
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if(vertexdata->_vertexBuffer)
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{
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vertexdata->_vertexBuffer->updateVertices((void*)&meshdata.vertex[0], (int)meshdata.vertex.size() * 4, 0);
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vertexdata->_vertexBuffer->updateVertices((void*)&meshdata.vertex[0], (int)meshdata.vertex.size() * 4 / vertexdata->_vertexBuffer->getSizePerVertex(), 0);
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}
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AABB aabb;
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@ -684,7 +684,7 @@ Mesh* Sprite3D::getMeshByIndex(int index) const
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return _meshes.at(index);
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}
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/**get SubMeshState by Name */
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/**get Mesh by Name */
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Mesh* Sprite3D::getMeshByName(const std::string& name) const
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{
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for (const auto& it : _meshes) {
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@ -694,6 +694,16 @@ Mesh* Sprite3D::getMeshByName(const std::string& name) const
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return nullptr;
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}
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std::vector<Mesh*> Sprite3D::getMeshArrayByName(const std::string& name) const
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{
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std::vector<Mesh*> meshes;
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for (const auto& it : _meshes) {
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if (it->getName() == name)
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meshes.push_back(it);
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}
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return meshes;
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}
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MeshSkin* Sprite3D::getSkin() const
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{
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for (const auto& it : _meshes) {
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@ -60,11 +60,14 @@ public:
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void setTexture(const std::string& texFile);
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void setTexture(Texture2D* texture);
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/**get SubMeshState by index*/
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/**get Mesh by index*/
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Mesh* getMeshByIndex(int index) const;
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/**get SubMeshState by Name */
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/**get Mesh by Name, it returns the first one if there are more than one mesh with the same name */
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Mesh* getMeshByName(const std::string& name) const;
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/** get mesh array by name, returns all meshes with the given name */
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std::vector<Mesh*> getMeshArrayByName(const std::string& name) const;
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/**get mesh*/
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Mesh* getMesh() const { return _meshes.at(0); }
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@ -1027,124 +1027,50 @@ Sprite3DReskinTest::Sprite3DReskinTest()
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}
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void Sprite3DReskinTest::menuCallback_switchHair(Ref* sender)
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{
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_useHairId++;
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if(_useHairId > 1 )
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{
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_useHairId = 0;
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}
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if(_useHairId >= 0 && _sprite)
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{
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for(int i = 0; i < 2; i++ )
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{
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auto subMesh = _sprite->getMeshByName(_girlHair[i]);
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if(subMesh)
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{
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if(i == _useHairId )
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{
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subMesh->setVisible(true);
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}
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else
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{
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subMesh->setVisible(false);
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}
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}
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}
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}
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std::string str = _curSkin[SkinType::HAIR];
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if (str == "Girl_Hair01")
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_curSkin[SkinType::HAIR] = "Girl_Hair02";
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else
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_curSkin[SkinType::HAIR] = "Girl_Hair01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchGlasses(Ref* sender)
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{
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auto subMesh = _sprite->getMeshByName("Girl_Glasses01");
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if(subMesh)
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{
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if(subMesh->isVisible())
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{
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subMesh->setVisible(false);
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}
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else
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{
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subMesh->setVisible(true);
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}
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}
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std::string str = _curSkin[SkinType::GLASSES];
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if (str == "Girl_Glasses01")
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_curSkin[SkinType::GLASSES] = "";
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else
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_curSkin[SkinType::GLASSES] = "Girl_Glasses01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchCoat(Ref* sender)
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{
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_useUpBodyId++;
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if(_useUpBodyId > 1 )
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{
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_useUpBodyId = 0;
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}
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if(_useUpBodyId >= 0 && _sprite)
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{
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for(int i = 0; i < 2; i++ )
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{
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auto subMesh = _sprite->getMeshByName(_girlUpperBody[i]);
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if(subMesh)
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{
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if(i == _useUpBodyId )
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{
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subMesh->setVisible(true);
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}
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else
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{
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subMesh->setVisible(false);
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}
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}
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}
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}
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std::string str = _curSkin[SkinType::UPPER_BODY];
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if (str == "Girl_UpperBody01")
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_curSkin[SkinType::UPPER_BODY] = "Girl_UpperBody02";
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else
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_curSkin[SkinType::UPPER_BODY] = "Girl_UpperBody01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchPants(Ref* sender)
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{
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_usePantsId++;
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if(_usePantsId > 1 )
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{
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_usePantsId = 0;
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}
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if(_usePantsId >= 0 && _sprite)
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{
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for(int i = 0; i < 2; i++ )
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{
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auto subMesh = _sprite->getMeshByName(_girlPants[i]);
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if(subMesh)
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{
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if(i == _usePantsId )
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{
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subMesh->setVisible(true);
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}
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else
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{
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subMesh->setVisible(false);
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}
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}
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}
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}
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std::string str = _curSkin[SkinType::PANTS];
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if (str == "Girl_LowerBody01")
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_curSkin[SkinType::PANTS] = "Girl_LowerBody02";
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else
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_curSkin[SkinType::PANTS] = "Girl_LowerBody01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchShoes(Ref* sender)
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{
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_useShoesId++;
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if(_useShoesId > 1 )
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{
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_useShoesId = 0;
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}
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if(_useShoesId >= 0 && _sprite)
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{
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for(int i = 0; i < 2; i++ )
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{
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auto subMesh = _sprite->getMeshByName(_girlShoes[i]);
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if(subMesh)
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{
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if(i == _useShoesId )
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{
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subMesh->setVisible(true);
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}
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else
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{
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subMesh->setVisible(false);
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}
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}
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}
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}
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std::string strShoes = _curSkin[SkinType::SHOES];
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if (strShoes == "Girl_Shoes01")
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_curSkin[SkinType::SHOES] = "Girl_Shoes02";
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else
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_curSkin[SkinType::SHOES] = "Girl_Shoes01";
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applyCurSkin();
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}
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std::string Sprite3DReskinTest::title() const
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{
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return "Testing Sprite3D Reskin";
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@ -1156,43 +1082,10 @@ std::string Sprite3DReskinTest::subtitle() const
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void Sprite3DReskinTest::addNewSpriteWithCoords(Vec2 p)
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{
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_girlPants[0]= "Girl_LowerBody01";
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_girlPants[1]= "Girl_LowerBody02";
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_girlUpperBody[0] = "Girl_UpperBody01";
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_girlUpperBody[1] = "Girl_UpperBody02";
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_girlShoes[0] = "Girl_Shoes01";
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_girlShoes[1] = "Girl_Shoes02";
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_girlHair[0]= "Girl_Hair01";
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_girlHair[1]= "Girl_Hair02";
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_usePantsId = 0;
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_useUpBodyId = 0;
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_useShoesId =0;
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_useHairId = 0;
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std::string fileName = "Sprite3DTest/ReskinGirl.c3b";
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auto sprite = Sprite3D::create(fileName);
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sprite->setScale(4);
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sprite->setRotation3D(Vec3(0,0,0));
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auto girlPants = sprite->getMeshByName(_girlPants[1]);
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if(girlPants)
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{
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girlPants->setVisible(false);
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}
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auto girlShoes = sprite->getMeshByName(_girlShoes[1]);
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if(girlShoes)
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{
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girlShoes->setVisible(false);
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}
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auto girlHair = sprite->getMeshByName(_girlHair[1]);
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if(girlHair)
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{
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girlHair->setVisible(false);
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}
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auto girlUpBody = sprite->getMeshByName( _girlUpperBody[1]);
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if(girlUpBody)
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{
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girlUpBody->setVisible(false);
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}
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addChild(sprite);
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sprite->setPosition( Vec2( p.x, p.y-60) );
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auto animation = Animation3D::create(fileName);
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@ -1203,11 +1096,37 @@ void Sprite3DReskinTest::addNewSpriteWithCoords(Vec2 p)
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sprite->runAction(RepeatForever::create(animate));
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}
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_sprite = sprite;
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_curSkin[SkinType::UPPER_BODY] = "Girl_UpperBody01";
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_curSkin[SkinType::PANTS] = "Girl_LowerBody01";
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_curSkin[SkinType::SHOES] = "Girl_Shoes01";
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_curSkin[SkinType::HAIR] = "Girl_Hair01";
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_curSkin[SkinType::FACE] = "Girl_Face01";
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_curSkin[SkinType::HAND] = "Girl_Hand01";
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_curSkin[SkinType::GLASSES] = "";
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applyCurSkin();
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}
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void Sprite3DReskinTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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}
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void Sprite3DReskinTest::applyCurSkin()
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{
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for (ssize_t i = 0; i < _sprite->getMeshCount(); i++) {
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auto mesh = _sprite->getMeshByIndex(i);
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bool isVisible = false;
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for (auto& it : _curSkin) {
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if (mesh->getName() == it.second)
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{
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isVisible = true;
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break;
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}
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}
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_sprite->getMeshByIndex(i)->setVisible(isVisible);
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}
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}
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Sprite3DWithOBBPerfromanceTest::Sprite3DWithOBBPerfromanceTest()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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@ -261,14 +261,19 @@ public:
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void menuCallback_switchPants(Ref* sender);
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void menuCallback_switchShoes(Ref* sender);
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protected:
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std::string _girlPants[2];
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int _usePantsId;
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std::string _girlUpperBody[2];
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int _useUpBodyId;
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std::string _girlShoes[2];
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int _useShoesId;
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std::string _girlHair[2];
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int _useHairId;
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void applyCurSkin();
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enum class SkinType
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{
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UPPER_BODY = 0,
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PANTS,
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SHOES,
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HAIR,
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FACE,
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HAND,
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GLASSES,
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};
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std::map<SkinType, std::string> _curSkin;
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cocos2d::Sprite3D* _sprite;
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};
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class Sprite3DWithOBBPerfromanceTest : public Sprite3DTestDemo
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@ -36,7 +36,7 @@ classes = Animate3D Sprite3D Animation3D Skeleton3D ^Mesh$ AttachNode BillBoard
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# functions from all classes.
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skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getMeshVertexAttribCount getMeshVertexAttribute getVertexSizeInBytes getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer],
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Sprite3D::[getSkin getAABB setBlendFunc],
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Sprite3D::[getSkin getAABB setBlendFunc getMeshArrayByName],
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Skeleton3D::[create],
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Animation3D::[getBoneCurveByName],
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BillBoard::[draw]
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