mirror of https://github.com/axmolengine/axmol.git
Merge branch 'v3' of https://github.com/super626/cocos2d-x into v3
This commit is contained in:
commit
9ab48bd71e
|
@ -274,6 +274,7 @@ bool Bundle3D::loadSkeletonData(const std::string& id, Skeleton3DData* skeletond
|
|||
//since 3.3, to support reskin
|
||||
bool Bundle3D::loadMeshDatas(MeshDatas& meshdatas)
|
||||
{
|
||||
meshdatas.resetData();
|
||||
if (_isBinary)
|
||||
{
|
||||
return loadMeshDatasBinary(meshdatas);
|
||||
|
@ -349,7 +350,7 @@ bool Bundle3D::loadNodes(NodeDatas& nodedatas)
|
|||
|
||||
bool Bundle3D::loadMaterials(MaterialDatas& materialdatas)
|
||||
{
|
||||
|
||||
materialdatas.resetData();
|
||||
if (_isBinary)
|
||||
{
|
||||
return loadMaterialsBinary(materialdatas);
|
||||
|
|
|
@ -62,7 +62,6 @@ Sprite3D* Sprite3D::create(const std::string &modelPath)
|
|||
CC_SAFE_DELETE(sprite);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Sprite3D* Sprite3D::create(const std::string &modelPath, const std::string &texturePath)
|
||||
{
|
||||
auto sprite = create(modelPath);
|
||||
|
@ -152,7 +151,58 @@ bool Sprite3D::loadFromObj(const std::string& path)
|
|||
|
||||
return true;
|
||||
}
|
||||
bool Sprite3D::loadFromC3x_0_3(const std::string& path)
|
||||
{
|
||||
std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path);
|
||||
std::string key = fullPath + "#";
|
||||
|
||||
//load from .c3b or .c3t
|
||||
auto bundle = Bundle3D::getInstance();
|
||||
if (!bundle->load(fullPath))
|
||||
return false;
|
||||
MeshDatas meshdatas;
|
||||
bool ret = bundle->loadMeshDatas(meshdatas);
|
||||
if (!ret)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
for( int i = 0 ; i < meshdatas.meshDatas.size() ; i++ )
|
||||
{
|
||||
MeshData* meshData= meshdatas.meshDatas[i];
|
||||
if(meshData)
|
||||
{
|
||||
Mesh* mesh = Mesh::create(meshData->vertex,meshData->vertexSizeInFloat, meshData->subMeshIndices,meshData->attribs);
|
||||
_meshes.push_back(mesh);
|
||||
}
|
||||
}
|
||||
// CC_SAFE_RETAIN(_mesh);
|
||||
//add mesh to cache
|
||||
// MeshCache::getInstance()->addMesh(key, _mesh);
|
||||
_skeleton = Skeleton3D::create(fullPath, "");
|
||||
CC_SAFE_RETAIN(_skeleton);
|
||||
_skin = MeshSkin::create(_skeleton, fullPath, "");
|
||||
CC_SAFE_RETAIN(_skin);
|
||||
MaterialDatas materialdatas;
|
||||
ret = bundle->loadMaterials(materialdatas);
|
||||
if (ret)
|
||||
{
|
||||
|
||||
}
|
||||
NodeDatas nodeDatas;
|
||||
bundle->loadNodes(nodeDatas);
|
||||
for(int i = 0; i < nodeDatas.nodes.size(); i++ )
|
||||
{
|
||||
NodeData* nodeData= nodeDatas.nodes[i];
|
||||
if(nodeData)
|
||||
{
|
||||
createNode(nodeData,this);
|
||||
}
|
||||
}
|
||||
_skeleton = Skeleton3D::create(nodeDatas.skeleton);
|
||||
CC_SAFE_RETAIN(_skeleton);
|
||||
genGLProgramState();
|
||||
return true;
|
||||
}
|
||||
bool Sprite3D::loadFromC3x(const std::string& path)
|
||||
{
|
||||
std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path);
|
||||
|
@ -192,7 +242,8 @@ bool Sprite3D::loadFromC3x(const std::string& path)
|
|||
}
|
||||
genMaterials(key, texpaths);
|
||||
}
|
||||
|
||||
NodeDatas nodeDatas;
|
||||
bundle->loadNodes(nodeDatas);
|
||||
genGLProgramState();
|
||||
|
||||
return true;
|
||||
|
@ -284,7 +335,39 @@ GLProgram* Sprite3D::getDefaultGLProgram(bool textured)
|
|||
return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION);
|
||||
}
|
||||
}
|
||||
|
||||
void Sprite3D::createNode(NodeData* nodedata,Node* root)
|
||||
{
|
||||
Node* node=nullptr;
|
||||
ModelNodeData* modelNodeData=nodedata->asModelNodeData();
|
||||
if(modelNodeData)
|
||||
{
|
||||
auto subMeshState = SubMeshState::create();
|
||||
if(subMeshState)
|
||||
{
|
||||
_subMeshStates.pushBack(subMeshState);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
node= Node::create();
|
||||
if(node)
|
||||
{
|
||||
node->setAdditionalTransform(&nodedata->transform);
|
||||
if(root)
|
||||
{
|
||||
root->addChild(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
for(int i = 0; i < nodedata->children.size(); i++ )
|
||||
{
|
||||
NodeData* childData = nodedata->children[i];
|
||||
if(childData)
|
||||
{
|
||||
createNode(childData,node);
|
||||
}
|
||||
}
|
||||
}
|
||||
void Sprite3D::genMaterials(const std::string& keyprefix, const std::vector<std::string>& texpaths)
|
||||
{
|
||||
_subMeshStates.clear();
|
||||
|
@ -316,7 +399,6 @@ void Sprite3D::setTexture(Texture2D* texture)
|
|||
{
|
||||
_subMeshStates.at(0)->setTexture(texture);
|
||||
}
|
||||
|
||||
AttachNode* Sprite3D::getAttachNode(const std::string& boneName)
|
||||
{
|
||||
auto it = _attachments.find(boneName);
|
||||
|
|
|
@ -44,13 +44,14 @@ class MeshSkin;
|
|||
class AttachNode;
|
||||
class SubMeshState;
|
||||
class Skeleton3D;
|
||||
|
||||
struct NodeData;
|
||||
/** Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite */
|
||||
class CC_DLL Sprite3D : public Node, public BlendProtocol
|
||||
{
|
||||
public:
|
||||
/** creates a Sprite3D*/
|
||||
static Sprite3D* create(const std::string &modelPath);
|
||||
static Sprite3D* create();
|
||||
|
||||
// creates a Sprite3D. It only supports one texture, and overrides the internal texture with 'texturePath'
|
||||
static Sprite3D* create(const std::string &modelPath, const std::string &texturePath);
|
||||
|
@ -114,6 +115,7 @@ CC_CONSTRUCTOR_ACCESS:
|
|||
|
||||
/**load from .c3b or .c3t*/
|
||||
bool loadFromC3x(const std::string& path);
|
||||
bool loadFromC3x_0_3(const std::string& path);
|
||||
|
||||
/**draw*/
|
||||
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
|
||||
|
@ -126,7 +128,7 @@ CC_CONSTRUCTOR_ACCESS:
|
|||
|
||||
/**generate materials, and add them to cache, keyprefix is used as key prefix when added to cache*/
|
||||
void genMaterials(const std::string& keyprefix, const std::vector<std::string>& texpaths);
|
||||
|
||||
void createNode(NodeData* nodedata,Node* root);
|
||||
protected:
|
||||
Mesh* _mesh;//mesh
|
||||
MeshSkin* _skin;//skin
|
||||
|
|
Loading…
Reference in New Issue