/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __CCBUNDLE3D_H__ #define __CCBUNDLE3D_H__ #include "base/CCData.h" #include "3d/CCBundle3DData.h" #include "3d/CCBundleReader.h" #include "rapidjson/document-wrapper.h" NS_CC_BEGIN /** * @addtogroup _3d * @{ */ class Animation3D; /** * @brief Defines a bundle file that contains a collection of assets. Mesh, Material, MeshSkin, Animation * There are two types of bundle files, c3t and c3b. * c3t text file * c3b binary file * @js NA * @lua NA */ class CC_DLL Bundle3D { public: /** * create a new bundle, destroy it when finish using it */ static Bundle3D* createBundle(); static void destroyBundle(Bundle3D* bundle); virtual void clear(); /** * get define data type * @param str The type in string */ static backend::VertexFormat parseGLDataType(const std::string& str, int size); /** * get define data type * @param str The type in string */ static backend::SamplerAddressMode parseSamplerAddressMode(const std::string& str); /** * load a file. You must load a file first, then call loadMeshData, loadSkinData, and so on * @param path File to be loaded * @return result of load */ virtual bool load(const std::string& path); /** * load skin data from bundle * @param id The ID of the skin, load the first Skin in the bundle if it is empty */ virtual bool loadSkinData(const std::string& id, SkinData* skindata); /** * load material data from bundle * @param id The ID of the animation, load the first animation in the bundle if it is empty */ virtual bool loadAnimationData(const std::string& id, Animation3DData* animationdata); // since 3.3, to support reskin virtual bool loadMeshDatas(MeshDatas& meshdatas); // since 3.3, to support reskin virtual bool loadNodes(NodeDatas& nodedatas); // since 3.3, to support reskin virtual bool loadMaterials(MaterialDatas& materialdatas); /** * load triangle list * @param path the file path to load */ static std::vector getTrianglesList(const std::string& path); // load .obj file static bool loadObj(MeshDatas& meshdatas, MaterialDatas& materialdatas, NodeDatas& nodedatas, const std::string& fullPath, const char* mtl_basepath = nullptr); // calculate aabb static AABB calculateAABB(const std::vector& vertex, int stride, const std::vector& index); protected: bool loadJson(const std::string& path); bool loadBinary(const std::string& path); bool loadMeshDatasJson(MeshDatas& meshdatas); bool loadMeshDataJson_0_1(MeshDatas& meshdatas); bool loadMeshDataJson_0_2(MeshDatas& meshdatas); bool loadMeshDatasBinary(MeshDatas& meshdatas); bool loadMeshDatasBinary_0_1(MeshDatas& meshdatas); bool loadMeshDatasBinary_0_2(MeshDatas& meshdatas); bool loadMaterialsJson(MaterialDatas& materialdatas); bool loadMaterialDataJson_0_1(MaterialDatas& materialdatas); bool loadMaterialDataJson_0_2(MaterialDatas& materialdatas); bool loadMaterialsBinary(MaterialDatas& materialdatas); bool loadMaterialsBinary_0_1(MaterialDatas& materialdatas); bool loadMaterialsBinary_0_2(MaterialDatas& materialdatas); bool loadMeshDataJson(MeshData* meshdata); bool loadMeshDataJson_0_1(MeshData* meshdata); bool loadMeshDataJson_0_2(MeshData* meshdata); bool loadSkinDataJson(SkinData* skindata); bool loadSkinDataBinary(SkinData* skindata); bool loadMaterialDataJson(MaterialData* materialdata); bool loadMaterialDataJson_0_1(MaterialData* materialdata); bool loadMaterialDataJson_0_2(MaterialData* materialdata); bool loadAnimationDataJson(const std::string& id, Animation3DData* animationdata); bool loadAnimationDataBinary(const std::string& id, Animation3DData* animationdata); /** * load nodes of json */ bool loadNodesJson(NodeDatas& nodedatas); NodeData* parseNodesRecursivelyJson(const rapidjson::Value& jvalue, bool singleSprite); /** * load nodes of binary */ bool loadNodesBinary(NodeDatas& nodedatas); NodeData* parseNodesRecursivelyBinary(bool& skeleton, bool singleSprite); /** * get define data type * @param str The type in string */ NTextureData::Usage parseGLTextureType(const std::string& str); /** * get vertex attribute type * @param str The type in string */ shaderinfos::VertexKey parseGLProgramAttribute(const std::string& str); /* * get model path * @param str Full path of model file */ void getModelRelativePath(const std::string& path); /* * set the read position in buffer to the target type * @param The data type * @param The data id */ Reference* seekToFirstType(unsigned int type, const std::string& id = ""); CC_CONSTRUCTOR_ACCESS : Bundle3D(); virtual ~Bundle3D(); protected: std::string _modelPath; std::string _path; std::string _version; // the c3b or c3t version // for json reading std::string _jsonBuffer; rapidjson::Document _jsonReader; // for binary reading Data _binaryBuffer; BundleReader _binaryReader; unsigned int _referenceCount; Reference* _references; bool _isBinary; }; // end of 3d group /// @} NS_CC_END #endif // __CCBUNDLE3D_H__