/**************************************************************************** Copyright (c) 2014 Chukong Technologies Inc. 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 __CCSPRITE3D_H__ #define __CCSPRITE3D_H__ #include #include #include "base/CCVector.h" #include "base/ccTypes.h" #include "base/CCProtocols.h" #include "2d/CCNode.h" #include "renderer/CCMeshCommand.h" #include "3d/CCAABB.h" #include "3d/CCBundle3DData.h" #include "3d/CCMesh.h" #include "3d/3dExport.h" NS_CC_BEGIN class GLProgramState; class Mesh; class Texture2D; class MeshSkin; class AttachNode; class SubMeshState; class Skeleton3D; struct NodeData; class SubMesh; /** Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite */ class CC_3D_DLL Sprite3D : public Node, public BlendProtocol { public: /** creates a Sprite3D*/ static Sprite3D* create(const std::string &modelPath); // 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); /**set texture, set the first if multiple textures exist*/ void setTexture(const std::string& texFile); void setTexture(Texture2D* texture); /**get SubMeshState by index*/ SubMeshState* getSubMeshState(int index) const; /**get SubMeshState by Name */ SubMeshState* getSubMeshStateByName(const std::string& name) const; /**get mesh*/ Mesh* getMesh() const { return _meshes.at(0); } /**get skin*/ CC_DEPRECATED_ATTRIBUTE MeshSkin* getSkin() const; Skeleton3D* getSkeleton() const { return _skeleton; } /**get AttachNode by bone name, return nullptr if not exist*/ AttachNode* getAttachNode(const std::string& boneName); /**remove attach node*/ void removeAttachNode(const std::string& boneName); /**remove all attach nodes*/ void removeAllAttachNode(); // overrides virtual void setBlendFunc(const BlendFunc &blendFunc) override; virtual const BlendFunc &getBlendFunc() const override; /* * Get AABB * If the sprite has animation, it can't be calculated accuratly, * because bone can drive the vertices, we just use the origin vertices * to calculate the AABB. */ const AABB& getAABB() const; /** * Returns 2d bounding-box * Note: the bouding-box is just get from the AABB which as Z=0, so that is not very accurate. */ virtual Rect getBoundingBox() const override; // set which face is going to cull, GL_BACK, GL_FRONT, GL_FRONT_AND_BACK, default GL_BACK void setCullFace(GLenum cullFace); // set cull face enable or not void setCullFaceEnabled(bool enable); CC_CONSTRUCTOR_ACCESS: Sprite3D(); virtual ~Sprite3D(); bool initWithFile(const std::string &path); bool initFrom(const NodeDatas& nodedatas, const MeshDatas& meshdatas, const MaterialDatas& materialdatas); /**load sprite3d from cache, return true if succeed, false otherwise*/ bool loadFromCache(const std::string& path); /**.mtl file should at the same directory with the same name if exist*/ bool loadFromObj(const std::string& path); /**load from .c3b or .c3t*/ bool loadFromC3x(const std::string& path); /**draw*/ virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override; /**get default shader*/ virtual GLProgram* getDefaultGLProgram(bool textured = true); /**generate default GLProgramState*/ void genGLProgramState(); void createNode(NodeData* nodedata, Node* root, const MaterialDatas& matrialdatas, bool singleSprite); /**get SubMesh by Id*/ SubMesh* getSubMesh(const std::string& subMeshId) const; void addSubMeshState(SubMeshState* subMeshState); void onAABBDirty() { _aabbDirty = true; } protected: Skeleton3D* _skeleton; //skeleton std::vector _meshCommands; //render command each for one submesh Vector _subMeshStates; // SubMeshStates std::unordered_map _attachments; BlendFunc _blend; //since 3.3 Vector _meshes; mutable AABB _aabb; // cache current aabb mutable Mat4 _nodeToWorldTransform; // cache the matrix bool _aabbDirty; }; /////////////////////////////////////////////////////// class Sprite3DCache { public: struct Sprite3DData { Vector meshes; NodeDatas* nodedatas; MaterialDatas* materialdatas; ~Sprite3DData() { if (nodedatas) delete nodedatas; if (materialdatas) delete materialdatas; meshes.clear(); } }; /**get & destroy*/ static Sprite3DCache* getInstance(); static void destroyInstance(); Sprite3DData* getSpriteData(const std::string& key) const; bool addSprite3DData(const std::string& key, Sprite3DData* spritedata); void removeSprite3DData(const std::string& key); void removeAllSprite3DData(); CC_CONSTRUCTOR_ACCESS: Sprite3DCache(); ~Sprite3DCache(); protected: static Sprite3DCache* _cacheInstance; std::unordered_map _spriteDatas; //cached sprite datas }; extern std::string CC_3D_DLL s_attributeNames[];//attribute names array NS_CC_END #endif // __SPRITE3D_H_