mirror of https://github.com/axmolengine/axmol.git
101 lines
3.3 KiB
C++
101 lines
3.3 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCSPRITE3D_H__
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#define __CCSPRITE3D_H__
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#include <vector>
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#include "base/CCVector.h"
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#include "base/ccTypes.h"
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#include "base/CCProtocols.h"
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#include "2d/CCNode.h"
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#include "renderer/CCMeshCommand.h"
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NS_CC_BEGIN
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class GLProgramState;
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class Mesh;
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class Texture2D;
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class MeshSkin;
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/** Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite */
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class Sprite3D : public Node, public BlendProtocol
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{
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public:
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/** creates a Sprite3D*/
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static Sprite3D* create(const std::string &modelPath);
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// creates a Sprite3D. It only supports one texture, and overrides the internal texture with 'texturePath'
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static Sprite3D* create(const std::string &modelPath, const std::string &texturePath);
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/**set texture*/
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void setTexture(const std::string& texFile);
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void setTexture(Texture2D* texture);
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/**get mesh*/
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Mesh* getMesh() const { return _mesh; }
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/**get skin*/
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MeshSkin* getSkin() const { return _skin; }
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// overrides
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virtual void setBlendFunc(const BlendFunc &blendFunc) override;
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virtual const BlendFunc &getBlendFunc() const override;
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CC_CONSTRUCTOR_ACCESS:
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Sprite3D();
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virtual ~Sprite3D();
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bool initWithFile(const std::string &path);
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/**.mtl file should at the same directory with the same name if exist*/
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bool loadFromObj(const std::string& path);
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/**load from .c3b or .c3t*/
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bool loadFromC3x(const std::string& path);
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/**draw*/
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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/**get default shader*/
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virtual GLProgram* getDefaultGLProgram(bool textured = true);
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/**generate default GLProgramState*/
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void genGLProgramState();
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protected:
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Mesh* _mesh;//mesh
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MeshSkin* _skin;//skin
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MeshCommand _meshCommand; //render command
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Texture2D* _texture;
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BlendFunc _blend;
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};
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extern std::string s_attributeNames[];//attribute names array
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NS_CC_END
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#endif // __SPRITE3D_H_
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