axmol/cocos/3d/CCSprite3D.h

96 lines
3.0 KiB
C++

/****************************************************************************
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 <vector>
#include "base/CCVector.h"
#include "base/ccTypes.h"
#include "base/CCProtocols.h"
#include "2d/CCNode.h"
#include "renderer/CCMeshCommand.h"
NS_CC_BEGIN
class GLProgramState;
class Mesh;
class Texture2D;
class MeshSkin;
/** Sprite3D: TODO add description */
class 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
void setTexture(const std::string& texFile);
void setTexture(Texture2D* texture);
Mesh* getMesh() const { return _mesh; }
MeshSkin* getSkin() const { return _skin; }
// overrides
virtual void setBlendFunc(const BlendFunc &blendFunc) override;
virtual const BlendFunc &getBlendFunc() const override;
CC_CONSTRUCTOR_ACCESS:
Sprite3D();
virtual ~Sprite3D();
bool initWithFile(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);
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
virtual GLProgram* getDefaultGLProgram(bool textured = true);
void genGLProgramState();
protected:
Mesh *_mesh;
MeshSkin *_skin;
MeshCommand _meshCommand;
Texture2D* _texture;
BlendFunc _blend;
};
extern std::string s_attributeNames[];
NS_CC_END
#endif // __SPRITE3D_H_