mirror of https://github.com/axmolengine/axmol.git
162 lines
5.2 KiB
C++
162 lines
5.2 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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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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#pragma once
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#include <string>
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#include <vector>
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#include "3d/Bundle3DData.h"
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#include "3d/AABB.h"
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#include "3d/3DProgramInfo.h"
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#include "base/Object.h"
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#include "base/Vector.h"
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#include "math/Math.h"
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#include "renderer/MeshCommand.h"
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namespace ax
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{
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/**
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* @addtogroup _3d
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* @{
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*/
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class MeshVertexData;
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/**
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* the MeshIndexData class.
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* @brief the MeshIndexData contain all of the indices data which mesh need.
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* @js NA
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* @lua NA
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*/
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class AX_DLL MeshIndexData : public Object
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{
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public:
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/** create */
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static MeshIndexData* create(std::string_view id,
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MeshVertexData* vertexData,
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backend::Buffer* indexbuffer,
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const AABB& aabb);
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/**get index buffer*/
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backend::Buffer* getIndexBuffer() const { return _indexBuffer; }
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/**get vertex buffer*/
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backend::Buffer* getVertexBuffer() const;
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/**get vertex data*/
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const MeshVertexData* getMeshVertexData() const { return _vertexData; }
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/** aabb getter and setter */
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void setAABB(const AABB& aabb) { _aabb = aabb; }
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const AABB& getAABB() const { return _aabb; }
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/** id setter and getter */
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void setId(std::string_view id) { _id = id; }
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std::string_view getId() const { return _id; }
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/**primitive type setter & getter*/
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MeshCommand::PrimitiveType getPrimitiveType() const { return _primitiveType; }
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void setPrimitiveType(MeshCommand::PrimitiveType primitive) { _primitiveType = primitive; }
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void setIndexData(const MeshData::IndexArray& indexdata);
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MeshIndexData();
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virtual ~MeshIndexData();
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protected:
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backend::Buffer* _indexBuffer = nullptr; // index buffer
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MeshVertexData* _vertexData = nullptr; // vertex buffer, weak ref
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AABB _aabb; // original aabb of the submesh
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std::string _id; // id
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MeshCommand::PrimitiveType _primitiveType = MeshCommand::PrimitiveType::TRIANGLE;
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MeshData::IndexArray _indexData;
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friend class MeshVertexData;
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friend class MeshRenderer;
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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EventListenerCustom* _backToForegroundListener = nullptr;
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#endif
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};
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/**
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* the MeshVertexData class.
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* @brief the MeshVertexData contain all of the vertices data which mesh need.
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*/
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class AX_DLL MeshVertexData : public Object
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{
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friend class MeshRenderer;
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friend class Mesh;
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public:
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/**create*/
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static MeshVertexData* create(const MeshData& meshdata, CustomCommand::IndexFormat format = CustomCommand::IndexFormat::U_SHORT);
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/** get vertexbuffer */
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backend::Buffer* getVertexBuffer() const { return _vertexBuffer; }
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/** get attributes count */
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ssize_t getMeshVertexAttribCount() const { return _attribs.size(); }
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/** get attribute by index */
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const MeshVertexAttrib& getMeshVertexAttrib(ssize_t index) const { return _attribs[index]; }
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/** get index data count */
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ssize_t getMeshIndexDataCount() const { return _indices.size(); }
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/** get index data by index */
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MeshIndexData* getMeshIndexDataByIndex(int index) const { return _indices.at(index); }
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/** get index data by id */
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MeshIndexData* getMeshIndexDataById(std::string_view id) const;
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ssize_t getSizePerVertex() const { return _sizePerVertex; }
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/**has vertex attribute?*/
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// TODO: will be removed!
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bool hasVertexAttrib(shaderinfos::VertexKey attrib) const;
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void setVertexData(const std::vector<float>& vertexData);
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MeshVertexData();
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virtual ~MeshVertexData();
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protected:
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backend::Buffer* _vertexBuffer = nullptr; // vertex buffer
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ssize_t _sizePerVertex = -1;
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Vector<MeshIndexData*> _indices; // index data
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std::vector<MeshVertexAttrib> _attribs; // vertex attributes
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int _vertexCount = 0; // vertex count
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std::vector<float> _vertexData;
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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EventListenerCustom* _backToForegroundListener = nullptr;
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#endif
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};
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// end of 3d group
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/// @}
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}
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