mirror of https://github.com/axmolengine/axmol.git
238 lines
7.2 KiB
C++
238 lines
7.2 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 __CCBUNDLE3D_H__
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#define __CCBUNDLE3D_H__
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#include <map>
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#include <list>
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#include "3d/CCBundle3DData.h"
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#include "base/ccMacros.h"
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "json/document.h"
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#include "CCBundleReader.h"
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NS_CC_BEGIN
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class Animation3D;
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class Data;
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/**
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* Defines a bundle file that contains a collection of assets. Mesh, Material, MeshSkin, Animation
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* There are two types of bundle files, c3t and c3b.
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* c3t text file
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* c3b binary file
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*/
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class CC_DLL Bundle3D
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{
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public:
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/**you can define yourself bundle and set it, use default bundle otherwise*/
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static void setBundleInstance(Bundle3D* bundleInstance);
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static Bundle3D* getInstance();
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static void destroyInstance();
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virtual void clear();
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/**
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* load a file. You must load a file first, then call loadMeshData, loadSkinData, and so on
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* @param path File to be loaded
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* @return result of load
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*/
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virtual bool load(const std::string& path);
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/**
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* load mesh data from bundle
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* @param id The ID of the mesh, load the first Mesh in the bundle if it is empty
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*/
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virtual bool loadMeshData(const std::string& id, MeshData* meshdata);
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/**
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* load skin data from bundle
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* @param id The ID of the skin, load the first Skin in the bundle if it is empty
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*/
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virtual bool loadSkinData(const std::string& id, SkinData* skindata);
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/**
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* load material data from bundle
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* @param id The ID of the material, load the first Material in the bundle if it is empty
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*/
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virtual bool loadMaterialData(const std::string& id, MaterialData* materialdata);
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/**
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* load material data from bundle
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* @param id The ID of the animation, load the first animation in the bundle if it is empty
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*/
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virtual bool loadAnimationData(const std::string& id, Animation3DData* animationdata);
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/**
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* load skeleton data from bundle
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*
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*/
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virtual bool loadSkeletonData(const std::string& id, Skeleton3DData* skeletondata);
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//since 3.3, to support reskin
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virtual bool loadMeshDatas(MeshDatas& meshdatas);
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//since 3.3, to support reskin
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virtual bool loadNodes(NodeDatas& nodedatas);
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//since 3.3, to support reskin
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virtual bool loadMaterials(MaterialDatas& materialdatas);
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protected:
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bool loadJson(const std::string& path);
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bool loadMeshDatasJson(MeshDatas& meshdatas);
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bool loadMeshDataJson_0_1(MeshDatas& meshdatas);
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bool loadMeshDataJson_0_2(MeshDatas& meshdatas);
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bool loadMeshDatasBinary(MeshDatas& meshdatas);
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bool loadMaterialsJson(MaterialDatas& materialdatas);
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bool loadMaterialDataJson_0_1(MaterialDatas& materialdatas);
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bool loadMaterialDataJson_0_2(MaterialDatas& materialdatas);
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bool loadMaterialsBinary(MaterialDatas& materialdatas);
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bool loadMeshDataJson(MeshData* meshdata){return true;}
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bool loadMeshDataJson_0_1(MeshData* meshdata){return true;}
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bool loadMeshDataJson_0_2(MeshData* meshdata){return true;}
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bool loadSkinDataJson(SkinData* skindata);
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bool loadMaterialDataJson(MaterialData* materialdata){return true;}
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bool loadMaterialDataJson_0_1(MaterialData* materialdata){return true;}
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bool loadMaterialDataJson_0_2(MaterialData* materialdata){return true;}
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bool loadAnimationDataJson(Animation3DData* animationdata);
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/**
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* load data in binary
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* @param path The c3b file path
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*/
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bool loadBinary(const std::string& path);
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/**
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* load mesh data in binary
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* @param meshdata The mesh data pointer
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*/
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bool loadMeshDataBinary(MeshData* meshdata);
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bool loadMeshDataBinary_0_1(MeshData* meshdata);
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bool loadMeshDataBinary_0_2(MeshData* meshdata);
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/**
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* load skin data in binary
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* @param skindata The skin data pointer
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*/
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bool loadSkinDataBinary(SkinData* skindata);
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/**
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* load material data in binary
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* @param materialdata The material pointer
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*/
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bool loadMaterialDataBinary(MaterialData* materialdata);
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/**
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* load animation data in binary
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* @param animationdata The animation data pointer
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*/
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bool loadAnimationDataBinary(Animation3DData* animationdata);
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bool checkIsBone(const std::string& name);
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/**
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* load nodes of json
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*/
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bool loadNodesJson(NodeDatas& nodedatas);
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void loadBoneNamesJson(const rapidjson::Value& jnodes);
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void parseBoneNameRecursivelyJson(const rapidjson::Value& jnode);
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NodeData* parseNodesRecursivelyJson(const rapidjson::Value& jvalue);
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/**
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* load nodes of binary
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*/
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bool loadNodesBinary(NodeDatas& nodedatas);
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void loadBoneNamesBinary();
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void parseBoneNameRecursivelyBinary();
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NodeData* parseNodesRecursivelyBinary();
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/**
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* get define data type
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* @param str The type in string
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*/
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GLenum parseGLType(const std::string& str);
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/**
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* get define data type
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* @param str The type in string
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*/
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NTextureData::Usage parseGLTextureType(const std::string& str);
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/**
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* get vertex attribute type
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* @param str The type in string
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*/
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unsigned int parseGLProgramAttribute(const std::string& str);
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/*
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* get model path
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* @param str Full path of model file
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*/
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void getModelRelativePath(const std::string& path);
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/*
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* set the read position in buffer to the target type
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* @param The data type
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*/
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Reference* seekToFirstType(unsigned int type);
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protected:
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CC_CONSTRUCTOR_ACCESS:
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Bundle3D();
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~Bundle3D();
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protected:
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static Bundle3D* _instance;
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std::string _modelPath;
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std::string _path;
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std::string _version;// the c3b or c3t version
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// for json reading
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char* _jsonBuffer;
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rapidjson::Document _jsonReader;
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// for binary reading
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Data* _binaryBuffer;
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BundleReader _binaryReader;
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unsigned int _referenceCount;
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Reference* _references;
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bool _isBinary;
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std::list<std::string> _bonenames;
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bool _skeleton;
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};
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NS_CC_END
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#endif // __CCBUNDLE3D_H__
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