axmol/cocos/3d/CCSprite3D.h

160 lines
5.5 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 <unordered_map>
#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"
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_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 mesh*/
Mesh* getMesh() const { return _mesh; }
/**get skin*/
MeshSkin* getSkin() const { return _skin; }
/**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.
*/
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);
/**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);
bool loadFromC3x_0_3(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();
/**generate materials, and add them to cache, keyprefix is used as key prefix when added to cache*/
void genMaterials(const std::string& keyprefix, const std::vector<std::string>& texpaths);
void createNode(NodeData* nodedata, Node* root, const MaterialDatas& matrialdatas);
/**get SubMesh by Id*/
SubMesh* getSubMesh(const std::string& subMeshId) const;
protected:
Mesh* _mesh;//mesh
MeshSkin* _skin;//skin
Skeleton3D* _skeleton; //skeleton
std::vector<MeshCommand> _meshCommands; //render command each for one submesh
Vector<SubMeshState*> _subMeshStates; // SubMeshStates
std::unordered_map<std::string, AttachNode*> _attachments;
BlendFunc _blend;
//since 3.3
Vector<Mesh*> _meshes;
mutable AABB _aabb; // cache current aabb
mutable Mat4 _nodeToWorldTransform; // cache the matrix
};
extern std::string CC_DLL s_attributeNames[];//attribute names array
NS_CC_END
#endif // __SPRITE3D_H_