mirror of https://github.com/axmolengine/axmol.git
160 lines
5.5 KiB
C++
160 lines
5.5 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 <unordered_map>
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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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#include "3d/CCAABB.h"
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#include "3d/CCBundle3DData.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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class AttachNode;
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class SubMeshState;
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class Skeleton3D;
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struct NodeData;
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class SubMesh;
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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 CC_DLL 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, set the first if multiple textures exist*/
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void setTexture(const std::string& texFile);
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void setTexture(Texture2D* texture);
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/**get SubMeshState by index*/
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SubMeshState* getSubMeshState(int index) const;
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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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/**get AttachNode by bone name, return nullptr if not exist*/
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AttachNode* getAttachNode(const std::string& boneName);
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/**remove attach node*/
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void removeAttachNode(const std::string& boneName);
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/**remove all attach nodes*/
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void removeAllAttachNode();
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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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/*
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* Get AABB
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* If the sprite has animation, it can't be calculated accuratly,
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* because bone can drive the vertices, we just use the origin vertices
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* to calculate the AABB.
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*/
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AABB getAABB() const;
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/**
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* Returns 2d bounding-box
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* Note: the bouding-box is just get from the AABB which as Z=0, so that is not very accurate.
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*/
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virtual Rect getBoundingBox() const override;
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// set which face is going to cull, GL_BACK, GL_FRONT, GL_FRONT_AND_BACK, default GL_BACK
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void setCullFace(GLenum cullFace);
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// set cull face enable or not
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void setCullFaceEnabled(bool enable);
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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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/**load sprite3d from cache, return true if succeed, false otherwise*/
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bool loadFromCache(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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bool loadFromC3x_0_3(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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/**generate materials, and add them to cache, keyprefix is used as key prefix when added to cache*/
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void genMaterials(const std::string& keyprefix, const std::vector<std::string>& texpaths);
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void createNode(NodeData* nodedata, Node* root, const MaterialDatas& matrialdatas);
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/**get SubMesh by Id*/
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SubMesh* getSubMesh(const std::string& subMeshId) const;
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protected:
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Mesh* _mesh;//mesh
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MeshSkin* _skin;//skin
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Skeleton3D* _skeleton; //skeleton
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std::vector<MeshCommand> _meshCommands; //render command each for one submesh
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Vector<SubMeshState*> _subMeshStates; // SubMeshStates
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std::unordered_map<std::string, AttachNode*> _attachments;
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BlendFunc _blend;
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//since 3.3
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Vector<Mesh*> _meshes;
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mutable AABB _aabb; // cache current aabb
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mutable Mat4 _nodeToWorldTransform; // cache the matrix
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};
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extern std::string CC_DLL s_attributeNames[];//attribute names array
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NS_CC_END
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#endif // __SPRITE3D_H_
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