mirror of https://github.com/axmolengine/axmol.git
178 lines
6.1 KiB
C++
178 lines
6.1 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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#include "CCBundle3D.h"
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#include "CCAnimationCurve.h"
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#include "CCAnimation3D.h"
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#include "CCSprite3D.h"
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#include "CCMeshSkin.h"
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#include "base/ccMacros.h"
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#include "platform/CCFileUtils.h"
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NS_CC_BEGIN
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Bundle3D* Bundle3D::_instance = nullptr;
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Bundle3D* Bundle3D::getInstance()
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{
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if (_instance == nullptr)
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_instance = new Bundle3D();
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return _instance;
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}
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void Bundle3D::purgeBundle3D()
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{
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CC_SAFE_DELETE(_instance);
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}
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bool Bundle3D::load(const std::string& path)
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{
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return true;
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}
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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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bool Bundle3D::loadMeshData(const std::string& id, MeshData* meshdata)
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{
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meshdata->resetData();
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meshdata->vertexSizeInFloat = 13 * 4;
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meshdata->vertex = new float[meshdata->vertexSizeInFloat];
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//dabing's data
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// float vert[] = {0.f,50.f,0.f, 0.f,0.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f,
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// 0.f,0.f,50.f, 1.f,1.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f,
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// 50.f,0.f,0.f, 1.f,1.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f,
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// 50.f,50.f,0.f, 1.f,1.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f};
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float vert[] = {0.f,50.f,0.f, 0.f,0.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f,
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0.f,0.f,50.f, 1.f,1.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f,
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50.f,0.f,0.f, 1.f,1.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f,
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-50.f,0.f,0.f, 1.f,1.f, 0.f,0.f,0.f,0.f, 1.f,0.f,0.f,0.f};
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//float vert[] = {0.f,50.f,0.f, 0.f,0.f,50.f, 50.f,0.f,0.f, -50.f,0.f,0.f};
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memcpy(meshdata->vertex, vert, meshdata->vertexSizeInFloat * sizeof(float));
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meshdata->numIndex = 4 * 3;
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//meshdata->numIndex = 3;
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meshdata->indices = new unsigned short[meshdata->numIndex];
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unsigned short index[] = {0,1,2, 0,3,1, 0,2,3, 3,2,1};
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//unsigned short index[] = {0,3,2};
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//unsigned short index[] = {0,1,2};
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memcpy(meshdata->indices, index, meshdata->numIndex * sizeof(unsigned short));
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meshdata->attribCount = 4;
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meshdata->attribs = new MeshVertexAttrib[meshdata->attribCount];
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meshdata->attribs[0].attribSizeBytes = 3 * sizeof(float);
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meshdata->attribs[0].size = 3;
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meshdata->attribs[0].type = GL_FLOAT;
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meshdata->attribs[0].vertexAttrib = GLProgram::VERTEX_ATTRIB_POSITION;
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meshdata->attribs[1].attribSizeBytes = 2 * sizeof(float);
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meshdata->attribs[1].size = 2;
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meshdata->attribs[1].type = GL_FLOAT;
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meshdata->attribs[1].vertexAttrib = GLProgram::VERTEX_ATTRIB_TEX_COORD;
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meshdata->attribs[2].attribSizeBytes = 4 * sizeof(float);
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meshdata->attribs[2].size = 4;
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meshdata->attribs[2].type = GL_FLOAT;
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meshdata->attribs[2].vertexAttrib = GLProgram::VERTEX_ATTRIB_BLEND_INDEX;
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meshdata->attribs[3].attribSizeBytes = 4 * sizeof(float);
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meshdata->attribs[3].size = 4;
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meshdata->attribs[3].type = GL_FLOAT;
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meshdata->attribs[3].vertexAttrib = GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT;
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return true;
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}
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//
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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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bool Bundle3D::loadSkinData(const std::string& id, SkinData* skindata)
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{
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skindata->resetData();
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skindata->boneNames.push_back("root");
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skindata->inverseBindPoseMatrices.push_back(Mat4::IDENTITY);
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skindata->rootBoneIndex = 0;
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return true;
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}
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//
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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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bool Bundle3D::loadMaterialData(const std::string& id, MaterialData* materialdata)
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{
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materialdata->texturePath = "Sprite3DTest/boss.png";
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return true;
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}
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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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bool Bundle3D::loadAnimationData(const std::string& id, Animation3DData* animationdata)
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{
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animationdata->_rotationKeys.clear();
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animationdata->_scaleKeys.clear();
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animationdata->_translationKeys.clear();
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animationdata->_totalTime = 3.0f;
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float keytime1[] = {0.f, 0.333f, 0.667f, 1.f};
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std::string boneName = "root";
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Quaternion quat;
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), 0, &quat);
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animationdata->_rotationKeys[boneName].push_back(Animation3DData::QuatKey(keytime1[0], quat));
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(90), &quat);
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animationdata->_rotationKeys[boneName].push_back(Animation3DData::QuatKey(keytime1[1], quat));
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(180), &quat);
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animationdata->_rotationKeys[boneName].push_back(Animation3DData::QuatKey(keytime1[2], quat));
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(270), &quat);
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animationdata->_rotationKeys[boneName].push_back(Animation3DData::QuatKey(keytime1[3], quat));
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return true;
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}
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Bundle3D::Bundle3D()
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{
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}
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Bundle3D::~Bundle3D()
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{
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}
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NS_CC_END
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