mirror of https://github.com/axmolengine/axmol.git
288 lines
7.1 KiB
C++
288 lines
7.1 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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#ifndef __CC_BUNDLE_3D_DATA_H__
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#define __CC_BUNDLE_3D_DATA_H__
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "math/CCMath.h"
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#include <vector>
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#include <map>
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NS_CC_BEGIN
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/**mesh vertex attribute*/
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struct MeshVertexAttrib
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{
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//attribute size
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GLint size;
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//GL_FLOAT
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GLenum type;
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//VERTEX_ATTRIB_POSITION,VERTEX_ATTRIB_COLOR,VERTEX_ATTRIB_TEX_COORD,VERTEX_ATTRIB_NORMAL, VERTEX_ATTRIB_BLEND_WEIGHT, VERTEX_ATTRIB_BLEND_INDEX, GLProgram for detail
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int vertexAttrib;
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//size in bytes
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int attribSizeBytes;
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};
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/**mesh data*/
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struct MeshData
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{
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typedef std::vector<unsigned short> IndexArray;
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std::vector<float> vertex;
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int vertexSizeInFloat;
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std::vector<IndexArray> subMeshIndices;
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int numIndex;
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std::vector<MeshVertexAttrib> attribs;
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int attribCount;
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public:
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void resetData()
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{
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vertex.clear();
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subMeshIndices.clear();
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attribs.clear();
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vertexSizeInFloat = 0;
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numIndex = 0;
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attribCount = 0;
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}
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MeshData()
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: vertexSizeInFloat(0)
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, numIndex(0)
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, attribCount(0)
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{
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}
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~MeshData()
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{
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resetData();
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}
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};
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/**skin data*/
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struct SkinData
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{
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std::vector<std::string> skinBoneNames; //skin bones affect skin
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std::vector<std::string> nodeBoneNames; //node bones don't affect skin, all bones [skinBone, nodeBone]
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std::vector<Mat4> inverseBindPoseMatrices; //bind pose of skin bone, only for skin bone
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std::vector<Mat4> skinBoneOriginMatrices; // original bone transform, for skin bone
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std::vector<Mat4> nodeBoneOriginMatrices; // original bone transform, for node bone
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//bone child info, both skinbone and node bone
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std::map<int, std::vector<int> > boneChild;//key parent, value child
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int rootBoneIndex;
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void resetData()
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{
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skinBoneNames.clear();
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nodeBoneNames.clear();
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inverseBindPoseMatrices.clear();
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skinBoneOriginMatrices.clear();
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nodeBoneOriginMatrices.clear();
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boneChild.clear();
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rootBoneIndex = -1;
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}
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void addSkinBoneNames(const std::string& name)
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{
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auto it = std::find(skinBoneNames.begin(), skinBoneNames.end(), name);
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if (it == skinBoneNames.end())
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skinBoneNames.push_back(name);
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}
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void addNodeBoneNames(const std::string& name)
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{
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auto it = std::find(nodeBoneNames.begin(), nodeBoneNames.end(), name);
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if (it == nodeBoneNames.end())
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nodeBoneNames.push_back(name);
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}
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int getSkinBoneNameIndex(const std::string& name)const
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{
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int i = 0;
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for (const auto& iter : skinBoneNames)
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{
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if ((iter) == name)
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return i;
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i++;
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}
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return -1;
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}
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int getBoneNameIndex(const std::string& name)const
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{
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int i = 0;
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for (const auto& iter : skinBoneNames)
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{
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if ((iter) == name)
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return i;
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i++;
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}
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for(const auto& iter : nodeBoneNames)
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{
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if (iter == name)
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return i;
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i++;
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}
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return -1;
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}
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};
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/**skin data*/
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struct Skeleton3DData
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{
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std::vector<std::string> boneNames; //bone names
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std::vector<Mat4> inverseBindPoseMatrices; //bind pose of skin bone
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std::vector<Mat4> boneOriginMatrices; // original bone transform
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//bone child info, both skinbone and node bone
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std::map<int, std::vector<int> > boneChild;//key parent, value child
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int rootBoneIndex;
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void resetData()
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{
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boneNames.clear();
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inverseBindPoseMatrices.clear();
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boneOriginMatrices.clear();
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boneChild.clear();
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rootBoneIndex = -1;
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}
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void addBoneNames(const std::string& name)
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{
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auto it = std::find(boneNames.begin(), boneNames.end(), name);
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if (it == boneNames.end())
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boneNames.push_back(name);
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}
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int getBoneNameIndex(const std::string& name)const
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{
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int i = 0;
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for (auto iter : boneNames)
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{
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if ((iter) == name)
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return i;
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i++;
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}
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return -1;
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}
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};
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/**material data*/
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struct MaterialData
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{
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std::map<int, std::string> texturePaths; //submesh id, texture path
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void resetData()
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{
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texturePaths.clear();
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}
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};
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/**animation data*/
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struct Animation3DData
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{
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public:
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struct Vec3Key
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{
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Vec3Key()
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: _time(0)
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, _key(Vec3::ZERO)
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{
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}
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Vec3Key(float time, const Vec3& v)
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: _time(time)
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, _key(v)
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{
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}
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float _time;
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Vec3 _key;
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};
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struct QuatKey
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{
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QuatKey()
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: _time(0)
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, _key(Quaternion::identity())
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{
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}
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QuatKey(float time, const Quaternion& quat)
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: _time(time)
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, _key(quat)
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{
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}
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float _time;
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Quaternion _key;
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};
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public:
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std::map<std::string, std::vector<Vec3Key>> _translationKeys;
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std::map<std::string, std::vector<QuatKey>> _rotationKeys;
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std::map<std::string, std::vector<Vec3Key>> _scaleKeys;
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float _totalTime;
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public:
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Animation3DData()
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:_totalTime(0)
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{
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}
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Animation3DData(const Animation3DData& other)
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: _totalTime(other._totalTime)
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, _translationKeys(other._translationKeys)
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, _rotationKeys(other._rotationKeys)
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, _scaleKeys(other._scaleKeys)
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{
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}
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void resetData()
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{
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_totalTime = 0;
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_translationKeys.clear();
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_rotationKeys.clear();
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_scaleKeys.clear();
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}
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};
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/**reference data*/
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struct Reference
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{
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public:
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std::string id;
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unsigned int type;
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unsigned int offset;
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Reference(){}
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~Reference(){}
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};
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NS_CC_END
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#endif //__CC_BUNDLE_3D_DATA_H__
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