背景和头像缺失
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cocos2d/cocos/3d/CCSprite3D.h
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347
cocos2d/cocos/3d/CCSprite3D.h
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/****************************************************************************
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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 <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 "renderer/CCGLProgramState.h"
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#include "3d/CCSkeleton3D.h" // need to include for lua-binding
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#include "3d/CCAABB.h"
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#include "3d/CCBundle3DData.h"
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#include "3d/CCMeshVertexIndexData.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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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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struct NodeData;
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/** @brief Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawn 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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/**
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* Creates an empty sprite3D without 3D model and texture.
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*
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* @return An autoreleased sprite3D object.
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*/
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static Sprite3D* create();
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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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/** create 3d sprite asynchronously
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* If the 3d model was previously loaded, it will create a new 3d sprite and the callback will be called at once.
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* Otherwise it will load the model file in a new thread, and when the 3d sprite is loaded, the callback will be called with the created Sprite3D and a user-defined parameter.
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* The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
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* @param modelPath model to be loaded
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* @param callback callback after loading
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* @param callbackparam user defined parameter for the callback
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*/
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static void createAsync(const std::string &modelPath, const std::function<void(Sprite3D*, void*)>& callback, void* callbackparam);
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static void createAsync(const std::string &modelPath, const std::string &texturePath, const std::function<void(Sprite3D*, void*)>& callback, void* callbackparam);
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/**set diffuse 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 Mesh by index*/
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Mesh* getMeshByIndex(int index) const;
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/**get Mesh by Name, it returns the first one if there are more than one mesh with the same name */
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Mesh* getMeshByName(const std::string& name) const;
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/**
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* get mesh array by name, returns all meshes with the given name
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*
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* @lua NA
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*/
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std::vector<Mesh*> getMeshArrayByName(const std::string& name) const;
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/**get mesh*/
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Mesh* getMesh() const { return _meshes.at(0); }
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/** get mesh count */
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ssize_t getMeshCount() const { return _meshes.size(); }
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/**get skin*/
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CC_DEPRECATED_ATTRIBUTE MeshSkin* getSkin() const;
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Skeleton3D* getSkeleton() const { return _skeleton; }
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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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// overrides
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/** set GLProgramState, you should bind attributes by yourself */
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virtual void setGLProgramState(GLProgramState *glProgramState) override;
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/** just remember bind attributes */
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virtual void setGLProgram(GLProgram *glprogram) 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 accurately,
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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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const AABB& getAABB() const;
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/*
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* Get AABB Recursively
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* Because some times we may have an empty Sprite3D Node as parent, but
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* the Sprite3D don't contain any meshes, so getAABB()
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* will return a wrong value at that time.
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*/
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AABB getAABBRecursively();
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/**
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* Executes an action, and returns the action that is executed. For Sprite3D special logic are needed to take care of Fading.
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*
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* This node becomes the action's target. Refer to Action::getTarget()
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* @warning Actions don't retain their target.
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*
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* @return An Action pointer
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*/
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virtual Action* runAction(Action* action) override;
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/**
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* Force to write to depth buffer, this is useful if you want to achieve effects like fading.
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*/
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void setForceDepthWrite(bool value) { _forceDepthWrite = value; }
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bool isForceDepthWrite() const { return _forceDepthWrite;};
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/**
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* Returns 2d bounding-box
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* Note: the bounding-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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/** light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff */
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void setLightMask(unsigned int mask) { _lightMask = mask; }
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unsigned int getLightMask() const { return _lightMask; }
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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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/** Adds a new material to the sprite.
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The Material will be applied to all the meshes that belong to the sprite.
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Internally it will call `setMaterial(material,-1)`
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*/
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void setMaterial(Material* material);
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/** Adds a new material to a particular mesh of the sprite.
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meshIndex is the mesh that will be applied to.
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if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite.
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*/
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void setMaterial(Material* material, int meshIndex);
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/** Adds a new material to a particular mesh of the sprite.
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meshIndex is the mesh that will be applied to.
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if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite.
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*/
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Material* getMaterial(int meshIndex) const;
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/**
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* force set this Sprite3D to 2D render queue
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*/
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void setForce2DQueue(bool force2D);
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/**
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* Get meshes used in sprite 3d
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*/
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const Vector<Mesh*>& getMeshes() const { return _meshes; }
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CC_CONSTRUCTOR_ACCESS:
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Sprite3D();
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virtual ~Sprite3D();
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virtual bool init() override;
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bool initWithFile(const std::string &path);
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bool initFrom(const NodeDatas& nodedatas, const MeshDatas& meshdatas, const MaterialDatas& materialdatas);
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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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/** load file and set it to meshedatas, nodedatas and materialdatas, obj file .mtl file should be at the same directory if exist */
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bool loadFromFile(const std::string& path, NodeDatas* nodedatas, MeshDatas* meshdatas, MaterialDatas* materialdatas);
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/**
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* Visits this Sprite3D's children and draw them recursively.
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* Note: all its children will rendered as 3D objects
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*/
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virtual void visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
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/**generate default material*/
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void genMaterial(bool useLight = false);
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void createNode(NodeData* nodedata, Node* root, const MaterialDatas& matrialdatas, bool singleSprite);
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void createAttachSprite3DNode(NodeData* nodedata,const MaterialDatas& matrialdatas);
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Sprite3D* createSprite3DNode(NodeData* nodedata,ModelData* modeldata,const MaterialDatas& matrialdatas);
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/**get MeshIndexData by Id*/
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MeshIndexData* getMeshIndexData(const std::string& indexId) const;
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void addMesh(Mesh* mesh);
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void onAABBDirty() { _aabbDirty = true; }
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void afterAsyncLoad(void* param);
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static AABB getAABBRecursivelyImp(Node *node);
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protected:
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Skeleton3D* _skeleton; //skeleton
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Vector<MeshVertexData*> _meshVertexDatas;
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std::unordered_map<std::string, AttachNode*> _attachments;
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BlendFunc _blend;
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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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mutable bool _aabbDirty;
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unsigned int _lightMask;
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bool _shaderUsingLight; // is current shader using light ?
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bool _forceDepthWrite; // Always write to depth buffer
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bool _usingAutogeneratedGLProgram;
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struct AsyncLoadParam
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{
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std::function<void(Sprite3D*, void*)> afterLoadCallback; // callback after load
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void* callbackParam;
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bool result; // sprite load result
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std::string modlePath;
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std::string texPath; //
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MeshDatas* meshdatas;
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MaterialDatas* materialdatas;
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NodeDatas* nodeDatas;
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};
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AsyncLoadParam _asyncLoadParam;
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};
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///////////////////////////////////////////////////////
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/**
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* Sprite3DCache
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* @brief the cache data of Sprite3D, use to speed up Sprite3D::create
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*/
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class CC_DLL Sprite3DCache
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{
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public:
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struct Sprite3DData
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{
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Vector<MeshVertexData*> meshVertexDatas;
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Vector<GLProgramState*> glProgramStates;
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NodeDatas* nodedatas;
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MaterialDatas* materialdatas;
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~Sprite3DData()
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{
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if (nodedatas)
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delete nodedatas;
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if (materialdatas)
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delete materialdatas;
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meshVertexDatas.clear();
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glProgramStates.clear();
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}
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};
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/**get & destroy*/
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static Sprite3DCache* getInstance();
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static void destroyInstance();
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/**
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* get the SpriteData struct
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*
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* @lua NA
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*/
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Sprite3DData* getSpriteData(const std::string& key) const;
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/**
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* add the SpriteData into Sprite3D by given the specified key
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*
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* @lua NA
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*/
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bool addSprite3DData(const std::string& key, Sprite3DData* spritedata);
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/**remove the SpriteData from Sprite3D by given the specified key*/
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void removeSprite3DData(const std::string& key);
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/**remove all the SpriteData from Sprite3D*/
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void removeAllSprite3DData();
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CC_CONSTRUCTOR_ACCESS:
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Sprite3DCache();
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~Sprite3DCache();
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protected:
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static Sprite3DCache* _cacheInstance;
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std::unordered_map<std::string, Sprite3DData*> _spriteDatas; //cached sprite data
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};
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// end of 3d group
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/// @}
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NS_CC_END
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#endif // __SPRITE3D_H_
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