6e8fbca745
match the genesis editor version 1.3.0.653.
128 lines
4.1 KiB
C++
128 lines
4.1 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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 __SPRITE_MESH_H__
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#define __SPRITE_MESH_H__
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#include "foundation/core/refcounted.h"
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#include "foundation/Util/array.h"
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#include "foundation/math/size.h"
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#include "foundation/math/float3.h"
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#include "foundation/math/color.h"
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#include "foundation/math/bbox.h"
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#include "foundation/math/quaternion.h"
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#include "foundation/math/ray.h"
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#include "sprite/spritedef.h"
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#include "sprite/spriteobject.h"
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#include "sprite/spriteutils.h"
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namespace Sprite
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{
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class SpriteMesh : public SpriteObject
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{
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__DeclareSubClass(SpriteMesh, SpriteObject)
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public:
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virtual ~SpriteMesh();
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enum Arguments
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{
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ArgNone = BIT_FLAG_NONE,
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ArgBlock = BIT_FLAG(0),
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ArgString = BIT_FLAG(1),
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};
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virtual void Save(GPtr<Serialization::SerializeWriter>& pWriter) const;
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virtual void Load(const GPtr<Serialization::SerializeReader>& pReader);
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virtual void CopyFrom(const GPtr<SpriteObject>& obj);
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virtual Math::bbox CreateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block);
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virtual Math::bbox UpdateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block);
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Arguments GetArgumentsMark() const;
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const Util::String& GetName() const;
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virtual bool Intersect(const Math::Ray& localRay, Math::scalar& fout, Math::scalar fTolerance = N_TINY ){return false;};
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protected:
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SpriteMesh(Arguments mark);
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Arguments mMark;
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Util::String mName;
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private:
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SpriteMesh();
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static const uint sVersion;
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};
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inline SpriteMesh::Arguments SpriteMesh::GetArgumentsMark() const
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{
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return mMark;
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}
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inline const Util::String& SpriteMesh::GetName() const
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{
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return mName;
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}
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class SpriteRectMesh : public SpriteMesh
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{
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__DeclareSubClass(SpriteRectMesh, SpriteMesh)
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public:
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SpriteRectMesh();
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virtual ~SpriteRectMesh();
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virtual void Save(GPtr<Serialization::SerializeWriter>& pWriter) const;
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virtual void Load(const GPtr<Serialization::SerializeReader>& pReader);
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virtual void CopyFrom(const GPtr<SpriteObject>& obj);
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virtual Math::bbox CreateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block);
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virtual Math::bbox UpdateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block);
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float GetPixelPerUnit() const;
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void SetPixelPerUnit(float value);
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bool Intersect(const Math::Ray& localRay, Math::scalar& fout, Math::scalar fTolerance = N_TINY);
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private:
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struct _vertex_template
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{
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Math::float3 pos;
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};
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void buildVertexTemplate() const;
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Math::bbox setVertexByTemplate(_sprite_vertex* vertices, const GPtr<SpriteImage>& image, const GPtr<SpriteBlock>& block);
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float mPixelPerUnit;
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Math::quaternion mRotation;
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mutable MemoryBlock mVertexTemplate;
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Math::float3 mVertexBuffer[4];
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unsigned short mIndicBuffer[6];
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static const uint sVersion;
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};
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inline float SpriteRectMesh::GetPixelPerUnit() const
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{
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return mPixelPerUnit;
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}
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}
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#endif //__SPRITE_MESH_H__s
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