зеркало из https://github.com/microsoft/cocos2d-x.git
rename Bone to Bone3D
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7a4dfda868
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fd8541e32d
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@ -38,7 +38,7 @@
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NS_CC_BEGIN
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class Animation3D;
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class Bone;
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class Bone3D;
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/**
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* Animate3D, Animates a Sprite3D given with an Animation3D
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*/
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@ -92,7 +92,7 @@ protected:
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float _start; //start time 0 - 1, used to generate sub Animate3D
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float _last; //last time 0 - 1, used to generate sub Animate3D
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bool _playReverse; // is playing reverse
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std::map<Bone*, Animation3D::Curve*> _boneCurves; //weak ref
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std::map<Bone3D*, Animation3D::Curve*> _boneCurves; //weak ref
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};
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NS_CC_END
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@ -36,22 +36,22 @@ NS_CC_BEGIN
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*
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* @param m C3DMatrix representing the inverse bind pose for this Bone.
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*/
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void Bone::setInverseBindPose(const Mat4& m)
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void Bone3D::setInverseBindPose(const Mat4& m)
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{
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_invBindPose = m;
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}
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const Mat4& Bone::getInverseBindPose()
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const Mat4& Bone3D::getInverseBindPose()
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{
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return _invBindPose;
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}
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void Bone::setOriPose(const Mat4& m)
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void Bone3D::setOriPose(const Mat4& m)
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{
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_oriPose = m;
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}
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void Bone::resetPose()
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void Bone3D::resetPose()
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{
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_local =_oriPose;
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@ -60,7 +60,7 @@ void Bone::resetPose()
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}
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}
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void Bone::setWorldMatDirty(bool dirty)
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void Bone3D::setWorldMatDirty(bool dirty)
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{
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_worldDirty = dirty;
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for (auto it : _children) {
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@ -69,7 +69,7 @@ void Bone::setWorldMatDirty(bool dirty)
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}
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//update own world matrix and children's
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void Bone::updateWorldMat()
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void Bone3D::updateWorldMat()
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{
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getWorldMat();
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for (auto itor : _children) {
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@ -77,7 +77,7 @@ void Bone::updateWorldMat()
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}
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}
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const Mat4& Bone::getWorldMat()
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const Mat4& Bone3D::getWorldMat()
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{
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if (_worldDirty)
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{
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@ -95,7 +95,7 @@ const Mat4& Bone::getWorldMat()
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return _world;
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}
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void Bone::setAnimationValue(float* trans, float* rot, float* scale, void* tag, float weight)
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void Bone3D::setAnimationValue(float* trans, float* rot, float* scale, void* tag, float weight)
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{
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for (auto& it : _blendStates) {
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if (it.tag == tag)
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@ -124,7 +124,7 @@ void Bone::setAnimationValue(float* trans, float* rot, float* scale, void* tag,
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_blendStates.push_back(state);
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}
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void Bone::clearBoneBlendState()
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void Bone3D::clearBoneBlendState()
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{
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_blendStates.clear();
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for (auto it : _children) {
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@ -135,14 +135,14 @@ void Bone::clearBoneBlendState()
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/**
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* Creates C3DBone.
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*/
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Bone* Bone::create(const std::string& id)
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Bone3D* Bone3D::create(const std::string& id)
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{
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auto bone = new Bone(id);
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auto bone = new Bone3D(id);
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bone->autorelease();
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return bone;
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}
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void Bone::updateJointMatrix(Vec4* matrixPalette)
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void Bone3D::updateJointMatrix(Vec4* matrixPalette)
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{
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{
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static Mat4 t;
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@ -154,37 +154,37 @@ void Bone::updateJointMatrix(Vec4* matrixPalette)
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}
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}
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Bone* Bone::getParentBone()
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Bone3D* Bone3D::getParentBone()
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{
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return _parent;
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}
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ssize_t Bone::getChildBoneCount() const
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ssize_t Bone3D::getChildBoneCount() const
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{
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return _children.size();
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}
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Bone* Bone::getChildBoneByIndex(int index)
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Bone3D* Bone3D::getChildBoneByIndex(int index)
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{
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return _children.at(index);
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}
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void Bone::addChildBone(Bone* bone)
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void Bone3D::addChildBone(Bone3D* bone)
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{
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if (_children.find(bone) == _children.end())
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_children.pushBack(bone);
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}
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void Bone::removeChildBoneByIndex(int index)
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void Bone3D::removeChildBoneByIndex(int index)
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{
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_children.erase(index);
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}
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void Bone::removeChildBone(Bone* bone)
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void Bone3D::removeChildBone(Bone3D* bone)
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{
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_children.eraseObject(bone);
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}
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void Bone::removeAllChildBone()
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void Bone3D::removeAllChildBone()
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{
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_children.clear();
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}
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Bone::Bone(const std::string& id)
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Bone3D::Bone3D(const std::string& id)
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: _name(id)
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, _parent(nullptr)
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, _worldDirty(true)
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@ -192,12 +192,12 @@ Bone::Bone(const std::string& id)
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}
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Bone::~Bone()
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Bone3D::~Bone3D()
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{
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removeAllChildBone();
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}
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void Bone::updateLocalMat()
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void Bone3D::updateLocalMat()
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{
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if (_blendStates.size())
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{
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@ -299,13 +299,13 @@ bool MeshSkin::initFromSkinData(const SkinData& skindata)
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{
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ssize_t i = 0;
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for (; i < skindata.skinBoneNames.size(); i++) {
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auto bone = Bone::create(skindata.skinBoneNames[i]);
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auto bone = Bone3D::create(skindata.skinBoneNames[i]);
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bone->_invBindPose = skindata.inverseBindPoseMatrices[i];
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bone->setOriPose(skindata.skinBoneOriginMatrices[i]);
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addSkinBone(bone);
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}
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for (i = 0; i < skindata.nodeBoneNames.size(); i++) {
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auto bone = Bone::create(skindata.nodeBoneNames[i]);
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auto bone = Bone3D::create(skindata.nodeBoneNames[i]);
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bone->setOriPose(skindata.nodeBoneOriginMatrices[i]);
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addNodeBone(bone);
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}
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@ -330,7 +330,7 @@ ssize_t MeshSkin::getBoneCount() const
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}
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//get bone
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Bone* MeshSkin::getBoneByIndex(unsigned int index) const
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Bone3D* MeshSkin::getBoneByIndex(unsigned int index) const
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{
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if (index < _skinBones.size())
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return _skinBones.at(index);
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@ -340,7 +340,7 @@ Bone* MeshSkin::getBoneByIndex(unsigned int index) const
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return nullptr;
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}
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Bone* MeshSkin::getBoneByName(const std::string& id) const
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Bone3D* MeshSkin::getBoneByName(const std::string& id) const
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{
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//search from skin bones
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for (auto it : _skinBones) {
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@ -355,18 +355,18 @@ Bone* MeshSkin::getBoneByName(const std::string& id) const
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return nullptr;
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}
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Bone* MeshSkin::getRootBone() const
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Bone3D* MeshSkin::getRootBone() const
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{
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return _rootBone;
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}
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void MeshSkin::setRootBone(Bone* joint)
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void MeshSkin::setRootBone(Bone3D* joint)
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{
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CC_SAFE_RETAIN(joint);
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CC_SAFE_RELEASE(_rootBone);
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_rootBone = joint;
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}
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int MeshSkin::getBoneIndex(Bone* bone) const
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int MeshSkin::getBoneIndex(Bone3D* bone) const
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{
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int i = 0;
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for (; i < _skinBones.size(); i++) {
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@ -419,12 +419,12 @@ void MeshSkin::removeAllBones()
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CC_SAFE_RELEASE(_rootBone);
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}
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void MeshSkin::addSkinBone(Bone* bone)
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void MeshSkin::addSkinBone(Bone3D* bone)
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{
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_skinBones.pushBack(bone);
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}
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void MeshSkin::addNodeBone(Bone* bone)
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void MeshSkin::addNodeBone(Bone3D* bone)
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{
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_nodeBones.pushBack(bone);
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}
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@ -40,7 +40,7 @@ NS_CC_BEGIN
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/**
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* Defines a basic hierachial structure of transformation spaces.
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*/
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class Bone : public Ref
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class Bone3D : public Ref
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{
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friend class MeshSkin;
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public:
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@ -76,7 +76,7 @@ public:
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/**
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* Creates C3DBone.
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*/
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static Bone* create(const std::string& id);
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static Bone3D* create(const std::string& id);
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/**
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* Sets the inverse bind pose matrix.
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@ -105,17 +105,17 @@ public:
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void updateJointMatrix(Vec4* matrixPalette);
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/**bone tree, we do not inherit from Node, Node has too many properties that we do not need. A clean Node is needed.*/
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Bone* getParentBone();
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Bone3D* getParentBone();
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/**get child bone count*/
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ssize_t getChildBoneCount() const;
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/**get child bone by index*/
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Bone* getChildBoneByIndex(int index);
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Bone3D* getChildBoneByIndex(int index);
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/**add child bone*/
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void addChildBone(Bone* bone);
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void addChildBone(Bone3D* bone);
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/**remove child bone by index*/
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void removeChildBoneByIndex(int index);
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/**remove child bone*/
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void removeChildBone(Bone* bone);
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void removeChildBone(Bone3D* bone);
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/**remove all child bone*/
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void removeAllChildBone();
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@ -143,12 +143,12 @@ protected:
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/**
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* Constructor.
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*/
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Bone(const std::string& id);
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Bone3D(const std::string& id);
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/**
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* Destructor.
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*/
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virtual ~Bone();
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virtual ~Bone3D();
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/**
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* Update local matrix
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@ -166,9 +166,9 @@ protected:
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Mat4 _oriPose; //original bone pose
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Bone* _parent; //parent bone
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Bone3D* _parent; //parent bone
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Vector<Bone*> _children;
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Vector<Bone3D*> _children;
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bool _worldDirty;
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Mat4 _world;
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@ -193,15 +193,15 @@ public:
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ssize_t getBoneCount() const;
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/**get bone*/
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Bone* getBoneByIndex(unsigned int index) const;
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Bone* getBoneByName(const std::string& id) const;
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Bone3D* getBoneByIndex(unsigned int index) const;
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Bone3D* getBoneByName(const std::string& id) const;
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/**get & set root bone*/
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Bone* getRootBone() const;
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void setRootBone(Bone* bone);
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Bone3D* getRootBone() const;
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void setRootBone(Bone3D* bone);
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/**get bone index*/
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int getBoneIndex(Bone* bone) const;
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int getBoneIndex(Bone3D* bone) const;
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/**compute matrix palette used by gpu skin*/
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Vec4* getMatrixPalette();
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@ -225,17 +225,17 @@ CC_CONSTRUCTOR_ACCESS:
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void removeAllBones();
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/**add skin bone*/
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void addSkinBone(Bone* bone);
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void addSkinBone(Bone3D* bone);
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/**add Node bone*/
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void addNodeBone(Bone* bone);
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void addNodeBone(Bone3D* bone);
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protected:
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Vector<Bone*> _skinBones; // bones with skin
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Vector<Bone*> _nodeBones; //bones without skin, only used to compute transform of children
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Vector<Bone3D*> _skinBones; // bones with skin
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Vector<Bone3D*> _nodeBones; //bones without skin, only used to compute transform of children
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Bone* _rootBone;
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Bone3D* _rootBone;
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// Pointer to the array of palette matrices.
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// This array is passed to the vertex shader as a uniform.
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