Defines a bundle file that contains a collection of assets. More...
#include <CCBundle3D.h>
Public Member Functions | |
virtual void | clear () |
local | clear () |
virtual bool | load (const std::string &path) |
load a file. More... | |
virtual bool | loadSkinData (const std::string &id, SkinData *skindata) |
load skin data from bundle More... | |
virtual bool | loadAnimationData (const std::string &id, Animation3DData *animationdata) |
load material data from bundle More... | |
var | loadAnimationData ( var id, var animationdata) |
load material data from bundle More... | |
local | loadAnimationData ( local id, local animationdata) |
load material data from bundle More... | |
virtual bool | loadMeshDatas (MeshDatas &meshdatas) |
var | loadMeshDatas ( var meshdatas) |
local | loadMeshDatas ( local meshdatas) |
virtual bool | loadNodes (NodeDatas &nodedatas) |
var | loadNodes ( var nodedatas) |
local | loadNodes ( local nodedatas) |
virtual bool | loadMaterials (MaterialDatas &materialdatas) |
local | loadMaterials ( local materialdatas) |
Static Public Member Functions | |
static void | setBundleInstance (Bundle3D *bundleInstance) |
you can define yourself bundle and set it, use default bundle otherwise More... | |
var | setBundleInstance ( var bundleInstance) |
you can define yourself bundle and set it, use default bundle otherwise More... | |
local | setBundleInstance ( local bundleInstance) |
you can define yourself bundle and set it, use default bundle otherwise More... | |
static Bundle3D * | getInstance () |
static void | destroyInstance () |
var | destroyInstance () |
local | destroyInstance () |
static bool | loadObj (MeshDatas &meshdatas, MaterialDatas &materialdatas, NodeDatas &nodedatas, const std::string &fullPath, const char *mtl_basepath=nullptr) |
static AABB | calculateAABB (const std::vector< float > &vertex, int stride, const std::vector< unsigned short > &index) |
local | calculateAABB ( local vertex, local stride, local index) |
Protected Member Functions | |
bool | loadJson (const std::string &path) |
bool | loadBinary (const std::string &path) |
var | loadBinary ( var path) |
local | loadBinary ( local path) |
bool | loadMeshDatasJson (MeshDatas &meshdatas) |
var | loadMeshDatasJson ( var meshdatas) |
local | loadMeshDatasJson ( local meshdatas) |
bool | loadMeshDataJson_0_1 (MeshDatas &meshdatas) |
var | loadMeshDataJson_0_1 ( var meshdatas) |
local | loadMeshDataJson_0_1 ( local meshdatas) |
bool | loadMeshDataJson_0_2 (MeshDatas &meshdatas) |
var | loadMeshDataJson_0_2 ( var meshdatas) |
local | loadMeshDataJson_0_2 ( local meshdatas) |
bool | loadMeshDatasBinary (MeshDatas &meshdatas) |
var | loadMeshDatasBinary ( var meshdatas) |
local | loadMeshDatasBinary ( local meshdatas) |
bool | loadMeshDatasBinary_0_1 (MeshDatas &meshdatas) |
var | loadMeshDatasBinary_0_1 ( var meshdatas) |
local | loadMeshDatasBinary_0_1 ( local meshdatas) |
bool | loadMeshDatasBinary_0_2 (MeshDatas &meshdatas) |
var | loadMeshDatasBinary_0_2 ( var meshdatas) |
local | loadMeshDatasBinary_0_2 ( local meshdatas) |
bool | loadMaterialsJson (MaterialDatas &materialdatas) |
var | loadMaterialsJson ( var materialdatas) |
local | loadMaterialsJson ( local materialdatas) |
bool | loadMaterialDataJson_0_1 (MaterialDatas &materialdatas) |
var | loadMaterialDataJson_0_1 ( var materialdatas) |
local | loadMaterialDataJson_0_1 ( local materialdatas) |
bool | loadMaterialDataJson_0_2 (MaterialDatas &materialdatas) |
var | loadMaterialDataJson_0_2 ( var materialdatas) |
local | loadMaterialDataJson_0_2 ( local materialdatas) |
bool | loadMaterialsBinary (MaterialDatas &materialdatas) |
var | loadMaterialsBinary ( var materialdatas) |
local | loadMaterialsBinary ( local materialdatas) |
bool | loadMaterialsBinary_0_1 (MaterialDatas &materialdatas) |
var | loadMaterialsBinary_0_1 ( var materialdatas) |
local | loadMaterialsBinary_0_1 ( local materialdatas) |
bool | loadMaterialsBinary_0_2 (MaterialDatas &materialdatas) |
var | loadMaterialsBinary_0_2 ( var materialdatas) |
local | loadMaterialsBinary_0_2 ( local materialdatas) |
bool | loadMeshDataJson (MeshData *meshdata) |
var | loadMeshDataJson ( var meshdata) |
local | loadMeshDataJson ( local meshdata) |
bool | loadMeshDataJson_0_1 (MeshData *meshdata) |
var | loadMeshDataJson_0_1 ( var meshdata) |
local | loadMeshDataJson_0_1 ( local meshdata) |
bool | loadMeshDataJson_0_2 (MeshData *meshdata) |
var | loadMeshDataJson_0_2 ( var meshdata) |
local | loadMeshDataJson_0_2 ( local meshdata) |
bool | loadSkinDataJson (SkinData *skindata) |
var | loadSkinDataJson ( var skindata) |
local | loadSkinDataJson ( local skindata) |
bool | loadSkinDataBinary (SkinData *skindata) |
var | loadSkinDataBinary ( var skindata) |
local | loadSkinDataBinary ( local skindata) |
bool | loadMaterialDataJson (MaterialData *materialdata) |
var | loadMaterialDataJson ( var materialdata) |
local | loadMaterialDataJson ( local materialdata) |
bool | loadMaterialDataJson_0_1 (MaterialData *materialdata) |
var | loadMaterialDataJson_0_1 ( var materialdata) |
local | loadMaterialDataJson_0_1 ( local materialdata) |
bool | loadMaterialDataJson_0_2 (MaterialData *materialdata) |
var | loadMaterialDataJson_0_2 ( var materialdata) |
local | loadMaterialDataJson_0_2 ( local materialdata) |
bool | loadAnimationDataJson (const std::string &id, Animation3DData *animationdata) |
var | loadAnimationDataJson ( var id, var animationdata) |
local | loadAnimationDataJson ( local id, local animationdata) |
bool | loadAnimationDataBinary (const std::string &id, Animation3DData *animationdata) |
var | loadAnimationDataBinary ( var id, var animationdata) |
local | loadAnimationDataBinary ( local id, local animationdata) |
bool | loadNodesJson (NodeDatas &nodedatas) |
load nodes of json More... | |
var | loadNodesJson ( var nodedatas) |
load nodes of json More... | |
local | loadNodesJson ( local nodedatas) |
load nodes of json More... | |
NodeData * | parseNodesRecursivelyJson (const rapidjson::Value &jvalue) |
bool | loadNodesBinary (NodeDatas &nodedatas) |
load nodes of binary More... | |
var | loadNodesBinary ( var nodedatas) |
load nodes of binary More... | |
local | loadNodesBinary ( local nodedatas) |
load nodes of binary More... | |
NodeData * | parseNodesRecursivelyBinary (bool &skeleton) |
var | parseNodesRecursivelyBinary ( var skeleton) |
local | parseNodesRecursivelyBinary ( local skeleton) |
GLenum | parseGLType (const std::string &str) |
get define data type More... | |
var | parseGLType ( var str) |
get define data type More... | |
local | parseGLType ( local str) |
get define data type More... | |
NTextureData::Usage | parseGLTextureType (const std::string &str) |
get define data type More... | |
var | parseGLTextureType ( var str) |
get define data type More... | |
local | parseGLTextureType ( local str) |
get define data type More... | |
unsigned int | parseGLProgramAttribute (const std::string &str) |
get vertex attribute type More... | |
local | parseGLProgramAttribute ( local str) |
get vertex attribute type More... | |
void | getModelRelativePath (const std::string &path) |
var | getModelRelativePath ( var path) |
local | getModelRelativePath ( local path) |
Reference * | seekToFirstType (unsigned int type, const std::string &id="") |
var | seekToFirstType ( var type) |
local | seekToFirstType ( local type) |
virtual | ~Bundle3D () |
var | ~Bundle3D () |
local | ~Bundle3D () |
Protected Attributes | |
CC_CONSTRUCTOR_ACCESS | __pad0__: Bundle3D() |
std::string | _modelPath |
var | _modelPath |
local | _modelPath |
std::string | _path |
var | _path |
local | _path |
std::string | _version |
var | _version |
local | _version |
char * | _jsonBuffer |
var | _jsonBuffer |
local | _jsonBuffer |
rapidjson::Document | _jsonReader |
var | _jsonReader |
local | _jsonReader |
Data * | _binaryBuffer |
var | _binaryBuffer |
local | _binaryBuffer |
BundleReader | _binaryReader |
var | _binaryReader |
local | _binaryReader |
unsigned int | _referenceCount |
var | _referenceCount |
local | _referenceCount |
Reference * | _references |
var | _references |
local | _references |
bool | _isBinary |
var | _isBinary |
local | _isBinary |
Static Protected Attributes | |
static Bundle3D * | _instance |
var | _instance |
local | _instance |
Defines a bundle file that contains a collection of assets.
Mesh, Material, MeshSkin, Animation There are two types of bundle files, c3t and c3b. c3t text file c3b binary file
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load a file.
You must load a file first, then call loadMeshData, loadSkinData, and so on
path | File to be loaded |
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load a file.
You must load a file first, then call loadMeshData, loadSkinData, and so on
path | File to be loaded |
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load a file.
You must load a file first, then call loadMeshData, loadSkinData, and so on
path | File to be loaded |
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load material data from bundle
id | The ID of the animation, load the first animation in the bundle if it is empty |
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load material data from bundle
id | The ID of the animation, load the first animation in the bundle if it is empty |
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load material data from bundle
id | The ID of the animation, load the first animation in the bundle if it is empty |
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load nodes of binary
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load nodes of binary
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load nodes of binary
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load nodes of json
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load nodes of json
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load nodes of json
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load skin data from bundle
id | The ID of the skin, load the first Skin in the bundle if it is empty |
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load skin data from bundle
id | The ID of the skin, load the first Skin in the bundle if it is empty |
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load skin data from bundle
id | The ID of the skin, load the first Skin in the bundle if it is empty |
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get vertex attribute type
str | The type in string |
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get vertex attribute type
str | The type in string |
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get vertex attribute type
str | The type in string |
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get define data type
str | The type in string |
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get define data type
str | The type in string |
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get define data type
str | The type in string |
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get define data type
str | The type in string |
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get define data type
str | The type in string |
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get define data type
str | The type in string |
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you can define yourself bundle and set it, use default bundle otherwise
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you can define yourself bundle and set it, use default bundle otherwise
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you can define yourself bundle and set it, use default bundle otherwise
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