void Sprite3D::createAttachSprite3DNode(NodeData* nodedata, const MaterialDatas& materialdatas) { for(const auto& it : nodedata->modelNodeDatas) { if(it && getAttachNode(nodedata->id)) { auto sprite = createSprite3DNode(nodedata,it,materialdatas); if (sprite) { getAttachNode(nodedata->id)->addChild(sprite); } } } for(const auto& it : nodedata->children) { createAttachSprite3DNode(it,materialdatas); } }
void Sprite3D::createNode(NodeData* nodedata, Node* root, const MaterialDatas& matrialdatas, bool singleSprite) { Node* node=nullptr; for(const auto& it : nodedata->modelNodeDatas) { if(it) { if(it->bones.size() > 0 || singleSprite) { auto mesh = Mesh::create(nodedata->id, getMeshIndexData(it->subMeshId)); if(mesh) { _meshes.pushBack(mesh); if (_skeleton && it->bones.size()) { auto skin = MeshSkin::create(_skeleton, it->bones, it->invBindPose); mesh->setSkin(skin); } mesh->_visibleChanged = std::bind(&Sprite3D::onAABBDirty, this); if (it->matrialId == "" && matrialdatas.materials.size()) { const NTextureData* textureData = matrialdatas.materials[0].getTextureData(NTextureData::Usage::Diffuse); mesh->setTexture(textureData->filename); } else { const NMaterialData* materialData=matrialdatas.getMaterialData(it->matrialId); if(materialData) { const NTextureData* textureData = materialData->getTextureData(NTextureData::Usage::Diffuse); if(textureData && !textureData->filename.empty()) { auto tex = Director::getInstance()->getTextureCache()->addImage(textureData->filename); if(tex) { Texture2D::TexParams texParams; texParams.minFilter = GL_LINEAR; texParams.magFilter = GL_LINEAR; texParams.wrapS = textureData->wrapS; texParams.wrapT = textureData->wrapT; tex->setTexParameters(texParams); mesh->setTexture(tex); mesh->_isTransparent = (materialData->getTextureData(NTextureData::Usage::Transparency) != nullptr); } } } } } } else { auto sprite = createSprite3DNode(nodedata,it,matrialdatas); if (sprite) { if(root) { root->addChild(sprite); } } node=sprite; } } } if(nodedata->modelNodeDatas.size() ==0 ) { node= Node::create(); if(node) { node->setName(nodedata->id); Vec3 pos, scale; Quaternion quat; nodedata->transform.decompose(&scale, &quat, &pos); node->setPosition3D(pos); node->setRotationQuat(quat); node->setScaleX(scale.x); node->setScaleY(scale.y); node->setScaleZ(scale.z); if(root) { root->addChild(node); } } } for(const auto& it : nodedata->children) { createNode(it,node, matrialdatas, singleSprite); } }