#include "fsC3dModelData.h"
#include <3d/CCSprite3D.h>
#include <2d/CCActionInstant.h>
#include <fsCore/src/fsCResourceName.h>
#include <fsCore/fsStr.h>
#include <fsAppCore/src/fsCAppCoreMain.h>
#include "fsC3dAnimation.h"
void fsC3dModelData::alignToTrackDo(fsI3dModelData* const pTrack)
{
//mModel->setParent(nullptr);
// mModel->getParent()->addChild(static_cast<fsC3dModelData*>(pTrack)->mModel);
// mModel->removeFromParent();
// static_cast<fsC3dModelData*>(pTrack)->mModel->getMesh()->addChild(mModel);
// static_cast<fsC3dModelData*>(pTrack)->mModel->setCameraMask((unsigned short)cocos2d::CameraFlag::USER1);
// auto mat = static_cast<fsC3dModelData*>(pTrack)->mModel->getSkeleton()->getBoneByIndex(0)->getWorldMat();
// mModel->setAdditionalTransform(static_cast<fsC3dModelData*>(pTrack)->mModel->getWorldToNodeTransform());
//mModel->setAdditionalTransform(static_cast<fsC3dModelData*>(pTrack)->mModel->getSkeleton()->getBoneByName("Bone")->getWorldMat());
auto mat = static_cast<fsC3dModelData*>(pTrack)->mModel->getSkeleton()->getBoneByName("Bone")->getWorldMat();
cocos2d::Vec3 t;
mat.getTranslation(&t);
cocos2d::Quaternion q;
mat.getRotation(&q);
mModel->setPosition3D(t);
mModel->setRotationQuat(q);
// mModel->update(1);
// static_cast<fsC3dModelData*>(pTrack)->mModel->setVisible(false);
}
void fsC3dModelData::animationSetDo(fsI3dAnimation* const pAnimation, std::function<void()> pCallBack)
{
if (fsC3dAnimation* const animPtr = static_cast<fsC3dAnimation*>(pAnimation))
{
if (dynamic_cast<cocos2d::RepeatForever*>(mAanimationSequence))
{
mModel->stopAction(mAanimationSequence);
}
if (pCallBack)
{
mAanimationSequence = cocos2d::Sequence::create(animPtr->mAnim,
cocos2d::CallFunc::create(pCallBack),
nullptr);
}
else
{
mAanimationSequence = cocos2d::RepeatForever::create(animPtr->mAnim);
}
mModel->runAction(mAanimationSequence);
mModel->onEnter();
//mAnim = ani;
}
}
fsStr fsC3dModelData::modelFilenameGet(const fsStr& pFilename)
{
if (fsStr::npos == pFilename.find("/"))
{
return "3d/" + pFilename + "/" + pFilename + ".c3t";
}
return pFilename;
}
fsC3dModelData::fsC3dModelData( const fsStr& pFileName ):
mAanimationSequence(nullptr)
{
mModel = cocos2d::Sprite3D::create(modelFilenameGet(pFileName).utf8Get());<--- Variable 'mModel' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'mModel' a value by passing the value to the constructor in the initialization list.
mModel->retain();
mModel->setScale(1);
// mModel->setPosition3D(cocos2d::Vec3(fsIDisplay::instanceGet()->visibleCanvasWidthGet() / 2,
// fsIDisplay::instanceGet()->visibleCanvasWidthGet() / 4, 0));
mModel->setZOrder(1);
// const cocos2d::Vec3 rot{ 0, 90, 0 };
// mModel->setRotation3D(rot);
}
fsC3dModelData::~fsC3dModelData()
{
mModel->onExit();
mModel->release();
}