Torque3D/Engine/source/ts/assimp/assimpAppNode.h

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ASSIMP_APPNODE_H_
#define _ASSIMP_APPNODE_H_
#ifndef _TDICTIONARY_H_
#include "core/tDictionary.h"
#endif
#ifndef _APPNODE_H_
#include "ts/loader/appNode.h"
#endif
#ifndef _COLLADA_EXTENSIONS_H_
#include "ts/collada/colladaExtensions.h"
#endif
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#if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
#ifdef new
#undef new
#endif
#endif
#ifndef AI_TYPES_H_INC
#include <assimp/types.h>
#endif
#include <assimp/scene.h>
#if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
# define _new new(__FILE__, __LINE__)
# define new _new
#endif
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class AssimpAppMesh;
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class AssimpAppNode : public AppNode
{
typedef AppNode Parent;
friend class AssimpAppMesh;
MatrixF getTransform(F32 time);
void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
Point3F interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime);
QuatF interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime);
void buildMeshList() override;
void buildChildList() override;
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protected:
const aiScene* mScene;
const aiNode* mNode; ///< Pointer to the assimp scene node
AssimpAppNode* appParent; ///< Parent node
MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
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public:
AssimpAppNode(const aiScene* scene, const aiNode* node, AssimpAppNode* parentNode = nullptr);
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virtual ~AssimpAppNode()
{
//
}
static aiAnimation* sActiveSequence;
static F32 sTimeMultiplier;
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//-----------------------------------------------------------------------
const char *getName() override { return mName; }
const char *getParentName() override { return mParentName; }
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bool isEqual(AppNode* node) override
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{
const AssimpAppNode* appNode = dynamic_cast<const AssimpAppNode*>(node);
return (appNode && (appNode->mNode == mNode));
}
// Property look-ups: only float properties are stored, the rest are
// converted from floats as needed
bool getFloat(const char* propName, F32& defaultVal) override
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{
//Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
//if (itr != mProps.end())
// defaultVal = itr->value;
return false;
}
bool getInt(const char* propName, S32& defaultVal) override
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{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (S32)value;
return ret;
}
bool getBool(const char* propName, bool& defaultVal) override
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{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (value != 0);
return ret;
}
MatrixF getNodeTransform(F32 time) override;
bool animatesTransform(const AppSequence* appSeq) override;
bool isParentRoot() override { return (appParent == NULL); }
static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
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void addChild(AssimpAppNode* child);
void addMesh(AssimpAppMesh* child);
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};
#endif // _ASSIMP_APPNODE_H_