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

99 lines
3.3 KiB
C
Raw Normal View History

2019-02-08 22:25:43 +00:00
//-----------------------------------------------------------------------------
// 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
class AssimpAppNode : public AppNode
{
typedef AppNode Parent;
friend class AssimpAppMesh;
MatrixF getTransform(F32 time);
void buildMeshList();
void buildChildList();
protected:
const struct aiScene* mScene;
const struct aiNode* mNode; ///< Pointer to the node in the Collada DOM
AssimpAppNode* appParent; ///< Parent node in Collada-space
public:
AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent = 0);
virtual ~AssimpAppNode()
{
//
}
//-----------------------------------------------------------------------
const char *getName() { return mName; }
const char *getParentName() { return mParentName; }
bool isEqual(AppNode* node)
{
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)
{
//Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
//if (itr != mProps.end())
// defaultVal = itr->value;
return false;
}
bool getInt(const char* propName, S32& defaultVal)
{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (S32)value;
return ret;
}
bool getBool(const char* propName, bool& defaultVal)
{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (value != 0);
return ret;
}
MatrixF getNodeTransform(F32 time);
bool animatesTransform(const AppSequence* appSeq);
bool isParentRoot() { return (appParent == NULL); }
};
#endif // _ASSIMP_APPNODE_H_