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Engine directory for ticket #1
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Engine/source/ts/loader/appMesh.h
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105
Engine/source/ts/loader/appMesh.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _APPMESH_H_
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#define _APPMESH_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _APPMATERIAL_H_
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#include "ts/loader/appMaterial.h"
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#endif
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#ifndef _APPSEQUENCE_H_
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#include "ts/loader/appSequence.h"
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#endif
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class AppNode;
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class AppMesh
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{
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public:
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// Mesh and skin elements
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Vector<Point3F> points;
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Vector<Point3F> normals;
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Vector<Point2F> uvs;
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Vector<Point2F> uv2s;
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Vector<ColorI> colors;
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Vector<TSDrawPrimitive> primitives;
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Vector<U32> indices;
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// Skin elements
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Vector<F32> weight;
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Vector<S32> boneIndex;
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Vector<S32> vertexIndex;
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Vector<S32> nodeIndex;
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Vector<MatrixF> initialTransforms;
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Vector<Point3F> initialVerts;
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Vector<Point3F> initialNorms;
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U32 flags;
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U32 vertsPerFrame;
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S32 numFrames;
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S32 numMatFrames;
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// Loader elements (can be discarded after loading)
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S32 detailSize;
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MatrixF objectOffset;
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Vector<AppNode*> bones;
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static Vector<AppMaterial*> appMaterials;
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public:
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AppMesh();
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virtual ~AppMesh();
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void computeBounds(Box3F& bounds);
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void computeNormals();
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// Create a TSMesh object
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TSMesh* constructTSMesh();
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virtual const char * getName(bool allowFixed=true) = 0;
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virtual MatrixF getMeshTransform(F32 time) = 0;
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virtual F32 getVisValue(F32 time) = 0;
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virtual bool getFloat(const char* propName, F32& defaultVal) = 0;
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virtual bool getInt(const char* propName, S32& defaultVal) = 0;
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virtual bool getBool(const char* propName, bool& defaultVal) = 0;
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virtual bool animatesVis(const AppSequence* appSeq) { return false; }
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virtual bool animatesMatFrame(const AppSequence* appSeq) { return false; }
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virtual bool animatesFrame(const AppSequence* appSeq) { return false; }
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virtual bool isBillboard();
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virtual bool isBillboardZAxis();
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virtual bool isSkin() { return false; }
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virtual void lookupSkinData() = 0;
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virtual void lockMesh(F32 t, const MatrixF& objectOffset) { }
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};
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#endif // _APPMESH_H_
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