Torque3D/Engine/source/ts/loader/tsShapeLoader.h

195 lines
6.5 KiB
C++

//-----------------------------------------------------------------------------
// 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 _TSSHAPE_LOADER_H_
#define _TSSHAPE_LOADER_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _APPNODE_H_
#include "ts/loader/appNode.h"
#endif
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"
#endif
#ifndef _APPSEQUENCE_H_
#include "ts/loader/appSequence.h"
#endif
class TSShapeLoader
{
// Supported Format List
protected:
struct ShapeFormat
{
String mName;
String mExtension;
};
static Vector<ShapeFormat> smFormats;
public:
static void addFormat(String name, String extension);
static String getFormatExtensions();
static String getFormatFilters();
public:
enum eLoadPhases
{
Load_ReadFile = 0,
Load_ParseFile,
Load_ExternalRefs,
Load_EnumerateScene,
Load_GenerateSubshapes,
Load_GenerateObjects,
Load_GenerateDefaultStates,
Load_GenerateSkins,
Load_GenerateMaterials,
Load_GenerateSequences,
Load_InitShape,
NumLoadPhases,
Load_Complete = NumLoadPhases
};
static void updateProgress(S32 major, const char* msg, S32 numMinor=0, S32 minor=0);
protected:
struct Subshape
{
Vector<AppNode*> branches; ///< Shape branches
Vector<AppMesh*> objMeshes; ///< Object meshes for this subshape
Vector<S32> objNodes; ///< AppNode indices with objects attached
~Subshape()
{
// Delete children
for (S32 i = 0; i < branches.size(); i++)
delete branches[i];
}
};
public:
static const F32 DefaultTime;
static const F64 MinFrameRate;
static const F64 MaxFrameRate;
static const F64 AppGroundFrameRate;
protected:
// Variables used during loading that must be held until the shape is deleted
TSShape* shape;
Vector<AppMesh*> appMeshes;
// Variables used during loading, but that can be discarded afterwards
static Torque::Path shapePath;
AppNode* boundsNode;
Vector<AppNode*> appNodes; ///< Nodes in the loaded shape
Vector<AppSequence*> appSequences;
Vector<Subshape*> subshapes;
Vector<QuatF*> nodeRotCache;
Vector<Point3F*> nodeTransCache;
Vector<QuatF*> nodeScaleRotCache;
Vector<Point3F*> nodeScaleCache;
//--------------------------------------------------------------------------
// Collect the nodes, objects and sequences for the scene
virtual void enumerateScene() = 0;
bool processNode(AppNode* node);
virtual bool ignoreNode(const String& name) { return false; }
virtual bool ignoreMesh(const String& name) { return false; }
void addSkin(AppMesh* mesh);
void addDetailMesh(AppMesh* mesh);
void addSubshape(AppNode* node);
void addObject(AppMesh* mesh, S32 nodeIndex, S32 subShapeNum);
// Node transform methods
MatrixF getLocalNodeMatrix(AppNode* node, F32 t);
void generateNodeTransform(AppNode* node, F32 t, bool blend, F32 referenceTime,
QuatF& rot, Point3F& trans, QuatF& srot, Point3F& scale);
virtual void computeBounds(Box3F& bounds);
// Create objects, materials and sequences
void recurseSubshape(AppNode* appNode, S32 parentIndex, bool recurseChildren);
void generateSubshapes();
void generateObjects();
void generateSkins();
void generateDefaultStates();
void generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame);
void generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame);
void generateMaterialList();
void generateSequences();
// Determine what is actually animated in the sequence
void setNodeMembership(TSShape::Sequence& seq, const AppSequence* appSeq);
void setRotationMembership(TSShape::Sequence& seq);
void setTranslationMembership(TSShape::Sequence& seq);
void setScaleMembership(TSShape::Sequence& seq);
void setObjectMembership(TSShape::Sequence& seq, const AppSequence* appSeq);
// Manage a cache of all node transform elements for the sequence
void clearNodeTransformCache();
void fillNodeTransformCache(TSShape::Sequence& seq, const AppSequence* appSeq);
// Add node transform elements
void addNodeRotation(QuatF& rot, bool defaultVal);
void addNodeTranslation(Point3F& trans, bool defaultVal);
void addNodeUniformScale(F32 scale);
void addNodeAlignedScale(Point3F& scale);
void addNodeArbitraryScale(QuatF& qrot, Point3F& scale);
// Generate animation data
void generateNodeAnimation(TSShape::Sequence& seq);
void generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq);
void generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq);
void generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq);
// Shape construction
void sortDetails();
void install();
public:
TSShapeLoader() : boundsNode(0) { }
virtual ~TSShapeLoader();
static const Torque::Path& getShapePath() { return shapePath; }
static void zapScale(MatrixF& mat);
TSShape* generateShape(const Torque::Path& path);
};
#endif // _TSSHAPE_LOADER_H_