mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
111 lines
4.2 KiB
C++
111 lines
4.2 KiB
C++
//-----------------------------------------------------------------------------
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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 _COLLADA_APPNODE_H_
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#define _COLLADA_APPNODE_H_
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _APPNODE_H_
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#include "ts/loader/appNode.h"
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#endif
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#ifndef _COLLADA_EXTENSIONS_H_
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#include "ts/collada/colladaExtensions.h"
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#endif
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class ColladaAppNode : public AppNode
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{
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typedef AppNode Parent;
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friend class ColladaAppMesh;
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MatrixF getTransform(F32 time);
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void buildMeshList() override;
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void buildChildList() override;
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protected:
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const domNode* p_domNode; ///< Pointer to the node in the Collada DOM
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ColladaAppNode* appParent; ///< Parent node in Collada-space
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ColladaExtension_node* nodeExt; ///< node extension
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Vector<AnimatedFloatList> nodeTransforms; ///< Ordered vector of node transform elements (scale, translate etc)
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bool invertMeshes; ///< True if this node's coordinate space is inverted (left handed)
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Map<StringTableEntry, F32> mProps; ///< Hash of float properties (converted to int or bool as needed)
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F32 lastTransformTime; ///< Time of the last transform lookup (getTransform)
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MatrixF lastTransform; ///< Last transform lookup (getTransform)
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bool defaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
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MatrixF defaultNodeTransform; ///< Transform at DefaultTime
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public:
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ColladaAppNode(const domNode* node, ColladaAppNode* parent = 0);
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virtual ~ColladaAppNode()
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{
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delete nodeExt;
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mProps.clear();
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}
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const domNode* getDomNode() const { return p_domNode; }
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//-----------------------------------------------------------------------
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const char *getName() override { return mName; }
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const char *getParentName() override { return mParentName; }
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bool isEqual(AppNode* node) override
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{
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const ColladaAppNode* appNode = dynamic_cast<const ColladaAppNode*>(node);
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return (appNode && (appNode->p_domNode == p_domNode));
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}
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// Property look-ups: only float properties are stored, the rest are
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// converted from floats as needed
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bool getFloat(const char* propName, F32& defaultVal) override
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{
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Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
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if (itr != mProps.end())
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defaultVal = itr->value;
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return false;
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}
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bool getInt(const char* propName, S32& defaultVal) override
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{
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F32 value = defaultVal;
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bool ret = getFloat(propName, value);
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defaultVal = (S32)value;
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return ret;
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}
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bool getBool(const char* propName, bool& defaultVal) override
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{
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F32 value = defaultVal;
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bool ret = getFloat(propName, value);
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defaultVal = (value != 0);
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return ret;
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}
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MatrixF getNodeTransform(F32 time) override;
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bool animatesTransform(const AppSequence* appSeq) override;
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bool isParentRoot() override { return (appParent == NULL); }
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};
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#endif // _COLLADA_APPNODE_H_
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