Torque3D/Engine/source/ts/loader/appMesh.h
2024-12-12 14:32:20 +00:00

106 lines
3.3 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 _APPMESH_H_
#define _APPMESH_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _APPMATERIAL_H_
#include "ts/loader/appMaterial.h"
#endif
#ifndef _APPSEQUENCE_H_
#include "ts/loader/appSequence.h"
#endif
class AppNode;
class AppMesh
{
public:
// Mesh and skin elements
Vector<Point3F> points;
Vector<Point3F> normals;
Vector<Point2F> uvs;
Vector<Point2F> uv2s;
Vector<ColorI> colors;
Vector<TSDrawPrimitive> primitives;
Vector<U32> indices;
// Skin elements
Vector<F32> weight;
Vector<S32> boneIndex;
Vector<S32> vertexIndex;
Vector<S32> nodeIndex;
Vector<MatrixF> initialTransforms;
Vector<Point3F> initialVerts;
Vector<Point3F> initialNorms;
U32 flags;
U32 vertsPerFrame;
S32 numFrames;
S32 numMatFrames;
// Loader elements (can be discarded after loading)
S32 detailSize;
MatrixF objectOffset;
Vector<AppNode*> bones;
static Vector<AppMaterial*> appMaterials;
public:
AppMesh();
virtual ~AppMesh();
virtual void computeBounds(Box3F& bounds);
void computeNormals();
// Create a TSMesh object
virtual TSMesh* constructTSMesh();
virtual const char * getName(bool allowFixed=true) = 0;
virtual MatrixF getMeshTransform(F32 time) = 0;
virtual F32 getVisValue(F32 time) = 0;
virtual bool getFloat(const char* propName, F32& defaultVal) = 0;
virtual bool getInt(const char* propName, S32& defaultVal) = 0;
virtual bool getBool(const char* propName, bool& defaultVal) = 0;
virtual bool animatesVis(const AppSequence* appSeq) { return false; }
virtual bool animatesMatFrame(const AppSequence* appSeq) { return false; }
virtual bool animatesFrame(const AppSequence* appSeq) { return false; }
virtual bool isBillboard();
virtual bool isBillboardZAxis();
virtual bool isSkin() { return false; }
virtual void lookupSkinData() = 0;
virtual void lockMesh(F32 t, const MatrixF& objOffset) { }
};
#endif // _APPMESH_H_