mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
The lodType, singleDetailSize, adjustCenter and adjustFloor options been added to the importer. Implementation of $Assimp::FlipNormals has been fixed. $Assimp::FlipWindingOrder has been added to expose aiProcess_FlipWindingOrder. Logging is now enabled and directed to assimp.log.
126 lines
4.1 KiB
C++
126 lines
4.1 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 _ASSIMP_APPMESH_H_
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#define _ASSIMP_APPMESH_H_
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#ifndef _APPMESH_H_
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#include "ts/loader/appMesh.h"
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#endif
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#ifndef _TSSHAPELOADER_H_
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#include "ts/loader/tsShapeLoader.h"
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#endif
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#ifndef _ASSIMP_APPNODE_H_
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#include "ts/assimp/assimpAppNode.h"
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#endif
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class AssimpAppMesh : public AppMesh
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{
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typedef AppMesh Parent;
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protected:
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class AssimpAppNode* appNode; ///< Pointer to the node that owns this mesh
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const struct aiMesh* mMeshData;
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bool mIsSkinMesh;
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static bool fixedSizeEnabled; ///< Set to true to fix the detail size to a particular value for all geometry
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static S32 fixedSize; ///< The fixed detail size value for all geometry
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public:
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AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node);
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~AssimpAppMesh()
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{
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//delete geomExt;
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}
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void lookupSkinData();
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static void fixDetailSize(bool fixed, S32 size=2)
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{
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fixedSizeEnabled = fixed;
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fixedSize = size;
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}
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/// Get the name of this mesh
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///
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/// @return A string containing the name of this mesh
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const char *getName(bool allowFixed=true);
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//-----------------------------------------------------------------------
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/// Get a floating point property value
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///
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/// @param propName Name of the property to get
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getFloat(const char *propName, F32 &defaultVal)
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{
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return appNode->getFloat(propName,defaultVal);
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}
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/// Get an integer property value
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///
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/// @param propName Name of the property to get
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getInt(const char *propName, S32 &defaultVal)
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{
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return appNode->getInt(propName,defaultVal);
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}
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/// Get a boolean property value
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///
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/// @param propName Name of the property to get
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getBool(const char *propName, bool &defaultVal)
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{
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return appNode->getBool(propName,defaultVal);
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}
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/// Return true if this mesh is a skin
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bool isSkin()
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{
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return mIsSkinMesh;
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}
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/// Generate the vertex, normal and triangle data for the mesh.
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///
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/// @param time Time at which to generate the mesh data
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/// @param objectOffset Transform to apply to the generated data (bounds transform)
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void lockMesh(F32 time, const MatrixF& objOffset);
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/// Get the transform of this mesh at a certain time
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///
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/// @param time Time at which to get the transform
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///
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/// @return The mesh transform at the specified time
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MatrixF getMeshTransform(F32 time);
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F32 getVisValue(F32 t);
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};
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#endif // _COLLADA_APPMESH_H_
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