Torque3D/Engine/source/ts/assimp/assimpAppMesh.h
marauder2k7 a5ed09fa57 fix assimp import
Assimp importer now sets the collada options to fix up axis transformation
bounds are now created by tsmesh
top level nodes are now added to the processNodes stack so bounds and other root nodes can be found correctly
2025-11-24 07:54:53 +00:00

125 lines
4.2 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 _ASSIMP_APPMESH_H_
#define _ASSIMP_APPMESH_H_
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"
#endif
#ifndef _TSSHAPELOADER_H_
#include "ts/loader/tsShapeLoader.h"
#endif
#ifndef _ASSIMP_APPNODE_H_
#include "ts/assimp/assimpAppNode.h"
#endif
class AssimpAppMesh : public AppMesh
{
typedef AppMesh Parent;
protected:
class AssimpAppNode* appNode; ///< Pointer to the node that owns this mesh
const struct aiMesh* mMeshData;
bool mIsSkinMesh;
static bool fixedSizeEnabled; ///< Set to true to fix the detail size to a particular value for all geometry
static S32 fixedSize; ///< The fixed detail size value for all geometry
public:
AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node);
~AssimpAppMesh()
{
//delete geomExt;
}
void lookupSkinData() override;
static void fixDetailSize(bool fixed, S32 size=2)
{
fixedSizeEnabled = fixed;
fixedSize = size;
}
/// Get the name of this mesh
///
/// @return A string containing the name of this mesh
const char *getName(bool allowFixed=true) override;
//-----------------------------------------------------------------------
/// Get a floating point property value
///
/// @param propName Name of the property to get
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getFloat(const char *propName, F32 &defaultVal) override
{
return appNode->getFloat(propName,defaultVal);
}
/// Get an integer property value
///
/// @param propName Name of the property to get
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getInt(const char *propName, S32 &defaultVal) override
{
return appNode->getInt(propName,defaultVal);
}
/// Get a boolean property value
///
/// @param propName Name of the property to get
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getBool(const char *propName, bool &defaultVal) override
{
return appNode->getBool(propName,defaultVal);
}
/// Return true if this mesh is a skin
bool isSkin() override
{
return mIsSkinMesh;
}
/// Generate the vertex, normal and triangle data for the mesh.
///
/// @param time Time at which to generate the mesh data
/// @param objectOffset Transform to apply to the generated data (bounds transform)
void lockMesh(F32 time, const MatrixF& objOffset) override;
/// Get the transform of this mesh at a certain time
///
/// @param time Time at which to get the transform
///
/// @return The mesh transform at the specified time
MatrixF getMeshTransform(F32 time) override;
F32 getVisValue(F32 t) override;
};
#endif // _COLLADA_APPMESH_H_