Torque3D/Engine/source/ts/assimp/assimpAppNode.h
AzaezelX 5ffa3b81f1 dial back nullPtr usage
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs.

this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
2025-12-29 17:45:09 -06:00

136 lines
4.8 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_APPNODE_H_
#define _ASSIMP_APPNODE_H_
#ifndef _TDICTIONARY_H_
#include "core/tDictionary.h"
#endif
#ifndef _APPNODE_H_
#include "ts/loader/appNode.h"
#endif
#ifndef _COLLADA_EXTENSIONS_H_
#include "ts/collada/colladaExtensions.h"
#endif
#if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
#ifdef new
#undef new
#endif
#endif
#ifndef AI_TYPES_H_INC
#include <assimp/types.h>
#endif
#include <assimp/scene.h>
#if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
# define _new new(__FILE__, __LINE__)
# define new _new
#endif
class AssimpAppMesh;
class AssimpAppNode : public AppNode
{
typedef AppNode Parent;
friend class AssimpAppMesh;
MatrixF getTransform(F32 time);
void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
Point3F interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime);
QuatF interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime);
void buildMeshList() override;
void buildChildList() override;
protected:
const aiScene* mScene;
const aiNode* mNode; ///< Pointer to the assimp scene node
AssimpAppNode* appParent; ///< Parent node
MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
public:
AssimpAppNode(const aiScene* scene, const aiNode* node, AssimpAppNode* parentNode = NULL);
virtual ~AssimpAppNode()
{
//
}
static aiAnimation* sActiveSequence;
static F32 sTimeMultiplier;
//-----------------------------------------------------------------------
const char *getName() override { return mName; }
const char *getParentName() override { return mParentName; }
bool isEqual(AppNode* node) override
{
const AssimpAppNode* appNode = dynamic_cast<const AssimpAppNode*>(node);
return (appNode && (appNode->mNode == mNode));
}
// Property look-ups: only float properties are stored, the rest are
// converted from floats as needed
bool getFloat(const char* propName, F32& defaultVal) override
{
//Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
//if (itr != mProps.end())
// defaultVal = itr->value;
return false;
}
bool getInt(const char* propName, S32& defaultVal) override
{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (S32)value;
return ret;
}
bool getBool(const char* propName, bool& defaultVal) override
{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (value != 0);
return ret;
}
MatrixF getNodeTransform(F32 time) override;
bool animatesTransform(const AppSequence* appSeq) override;
bool isParentRoot() override { return (appParent == NULL); }
static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
void addChild(AssimpAppNode* child);
void addMesh(AssimpAppMesh* child);
};
#endif // _ASSIMP_APPNODE_H_