Torque3D/Engine/source/ts/loader/appMesh.h
Daniel Buckmaster e10b421641 C4458 declaration hides class member.
There are plenty more of these, but they should be fixed by revising the
names of members to start with m, instead of fixing the local violations.
There was a previous PR for that but it went badly. Will retry again one
day.
2015-07-23 20:13:04 +10:00

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();
void computeBounds(Box3F& bounds);
void computeNormals();
// Create a TSMesh object
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_