mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
This commit deals with the problem that the keyframe timestamps are not standardized. Seconds, milliseconds and ticks are used depending on the import format. There is no metadata or property that specifies the format used, so the option is exposed to the user as part of the import options gui.
119 lines
4.3 KiB
C++
119 lines
4.3 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_APPNODE_H_
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#define _ASSIMP_APPNODE_H_
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#ifndef _TDICTIONARY_H_
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#include "core/tDictionary.h"
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#endif
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#ifndef _APPNODE_H_
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#include "ts/loader/appNode.h"
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#endif
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#ifndef _COLLADA_EXTENSIONS_H_
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#include "ts/collada/colladaExtensions.h"
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#endif
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#ifndef AI_TYPES_H_INC
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#include <assimp/types.h>
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#endif
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#include <assimp/scene.h>
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class AssimpAppNode : public AppNode
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{
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typedef AppNode Parent;
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friend class AssimpAppMesh;
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MatrixF getTransform(F32 time);
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void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
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void buildMeshList();
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void buildChildList();
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protected:
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const struct aiScene* mScene;
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const struct aiNode* mNode; ///< Pointer to the assimp scene node
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AssimpAppNode* appParent; ///< Parent node
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MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
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bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
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F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
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MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
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bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
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MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
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public:
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AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent = 0);
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virtual ~AssimpAppNode()
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{
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//
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}
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static aiAnimation* sActiveSequence;
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static F32 sTimeMultiplier;
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//-----------------------------------------------------------------------
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const char *getName() { return mName; }
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const char *getParentName() { return mParentName; }
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bool isEqual(AppNode* node)
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{
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const AssimpAppNode* appNode = dynamic_cast<const AssimpAppNode*>(node);
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return (appNode && (appNode->mNode == mNode));
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}
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// Property look-ups: only float properties are stored, the rest are
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// converted from floats as needed
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bool getFloat(const char* propName, F32& defaultVal)
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{
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//Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
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//if (itr != mProps.end())
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// defaultVal = itr->value;
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return false;
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}
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bool getInt(const char* propName, S32& defaultVal)
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{
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F32 value = defaultVal;
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bool ret = getFloat(propName, value);
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defaultVal = (S32)value;
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return ret;
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}
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bool getBool(const char* propName, bool& defaultVal)
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{
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F32 value = defaultVal;
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bool ret = getFloat(propName, value);
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defaultVal = (value != 0);
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return ret;
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}
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MatrixF getNodeTransform(F32 time);
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bool animatesTransform(const AppSequence* appSeq);
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bool isParentRoot() { return (appParent == NULL); }
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static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
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static void convertMat(MatrixF& outMat);
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static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
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};
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#endif // _ASSIMP_APPNODE_H_
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