Torque3D/Engine/source/ts/collada/colladaAppMesh.h
2015-12-13 03:33:39 +00:00

233 lines
8.3 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 _COLLADA_APPMESH_H_
#define _COLLADA_APPMESH_H_
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"
#endif
#ifndef _TSSHAPELOADER_H_
#include "ts/loader/tsShapeLoader.h"
#endif
#ifndef _COLLADA_APPNODE_H_
#include "ts/collada/colladaAppNode.h"
#endif
#ifndef _COLLADA_EXTENSIONS_H_
#include "ts/collada/colladaExtensions.h"
#endif
//-----------------------------------------------------------------------------
// Torque unifies the vert position, normal and UV values, so that a single index
// uniquely identifies all 3 elements. A triangle then contains just 3 indices,
// and from that we can get the 3 positions, 3 normals and 3 UVs.
//
// for i=1:3
// index = indices[triangle.start + i]
// points[index], normals[index], uvs[index]
//
// Collada does not use unified vertex streams, (each triangle needs 9 indices),
// so this structure is used to map a single VertTuple index to 3 indices into
// the Collada streams. The Collada (and Torque) primitive index is also stored
// because the Collada document may use different streams for different primitives.
//
// For morph geometry, we can use the same array of VertTuples to access the base
// AND all of the target geometries because they MUST have the same topology.
struct VertTuple
{
S32 prim, vertex, normal, color, uv, uv2;
Point3F dataVertex, dataNormal;
ColorI dataColor;
Point2F dataUV, dataUV2;
VertTuple(): prim(-1), vertex(-1), normal(-1), color(-1), uv(-1), uv2(-1) {}
bool operator==(const VertTuple& p) const
{
return dataVertex == p.dataVertex &&
dataColor == p.dataColor &&
dataNormal == p.dataNormal &&
dataUV == p.dataUV &&
dataUV2 == p.dataUV2;
}
};
class ColladaAppMesh : public AppMesh
{
typedef AppMesh Parent;
protected:
class ColladaAppNode* appNode; ///< Pointer to the node that owns this mesh
const domInstance_geometry* instanceGeom;
const domInstance_controller* instanceCtrl;
ColladaExtension_geometry* geomExt; ///< geometry extension
Vector<VertTuple> vertTuples; ///<
Map<StringTableEntry,U32> boundMaterials; ///< Local map of symbols to materials
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
//-----------------------------------------------------------------------
/// Get the morph controller for this mesh (if any)
const domMorph* getMorph()
{
if (instanceCtrl) {
const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
if (ctrl && ctrl->getSkin())
ctrl = daeSafeCast<domController>(ctrl->getSkin()->getSource().getElement());
return ctrl ? ctrl->getMorph() : NULL;
}
return NULL;
}
S32 addMaterial(const char* symbol);
bool checkGeometryType(const daeElement* element);
void getPrimitives(const domGeometry* geometry);
void getVertexData( const domGeometry* geometry, F32 time, const MatrixF& objOffset,
Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
Vector<Point2F>& uvs, Vector<Point2F>& uv2s, bool appendValues);
void getMorphVertexData( const domMorph* morph, F32 time, const MatrixF& objOffset,
Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
Vector<Point2F>& uvs, Vector<Point2F>& uv2s );
public:
ColladaAppMesh(const domInstance_geometry* instance, ColladaAppNode* node);
ColladaAppMesh(const domInstance_controller* instance, ColladaAppNode* node);
~ColladaAppMesh()
{
delete geomExt;
}
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);
//-----------------------------------------------------------------------
/// 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)
{
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)
{
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)
{
return appNode->getBool(propName,defaultVal);
}
/// Return true if this mesh is a skin
bool isSkin()
{
if (instanceCtrl) {
const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
if (ctrl && ctrl->getSkin() &&
(ctrl->getSkin()->getVertex_weights()->getV()->getValue().getCount() > 0))
return true;
}
return false;
}
/// Get the skin data: bones, vertex weights etc
void lookupSkinData();
/// Check if the mesh visibility is animated
///
/// @param appSeq Start/end time to check
///
/// @return True if the mesh visibility is animated, false if not
bool animatesVis(const AppSequence* appSeq);
/// Check if the material used by this mesh is animated
///
/// @param appSeq Start/end time to check
///
/// @return True if the material is animated, false if not
bool animatesMatFrame(const AppSequence* appSeq);
/// Check if the mesh is animated
///
/// @param appSeq Start/end time to check
///
/// @return True if the mesh is animated, false if not
bool animatesFrame(const AppSequence* appSeq);
/// Generate the vertex, normal and triangle data for the mesh.
///
/// @param time Time at which to generate the mesh data
/// @param objOffset Transform to apply to the generated data (bounds transform)
void lockMesh(F32 time, const MatrixF& objOffset);
/// 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);
/// Get the visibility of this mesh at a certain time
///
/// @param time Time at which to get visibility info
///
/// @return Visibility from 0 (invisible) to 1 (opaque)
F32 getVisValue(F32 time);
};
#endif // _COLLADA_APPMESH_H_