mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
233 lines
8.3 KiB
C++
233 lines
8.3 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 _COLLADA_APPMESH_H_
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#define _COLLADA_APPMESH_H_
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _APPMESH_H_
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#include "ts/loader/appMesh.h"
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#endif
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#ifndef _TSSHAPELOADER_H_
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#include "ts/loader/tsShapeLoader.h"
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#endif
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#ifndef _COLLADA_APPNODE_H_
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#include "ts/collada/colladaAppNode.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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//-----------------------------------------------------------------------------
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// Torque unifies the vert position, normal and UV values, so that a single index
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// uniquely identifies all 3 elements. A triangle then contains just 3 indices,
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// and from that we can get the 3 positions, 3 normals and 3 UVs.
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//
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// for i=1:3
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// index = indices[triangle.start + i]
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// points[index], normals[index], uvs[index]
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//
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// Collada does not use unified vertex streams, (each triangle needs 9 indices),
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// so this structure is used to map a single VertTuple index to 3 indices into
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// the Collada streams. The Collada (and Torque) primitive index is also stored
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// because the Collada document may use different streams for different primitives.
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//
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// For morph geometry, we can use the same array of VertTuples to access the base
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// AND all of the target geometries because they MUST have the same topology.
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struct VertTuple
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{
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S32 prim, vertex, normal, color, uv, uv2;
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Point3F dataVertex, dataNormal;
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ColorI dataColor;
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Point2F dataUV, dataUV2;
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VertTuple(): prim(-1), vertex(-1), normal(-1), color(-1), uv(-1), uv2(-1) {}
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bool operator==(const VertTuple& p) const
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{
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return dataVertex == p.dataVertex &&
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dataColor == p.dataColor &&
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dataNormal == p.dataNormal &&
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dataUV == p.dataUV &&
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dataUV2 == p.dataUV2;
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}
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};
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class ColladaAppMesh : public AppMesh
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{
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typedef AppMesh Parent;
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protected:
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class ColladaAppNode* appNode; ///< Pointer to the node that owns this mesh
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const domInstance_geometry* instanceGeom;
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const domInstance_controller* instanceCtrl;
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ColladaExtension_geometry* geomExt; ///< geometry extension
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Vector<VertTuple> vertTuples; ///<
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Map<StringTableEntry,U32> boundMaterials; ///< Local map of symbols to materials
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static bool fixedSizeEnabled; ///< Set to true to fix the detail size to a particular value for all geometry
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static S32 fixedSize; ///< The fixed detail size value for all geometry
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//-----------------------------------------------------------------------
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/// Get the morph controller for this mesh (if any)
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const domMorph* getMorph()
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{
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if (instanceCtrl) {
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const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
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if (ctrl && ctrl->getSkin())
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ctrl = daeSafeCast<domController>(ctrl->getSkin()->getSource().getElement());
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return ctrl ? ctrl->getMorph() : NULL;
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}
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return NULL;
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}
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S32 addMaterial(const char* symbol);
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bool checkGeometryType(const daeElement* element);
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void getPrimitives(const domGeometry* geometry);
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void getVertexData( const domGeometry* geometry, F32 time, const MatrixF& objOffset,
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Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
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Vector<Point2F>& uvs, Vector<Point2F>& uv2s, bool appendValues);
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void getMorphVertexData( const domMorph* morph, F32 time, const MatrixF& objOffset,
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Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
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Vector<Point2F>& uvs, Vector<Point2F>& uv2s );
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public:
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ColladaAppMesh(const domInstance_geometry* instance, ColladaAppNode* node);
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ColladaAppMesh(const domInstance_controller* instance, ColladaAppNode* node);
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~ColladaAppMesh()
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{
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delete geomExt;
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}
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static void fixDetailSize(bool fixed, S32 size=2)
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{
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fixedSizeEnabled = fixed;
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fixedSize = size;
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}
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/// Get the name of this mesh
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///
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/// @return A string containing the name of this mesh
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const char *getName(bool allowFixed=true);
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//-----------------------------------------------------------------------
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/// Get a floating point property value
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///
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/// @param propName Name of the property to get
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getFloat(const char *propName, F32 &defaultVal)
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{
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return appNode->getFloat(propName,defaultVal);
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}
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/// Get an integer property value
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///
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/// @param propName Name of the property to get
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getInt(const char *propName, S32 &defaultVal)
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{
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return appNode->getInt(propName,defaultVal);
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}
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/// Get a boolean property value
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///
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/// @param propName Name of the property to get
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getBool(const char *propName, bool &defaultVal)
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{
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return appNode->getBool(propName,defaultVal);
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}
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/// Return true if this mesh is a skin
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bool isSkin()
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{
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if (instanceCtrl) {
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const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
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if (ctrl && ctrl->getSkin() &&
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(ctrl->getSkin()->getVertex_weights()->getV()->getValue().getCount() > 0))
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return true;
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}
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return false;
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}
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/// Get the skin data: bones, vertex weights etc
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void lookupSkinData();
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/// Check if the mesh visibility is animated
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///
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/// @param appSeq Start/end time to check
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///
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/// @return True if the mesh visibility is animated, false if not
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bool animatesVis(const AppSequence* appSeq);
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/// Check if the material used by this mesh is animated
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///
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/// @param appSeq Start/end time to check
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///
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/// @return True if the material is animated, false if not
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bool animatesMatFrame(const AppSequence* appSeq);
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/// Check if the mesh is animated
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///
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/// @param appSeq Start/end time to check
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///
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/// @return True if the mesh is animated, false if not
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bool animatesFrame(const AppSequence* appSeq);
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/// Generate the vertex, normal and triangle data for the mesh.
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///
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/// @param time Time at which to generate the mesh data
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/// @param objOffset Transform to apply to the generated data (bounds transform)
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void lockMesh(F32 time, const MatrixF& objOffset);
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/// Get the transform of this mesh at a certain time
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///
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/// @param time Time at which to get the transform
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///
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/// @return The mesh transform at the specified time
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MatrixF getMeshTransform(F32 time);
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/// Get the visibility of this mesh at a certain time
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///
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/// @param time Time at which to get visibility info
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///
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/// @return Visibility from 0 (invisible) to 1 (opaque)
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F32 getVisValue(F32 time);
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};
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#endif // _COLLADA_APPMESH_H_
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