Torque3D/Engine/source/ts/tsShapeOldRead.cpp

892 lines
27 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.
//-----------------------------------------------------------------------------
#include "core/strings/stringFunctions.h"
#include "core/util/endian.h"
#include "ts/tsShapeInstance.h"
//-------------------------------------------------
// put old skins into object list
//-------------------------------------------------
void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detFirstSkin, S32 * detailNumSkins)
{
#if !defined(TORQUE_MAX_LIB)
// this method not necessary in exporter, and a couple lines won't compile for exporter
if (!objects.address() || !meshes.address() || !numSkins)
// not ready for this yet, will catch it on the next pass
return;
S32 numObjects = objects.size();
TSObject * newObjects = objects.address() + objects.size();
TSSkinMesh ** skins = (TSSkinMesh**)&meshes[numMeshes];
Vector<TSSkinMesh*> skinsCopy;
// Note: newObjects has as much free space as we need, so we just need to keep track of the
// number of objects we use and then update objects.size
S32 numSkinObjects = 0;
S32 skinsUsed = 0;
S32 emptySkins = 0;
S32 i;
for (i=0; i<numSkins; i++)
if (skins[i]==NULL)
emptySkins++; // probably never, but just in case
while (skinsUsed<numSkins-emptySkins)
{
TSObject & object = newObjects[numSkinObjects++];
objects.increment();
object.nameIndex = 0; // no name
object.numMeshes = 0;
object.startMeshIndex = numMeshes + skinsCopy.size();
object.nodeIndex = -1;
object.nextSibling = -1;
for (S32 dl=0; dl<numDetails; dl++)
{
// find one mesh per detail to add to this object
// don't really need to be versions of the same object
i = 0;
while (i<detFirstSkin[dl] || detFirstSkin[dl]<0)
i++;
for (; i<numSkins && i<detFirstSkin[dl]+detailNumSkins[dl]; i++)
{
if (skins[i])
{
// found an unused skin... copy it to skinsCopy and set to NULL
skinsCopy.push_back(skins[i]);
skins[i]=NULL;
object.numMeshes++;
skinsUsed++;
break;
}
}
if (i==numSkins || i==detFirstSkin[dl]+detailNumSkins[dl])
{
skinsCopy.push_back(NULL);
object.numMeshes++;
}
}
// exit above loop with one skin per detail...despose of trailing null meshes
while (!skinsCopy.empty() && skinsCopy.last()==NULL)
{
skinsCopy.decrement();
object.numMeshes--;
}
// if no meshes, don't need object
if (!object.numMeshes)
{
objects.decrement();
numSkinObjects--;
}
}
dMemcpy(skins,skinsCopy.address(),skinsCopy.size()*sizeof(TSSkinMesh*));
if (subShapeFirstObject.size()==1)
// as long as only one subshape, we'll now be rendered
subShapeNumObjects[0] += numSkinObjects;
// now for something ugly -- we've added somoe objects to hold the skins...
// now we have to add default states for those objects
// we also have to increment base states on all the sequences that are loaded
dMemmove(objectStates.address()+numObjects+numSkinObjects,objectStates.address()+numObjects,(objectStates.size()-numObjects)*sizeof(ObjectState));
for (i=numObjects; i<numObjects+numSkinObjects; i++)
{
objectStates[i].vis=1.0f;
objectStates[i].frameIndex=0;
objectStates[i].matFrameIndex=0;
}
for (i=0;i<sequences.size();i++)
{
sequences[i].baseObjectState += numSkinObjects;
}
#endif
}
//-------------------------------------------------
// some macros used for read/write
//-------------------------------------------------
// write a vector of structs (minus the first 'm')
#define writeVectorStructMinus(a,m) \
{\
s->write(a.size() - m); \
for (S32 i=m;i<a.size();i++) \
a[i].write(s); \
}
// write a vector of simple types (minus the first 'm')
#define writeVectorSimpleMinus(a,m) \
{\
s->write(a.size() - m); \
for (S32 i=m;i<a.size();i++) \
s->write(a[i]); \
}
// same as above with m=0
#define writeVectorStruct(a) writeVectorStructMinus(a,0)
#define writeVectorSimple(a) writeVectorSimpleMinus(a,0)
// read a vector of structs -- over-writing any existing data
#define readVectorStruct(a) \
{ \
S32 sz; \
s->read(&sz); \
a.setSize(sz); \
for (S32 i=0;i<sz;i++) \
a[i].read(s); \
}
// read a vector of simple types -- over-writing any existing data
#define readVectorSimple(a) \
{ \
S32 sz; \
s->read(&sz); \
a.setSize(sz); \
for (S32 i=0;i<sz;i++) \
s->read(&a[i]); \
}
// read a vector of structs -- append to any existing data
#define appendVectorStruct(a) \
{ \
S32 sz; \
S32 oldSz = a.size(); \
s->read(&sz); \
a.setSize(oldSz + sz); \
for (S32 i=0;i<sz;i++) \
a[i + oldSz].read(s); \
}
// read a vector of simple types -- append to any existing data
#define appendVectorSimple(a) \
{ \
S32 sz; \
S32 oldSz = a.size(); \
s->read(&sz); \
a.setSize(oldSz + sz); \
for (S32 i=0;i<sz;i++) \
s->read(&a[i + oldSz]); \
}
//-------------------------------------------------
// export all sequences
//-------------------------------------------------
void TSShape::exportSequences(Stream * s)
{
// write version
s->write(smVersion);
S32 i,sz;
// write node names
// -- this is how we will map imported sequence nodes to shape nodes
sz = nodes.size();
s->write(sz);
for (i=0;i<nodes.size();i++)
writeName(s,nodes[i].nameIndex);
// legacy write -- write zero objects, don't pretend to support object export anymore
s->write(0);
// on import, we will need to adjust keyframe data based on number of
// nodes/objects in this shape...number of nodes can be inferred from
// above, but number of objects cannot be. Write that quantity here:
s->write(objects.size());
// write node states -- skip default node states
s->write(nodeRotations.size());
for (i=0;i<nodeRotations.size();i++)
{
s->write(nodeRotations[i].x);
s->write(nodeRotations[i].y);
s->write(nodeRotations[i].z);
s->write(nodeRotations[i].w);
}
s->write(nodeTranslations.size());
for (i=0;i<nodeTranslations.size(); i++)
{
s->write(nodeTranslations[i].x);
s->write(nodeTranslations[i].y);
s->write(nodeTranslations[i].z);
}
s->write(nodeUniformScales.size());
for (i=0;i<nodeUniformScales.size();i++)
s->write(nodeUniformScales[i]);
s->write(nodeAlignedScales.size());
for (i=0;i<nodeAlignedScales.size();i++)
{
s->write(nodeAlignedScales[i].x);
s->write(nodeAlignedScales[i].y);
s->write(nodeAlignedScales[i].z);
}
s->write(nodeArbitraryScaleRots.size());
for (i=0;i<nodeArbitraryScaleRots.size();i++)
{
s->write(nodeArbitraryScaleRots[i].x);
s->write(nodeArbitraryScaleRots[i].y);
s->write(nodeArbitraryScaleRots[i].z);
s->write(nodeArbitraryScaleRots[i].w);
}
for (i=0;i<nodeArbitraryScaleFactors.size();i++)
{
s->write(nodeArbitraryScaleFactors[i].x);
s->write(nodeArbitraryScaleFactors[i].y);
s->write(nodeArbitraryScaleFactors[i].z);
}
s->write(groundTranslations.size());
for (i=0;i<groundTranslations.size();i++)
{
s->write(groundTranslations[i].x);
s->write(groundTranslations[i].y);
s->write(groundTranslations[i].z);
}
for (i=0;i<groundRotations.size();i++)
{
s->write(groundRotations[i].x);
s->write(groundRotations[i].y);
s->write(groundRotations[i].z);
s->write(groundRotations[i].w);
}
// write object states -- legacy..no object states
s->write((S32)0);
// write sequences
s->write(sequences.size());
for (i=0;i<sequences.size();i++)
{
Sequence & seq = sequences[i];
// first write sequence name
writeName(s,seq.nameIndex);
// now write the sequence itself
seq.write(s,false); // false --> don't write name index
}
// write out all the triggers...
s->write(triggers.size());
for (i=0; i<triggers.size(); i++)
{
s->write(triggers[i].state);
s->write(triggers[i].pos);
}
}
//-------------------------------------------------
// export a single sequence
//-------------------------------------------------
void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool saveOldFormat)
{
S32 currentVersion = smVersion;
if ( saveOldFormat )
smVersion = 24;
// write version
s->write(smVersion);
// write node names
s->write( nodes.size() );
for ( S32 i = 0; i < nodes.size(); i++ )
writeName( s, nodes[i].nameIndex );
// legacy write -- write zero objects, don't pretend to support object export anymore
s->write( (S32)0 );
// on import, we will need to adjust keyframe data based on number of
// nodes/objects in this shape...number of nodes can be inferred from
// above, but number of objects cannot be. Write that quantity here:
s->write( objects.size() );
// write node states -- skip default node states
S32 count = seq.rotationMatters.count() * seq.numKeyframes;
s->write( count );
for ( S32 i = seq.baseRotation; i < seq.baseRotation + count; i++ )
{
s->write( nodeRotations[i].x );
s->write( nodeRotations[i].y );
s->write( nodeRotations[i].z );
s->write( nodeRotations[i].w );
}
count = seq.translationMatters.count() * seq.numKeyframes;
s->write( count );
for ( S32 i = seq.baseTranslation; i < seq.baseTranslation + count; i++ )
{
s->write( nodeTranslations[i].x );
s->write( nodeTranslations[i].y );
s->write( nodeTranslations[i].z );
}
count = seq.scaleMatters.count() * seq.numKeyframes;
if ( seq.animatesUniformScale() )
{
s->write( count );
for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
s->write( nodeUniformScales[i] );
}
else
s->write( (S32)0 );
if ( seq.animatesAlignedScale() )
{
s->write( count );
for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
{
s->write( nodeAlignedScales[i].x );
s->write( nodeAlignedScales[i].y );
s->write( nodeAlignedScales[i].z );
}
}
else
s->write( (S32)0 );
if ( seq.animatesArbitraryScale() )
{
s->write( count );
for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
{
s->write( nodeArbitraryScaleRots[i].x );
s->write( nodeArbitraryScaleRots[i].y );
s->write( nodeArbitraryScaleRots[i].z );
s->write( nodeArbitraryScaleRots[i].w );
}
for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
{
s->write( nodeArbitraryScaleFactors[i].x );
s->write( nodeArbitraryScaleFactors[i].y );
s->write( nodeArbitraryScaleFactors[i].z );
}
}
else
s->write( (S32)0 );
s->write( seq.numGroundFrames );
for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ )
{
s->write( groundTranslations[i].x );
s->write( groundTranslations[i].y );
s->write( groundTranslations[i].z );
}
for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ )
{
s->write( groundRotations[i].x );
s->write( groundRotations[i].y );
s->write( groundRotations[i].z );
s->write( groundRotations[i].w );
}
// write object states -- legacy..no object states
s->write( (S32)0 );
// write the sequence
s->write( (S32)1 );
writeName( s, seq.nameIndex );
{
// Write a copy of the sequence with all offsets set to 0
TSShape::Sequence tmpSeq(seq);
tmpSeq.baseDecalState = 0;
tmpSeq.baseObjectState = 0;
tmpSeq.baseTranslation = 0;
tmpSeq.baseRotation = 0;
tmpSeq.baseScale = 0;
tmpSeq.firstGroundFrame = 0;
tmpSeq.firstTrigger = 0;
tmpSeq.write( s, false );
}
// write the sequence triggers
s->write( seq.numTriggers );
for ( S32 i = seq.firstTrigger; i < seq.firstTrigger + seq.numTriggers; i++ )
{
s->write( triggers[i].state );
s->write( triggers[i].pos );
}
smVersion = currentVersion;
}
//-------------------------------------------------
// import sequences into existing shape
//-------------------------------------------------
bool TSShape::importSequences(Stream * s, const String& sequencePath)
{
// write version
s->read(&smReadVersion);
if (smReadVersion>smVersion)
{
// error -- don't support future version yet :>
Con::errorf(ConsoleLogEntry::General,
"Sequence import failed: shape exporter newer than running executable.");
return false;
}
if (smReadVersion<19)
{
// error -- don't support future version yet :>
Con::errorf(ConsoleLogEntry::General,
"Sequence import failed: deprecated version (%i).",smReadVersion);
return false;
}
Vector<S32> nodeMap; // node index of each node from imported sequences
Vector<S32> objectMap; // object index of objects from imported sequences
VECTOR_SET_ASSOCIATION(nodeMap);
VECTOR_SET_ASSOCIATION(objectMap);
S32 i,sz;
// read node names
// -- this is how we will map imported sequence nodes to our nodes
s->read(&sz);
nodeMap.setSize(sz);
for (i=0;i<sz;i++)
{
U32 startSize = names.size();
S32 nameIndex = readName(s,true);
nodeMap[i] = findNode(nameIndex);
if (nodeMap[i] < 0)
{
// node found in sequence but not shape => remove the added node name
if (names.size() != startSize)
{
names.decrement();
if (names.size() != startSize)
Con::errorf(ConsoleLogEntry::General, "TSShape::importSequence: failed to remove unused node correctly for dsq %s.", names[nameIndex].c_str(), sequencePath.c_str());
}
}
}
// read the following size, but won't do anything with it...legacy: was going to support
// import of sequences that animate objects...we don't...
s->read(&sz);
// before reading keyframes, take note of a couple numbers
S32 oldShapeNumObjects;
s->read(&oldShapeNumObjects);
// adjust all the new keyframes
S32 adjNodeRots = smReadVersion<22 ? nodeRotations.size() - nodeMap.size() : nodeRotations.size();
S32 adjNodeTrans = smReadVersion<22 ? nodeTranslations.size() - nodeMap.size() : nodeTranslations.size();
S32 adjGroundStates = smReadVersion<22 ? 0 : groundTranslations.size(); // groundTrans==groundRot
// Read the node states into temporary vectors, then use the
// nodeMap to discard unused transforms and map others to our nodes
Vector<Quat16> seqRotations;
Vector<Point3F> seqTranslations;
Vector<F32> seqUniformScales;
Vector<Point3F> seqAlignedScales;
Vector<Quat16> seqArbitraryScaleRots;
Vector<Point3F> seqArbitraryScaleFactors;
if (smReadVersion>21)
{
s->read(&sz);
seqRotations.setSize(sz);
for (i=0; i < sz; i++)
{
s->read(&seqRotations[i].x);
s->read(&seqRotations[i].y);
s->read(&seqRotations[i].z);
s->read(&seqRotations[i].w);
}
s->read(&sz);
seqTranslations.setSize(sz);
for (i=0; i <sz; i++)
{
s->read(&seqTranslations[i].x);
s->read(&seqTranslations[i].y);
s->read(&seqTranslations[i].z);
}
s->read(&sz);
seqUniformScales.setSize(sz);
for (i = 0; i < sz; i++)
s->read(&seqUniformScales[i]);
s->read(&sz);
seqAlignedScales.setSize(sz);
for (i = 0; i < sz; i++)
{
s->read(&seqAlignedScales[i].x);
s->read(&seqAlignedScales[i].y);
s->read(&seqAlignedScales[i].z);
}
s->read(&sz);
seqArbitraryScaleRots.setSize(sz);
for (i = 0; i <sz; i++)
{
s->read(&seqArbitraryScaleRots[i].x);
s->read(&seqArbitraryScaleRots[i].y);
s->read(&seqArbitraryScaleRots[i].z);
s->read(&seqArbitraryScaleRots[i].w);
}
seqArbitraryScaleFactors.setSize(sz);
for (i = 0; i < sz; i++)
{
s->read(&seqArbitraryScaleFactors[i].x);
s->read(&seqArbitraryScaleFactors[i].y);
s->read(&seqArbitraryScaleFactors[i].z);
}
// ground transforms can be read directly into the shape (none will be
// discarded)
s->read(&sz);
S32 oldSz = groundTranslations.size();
groundTranslations.setSize(sz+oldSz);
for (i=oldSz;i<sz+oldSz;i++)
{
s->read(&groundTranslations[i].x);
s->read(&groundTranslations[i].y);
s->read(&groundTranslations[i].z);
}
groundRotations.setSize(sz+oldSz);
for (i=oldSz;i<sz+oldSz;i++)
{
s->read(&groundRotations[i].x);
s->read(&groundRotations[i].y);
s->read(&groundRotations[i].z);
s->read(&groundRotations[i].w);
}
}
else
{
s->read(&sz);
seqRotations.setSize(sz);
seqTranslations.setSize(sz);
for (i = 0; i < sz; i++)
{
s->read(&seqRotations[i].x);
s->read(&seqRotations[i].y);
s->read(&seqRotations[i].z);
s->read(&seqRotations[i].w);
s->read(&seqTranslations[i].x);
s->read(&seqTranslations[i].y);
s->read(&seqTranslations[i].z);
}
}
// add these object states to our own -- shouldn't be any...assume it
s->read(&sz);
// read sequences
s->read(&sz);
S32 startSeqNum = sequences.size();
for (i=0;i<sz;i++)
{
sequences.increment();
Sequence & seq = sequences.last();
// read name
seq.nameIndex = readName(s,true);
// read the rest of the sequence
seq.read(s,false);
seq.baseRotation = nodeRotations.size();
seq.baseTranslation = nodeTranslations.size();
if (smReadVersion > 21)
{
if (seq.animatesUniformScale())
seq.baseScale = nodeUniformScales.size();
else if (seq.animatesAlignedScale())
seq.baseScale = nodeAlignedScales.size();
else if (seq.animatesArbitraryScale())
seq.baseScale = nodeArbitraryScaleFactors.size();
}
// remap the node matters arrays
S32 j;
TSIntegerSet newTransMembership;
TSIntegerSet newRotMembership;
TSIntegerSet newScaleMembership;
for (j = 0; j < (S32)nodeMap.size(); j++)
{
if (nodeMap[j] < 0)
continue;
if (seq.translationMatters.test(j))
newTransMembership.set(nodeMap[j]);
if (seq.rotationMatters.test(j))
newRotMembership.set(nodeMap[j]);
if (seq.scaleMatters.test(j))
newScaleMembership.set(nodeMap[j]);
}
// resize node transform arrays
nodeTranslations.increment(newTransMembership.count() * seq.numKeyframes);
nodeRotations.increment(newRotMembership.count() * seq.numKeyframes);
if (seq.flags & TSShape::ArbitraryScale)
{
S32 scaleCount = newScaleMembership.count() * seq.numKeyframes;
nodeArbitraryScaleRots.increment(scaleCount);
nodeArbitraryScaleFactors.increment(scaleCount);
}
else if (seq.flags & TSShape::AlignedScale)
nodeAlignedScales.increment(newScaleMembership.count() * seq.numKeyframes);
else
nodeUniformScales.increment(newScaleMembership.count() * seq.numKeyframes);
// remap node transforms from temporary arrays
for (S32 nodeID = 0; nodeID < nodeMap.size(); nodeID++)
{
if (nodeMap[nodeID] < 0)
continue;
if (newTransMembership.test(nodeMap[nodeID]))
{
S32 src = seq.numKeyframes * seq.translationMatters.count(nodeID);
S32 dest = seq.baseTranslation + seq.numKeyframes * newTransMembership.count(nodeMap[nodeID]);
dCopyArray(&nodeTranslations[dest], &seqTranslations[src], seq.numKeyframes);
}
if (newRotMembership.test(nodeMap[nodeID]))
{
S32 src = seq.numKeyframes * seq.rotationMatters.count(nodeID);
S32 dest = seq.baseRotation + seq.numKeyframes * newRotMembership.count(nodeMap[nodeID]);
dCopyArray(&nodeRotations[dest], &seqRotations[src], seq.numKeyframes);
}
if (newScaleMembership.test(nodeMap[nodeID]))
{
S32 src = seq.numKeyframes * seq.scaleMatters.count(nodeID);
S32 dest = seq.baseScale + seq.numKeyframes * newScaleMembership.count(nodeMap[nodeID]);
if (seq.flags & TSShape::ArbitraryScale)
{
dCopyArray(&nodeArbitraryScaleRots[dest], &seqArbitraryScaleRots[src], seq.numKeyframes);
dCopyArray(&nodeArbitraryScaleFactors[dest], &seqArbitraryScaleFactors[src], seq.numKeyframes);
}
else if (seq.flags & TSShape::AlignedScale)
dCopyArray(&nodeAlignedScales[dest], &seqAlignedScales[src], seq.numKeyframes);
else
dCopyArray(&nodeUniformScales[dest], &seqUniformScales[src], seq.numKeyframes);
}
}
seq.translationMatters = newTransMembership;
seq.rotationMatters = newRotMembership;
seq.scaleMatters = newScaleMembership;
// adjust trigger numbers...we'll read triggers after sequences...
seq.firstTrigger += triggers.size();
// finally, adjust ground transform's nodes states
seq.firstGroundFrame += adjGroundStates;
}
if (smReadVersion<22)
{
for (i=startSeqNum; i<sequences.size(); i++)
{
// move ground transform data to ground vectors
Sequence & seq = sequences[i];
S32 oldSz = groundTranslations.size();
groundTranslations.setSize(oldSz+seq.numGroundFrames);
groundRotations.setSize(oldSz+seq.numGroundFrames);
for (S32 j=0;j<seq.numGroundFrames;j++)
{
groundTranslations[j+oldSz] = nodeTranslations[seq.firstGroundFrame+adjNodeTrans+j];
groundRotations[j+oldSz] = nodeRotations[seq.firstGroundFrame+adjNodeRots+j];
}
seq.firstGroundFrame = oldSz;
}
}
// add the new triggers
S32 oldSz = triggers.size();
s->read(&sz);
triggers.setSize(oldSz+sz);
for (S32 triggerID=0; triggerID<sz; triggerID++)
{
s->read(&triggers[triggerID +oldSz].state);
s->read(&triggers[triggerID +oldSz].pos);
}
if (smInitOnRead)
init();
return true;
}
//-------------------------------------------------
// read/write sequence
//-------------------------------------------------
void TSShape::Sequence::read(Stream * s, bool readNameIndex)
{
AssertISV(smReadVersion>=19,"Reading old sequence");
if (readNameIndex)
s->read(&nameIndex);
flags = 0;
if (TSShape::smReadVersion>21)
s->read(&flags);
else
flags=0;
s->read(&numKeyframes);
s->read(&duration);
if (TSShape::smReadVersion<22)
{
bool tmp = false;
s->read(&tmp);
if (tmp)
flags |= Blend;
s->read(&tmp);
if (tmp)
flags |= Cyclic;
s->read(&tmp);
if (tmp)
flags |= MakePath;
}
s->read(&priority);
s->read(&firstGroundFrame);
s->read(&numGroundFrames);
if (TSShape::smReadVersion>21)
{
s->read(&baseRotation);
s->read(&baseTranslation);
s->read(&baseScale);
s->read(&baseObjectState);
s->read(&baseDecalState);
}
else
{
s->read(&baseRotation);
baseTranslation=baseRotation;
s->read(&baseObjectState);
s->read(&baseDecalState);
}
s->read(&firstTrigger);
s->read(&numTriggers);
s->read(&toolBegin);
// now the membership sets:
rotationMatters.read(s);
if (TSShape::smReadVersion<22)
translationMatters=rotationMatters;
else
{
translationMatters.read(s);
scaleMatters.read(s);
}
TSIntegerSet dummy;
dummy.read(s); // DEPRECIATED: Decals
dummy.read(s); // DEPRECIATED: Ifl materials
visMatters.read(s);
frameMatters.read(s);
matFrameMatters.read(s);
dirtyFlags = 0;
if (rotationMatters.testAll() || translationMatters.testAll() || scaleMatters.testAll())
dirtyFlags |= TSShapeInstance::TransformDirty;
if (visMatters.testAll())
dirtyFlags |= TSShapeInstance::VisDirty;
if (frameMatters.testAll())
dirtyFlags |= TSShapeInstance::FrameDirty;
if (matFrameMatters.testAll())
dirtyFlags |= TSShapeInstance::MatFrameDirty;
}
void TSShape::Sequence::write(Stream * s, bool writeNameIndex) const
{
if (writeNameIndex)
s->write(nameIndex);
s->write(flags);
s->write(numKeyframes);
s->write(duration);
s->write(priority);
s->write(firstGroundFrame);
s->write(numGroundFrames);
s->write(baseRotation);
s->write(baseTranslation);
s->write(baseScale);
s->write(baseObjectState);
s->write(baseDecalState);
s->write(firstTrigger);
s->write(numTriggers);
s->write(toolBegin);
// now the membership sets:
rotationMatters.write(s);
translationMatters.write(s);
scaleMatters.write(s);
TSIntegerSet dummy;
dummy.write(s); // DEPRECIATED: Decals
dummy.write(s); // DEPRECIATED: Ifl materials
visMatters.write(s);
frameMatters.write(s);
matFrameMatters.write(s);
}
void TSShape::writeName(Stream * s, S32 nameIndex)
{
const char * name = "";
if (nameIndex>=0)
name = names[nameIndex];
S32 sz = (S32)dStrlen(name);
s->write(sz);
if (sz)
s->write(sz*sizeof(char),name);
}
S32 TSShape::readName(Stream * s, bool addName)
{
static char buffer[256];
U32 sz;
S32 nameIndex = -1;
s->read(&sz);
if (sz>0 && sz<255)
{
s->read(sz,buffer);
buffer[sz] = '\0';
nameIndex = findName(buffer);
// Many modeling apps don't support spaces in names, so if the lookup
// failed, try the name again with spaces replaced by underscores
if (nameIndex < 0)
{
while (char *p = dStrchr(buffer, ' '))
*p = '_';
nameIndex = findName(buffer);
}
if (nameIndex<0 && addName)
{
nameIndex = names.size();
names.increment();
names.last() = buffer;
}
}
else
{
Con::errorf("invalid TSShape::readName length!");
}
return nameIndex;
}