Torque3D/Engine/source/ts/collada/colladaShapeLoader.h
2012-09-19 11:15:01 -04:00

62 lines
2.4 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_SHAPELOADER_H_
#define _COLLADA_SHAPELOADER_H_
#ifndef _TSSHAPELOADER_H_
#include "ts/loader/tsShapeLoader.h"
#endif
class domCOLLADA;
class domAnimation;
struct AnimChannels;
//-----------------------------------------------------------------------------
class ColladaShapeLoader : public TSShapeLoader
{
friend TSShape* loadColladaShape(const Torque::Path &path);
domCOLLADA* root;
Vector<AnimChannels*> animations; ///< Holds all animation channels for deletion after loading
void processAnimation(const domAnimation* anim, F32& maxEndTime, F32& minFrameTime);
void cleanup();
public:
ColladaShapeLoader(domCOLLADA* _root);
~ColladaShapeLoader();
void enumerateScene();
bool ignoreNode(const String& name);
bool ignoreMesh(const String& name);
void computeBounds(Box3F& bounds);
static bool canLoadCachedDTS(const Torque::Path& path);
static bool checkAndMountSketchup(const Torque::Path& path, String& mountPoint, Torque::Path& daePath);
static domCOLLADA* getDomCOLLADA(const Torque::Path& path);
static domCOLLADA* readColladaFile(const String& path);
};
#endif // _COLLADA_SHAPELOADER_H_