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- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "ts/loader/tsShapeLoader.h"
- #include "core/volume.h"
- #include "materials/materialList.h"
- #include "materials/matInstance.h"
- #include "materials/materialManager.h"
- #include "ts/tsShapeInstance.h"
- #include "ts/tsMaterialList.h"
- const F32 TSShapeLoader::smDefaultTime = -1.0f;
- const F64 TSShapeLoader::smMinFrameRate = 15.0f;
- const F64 TSShapeLoader::smMaxFrameRate = 60.0f;
- const F64 TSShapeLoader::smAppGroundFrameRate = 10.0f;
- Torque::Path TSShapeLoader::smShapePath;
- //------------------------------------------------------------------------------
- // Utility functions
- void TSShapeLoader::zapScale(MatrixF& mat)
- {
- Point3F invScale = mat.getScale();
- invScale.x = invScale.x ? (1.0f / invScale.x) : 0;
- invScale.y = invScale.y ? (1.0f / invScale.y) : 0;
- invScale.z = invScale.z ? (1.0f / invScale.z) : 0;
- mat.scale(invScale);
- }
- //------------------------------------------------------------------------------
- // Shape utility functions
- MatrixF TSShapeLoader::getLocalNodeMatrix(AppNode* node, F32 t)
- {
- MatrixF m1 = node->getNodeTransform(t);
- // multiply by inverse scale at t=0
- MatrixF m10 = node->getNodeTransform(smDefaultTime);
- m1.scale(Point3F(1.0f/m10.getScale().x, 1.0f/m10.getScale().y, 1.0f/m10.getScale().z));
- if (node->mParentIndex >= 0)
- {
- AppNode *parent = mAppNodes[node->mParentIndex];
- MatrixF m2 = parent->getNodeTransform(t);
- // multiply by inverse scale at t=0
- MatrixF m20 = parent->getNodeTransform(smDefaultTime);
- m2.scale(Point3F(1.0f/m20.getScale().x, 1.0f/m20.getScale().y, 1.0f/m20.getScale().z));
- // get local transform by pre-multiplying by inverted parent transform
- m1 = m2.inverse() * m1;
- }
- else if (mBoundsNode && node != mBoundsNode)
- {
- // make transform relative to bounds node transform at time=t
- MatrixF mb = mBoundsNode->getNodeTransform(t);
- zapScale(mb);
- m1 = mb.inverse() * m1;
- }
- return m1;
- }
- void TSShapeLoader::generateNodeTransform(AppNode* node, F32 t, bool blend, F32 referenceTime,
- QuatF& rot, Point3F& trans, QuatF& srot, Point3F& scale)
- {
- MatrixF m1 = getLocalNodeMatrix(node, t);
- if (blend)
- {
- MatrixF m0 = getLocalNodeMatrix(node, referenceTime);
- m1 = m0.inverse() * m1;
- }
- rot.set(m1);
- trans = m1.getPosition();
- srot.identity(); //@todo: srot not supported yet
- scale = m1.getScale();
- }
- //-----------------------------------------------------------------------------
- void TSShapeLoader::updateProgress(S32 major, const char* msg, S32 numMinor, S32 minor)
- {
- // Calculate progress value
- F32 progress = (F32)major / NumLoadPhases;
- const char *progressMsg = msg;
- if (numMinor)
- {
- progress += (minor * (1.0f / NumLoadPhases) / numMinor);
- progressMsg = avar("%s (%d of %d)", msg, minor + 1, numMinor);
- }
- Con::executef("updateTSShapeLoadProgress", Con::getFloatArg(progress), progressMsg);
- }
- //-----------------------------------------------------------------------------
- // Shape creation entry point
- TSShape* TSShapeLoader::generateShape(const Torque::Path& path)
- {
- smShapePath = path;
- mShape = new TSShape();
- mShape->mExporterVersion = 124;
- mShape->mSmallestVisibleSize = 999999;
- mShape->mSmallestVisibleDL = 0;
- mShape->mReadVersion = 24;
- mShape->mFlags = 0;
- mShape->mSequencesConstructed = 0;
- // Get all nodes, objects and sequences in the shape
- updateProgress(Load_EnumerateScene, "Enumerating scene...");
- enumerateScene();
- if (!mSubShapes.size())
- {
- delete mShape;
- Con::errorf("Failed to load shape \"%s\", no subshapes found", path.getFullPath().c_str());
- return NULL;
- }
- // Create the TSShape::Node hierarchy
- generateSubshapes();
- // Create objects (meshes and details)
- generateObjects();
- // Generate initial object states and node transforms
- generateDefaultStates();
- // Generate skins
- generateSkins();
- // Generate material list
- generateMaterialList();
- // Generate animation sequences
- generateSequences();
- // Sort detail levels and meshes
- updateProgress(Load_InitShape, "Initialising shape...");
- sortDetails();
- // Install the TS memory helper into a TSShape object.
- install();
- return mShape;
- }
- bool TSShapeLoader::processNode(AppNode* node)
- {
- // Detect bounds node
- if ( node->isBounds() )
- {
- if ( mBoundsNode )
- {
- Con::warnf( "More than one bounds node found" );
- return false;
- }
- mBoundsNode = node;
- // Process bounds geometry
- MatrixF boundsMat(mBoundsNode->getNodeTransform(smDefaultTime));
- boundsMat.inverse();
- zapScale(boundsMat);
- for (S32 iMesh = 0; iMesh < mBoundsNode->getNumMesh(); iMesh++)
- {
- AppMesh* mesh = mBoundsNode->getMesh(iMesh);
- MatrixF transform = mesh->getMeshTransform(smDefaultTime);
- transform.mulL(boundsMat);
- mesh->lockMesh(smDefaultTime, transform);
- }
- return true;
- }
- // Detect sequence markers
- if ( node->isSequence() )
- {
- //appSequences.push_back(new AppSequence(node));
- return false;
- }
- // Add this node to the subshape (create one if needed)
- if ( mSubShapes.size() == 0 )
- mSubShapes.push_back( new TSShapeLoader::Subshape );
- mSubShapes.last()->branches.push_back( node );
- return true;
- }
- //-----------------------------------------------------------------------------
- // Nodes, meshes and skins
- typedef bool (*NameCmpFunc)(const String&, const Vector<String>&, void*, void*);
- bool cmpShapeName(const String& key, const Vector<String>& names, void* arg1, void* arg2)
- {
- for (S32 i = 0; i < names.size(); i++)
- {
- if (names[i].compare(key, 0, String::NoCase) == 0)
- return false;
- }
- return true;
- }
- String getUniqueName(const char* name, NameCmpFunc isNameUnique, const Vector<String>& names, void* arg1=0, void* arg2=0)
- {
- const S32 MAX_ITERATIONS = 0x10000; // maximum of 4 characters (A-P) will be appended
- String suffix;
- for (S32 i = 0; i < MAX_ITERATIONS; i++)
- {
- // Generate a suffix using the first 16 characters of the alphabet
- suffix.clear();
- for (S32 value = i; value != 0; value >>= 4)
- suffix = suffix + (char)('A' + (value & 0xF));
- String uname = name + suffix;
- if (isNameUnique(uname, names, arg1, arg2))
- return uname;
- }
- return name;
- }
- void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recurseChildren)
- {
- // Ignore local bounds nodes
- if (appNode->isBounds())
- return;
- S32 subShapeNum = mShape->mSubShapeFirstNode.size()-1;
- Subshape* subshape = mSubShapes[subShapeNum];
- // Check if we should collapse this node
- S32 myIndex;
- if (ignoreNode(appNode->getName()))
- {
- myIndex = parentIndex;
- }
- else
- {
- // Check that adding this node will not exceed the maximum node count
- if (mShape->mNodes.size() >= MAX_TS_SET_SIZE)
- return;
- myIndex = mShape->mNodes.size();
- String nodeName = getUniqueName(appNode->getName(), cmpShapeName, mShape->mNames);
- // Create the 3space node
- mShape->mNodes.increment();
- mShape->mNodes.last().nameIndex = mShape->addName(nodeName);
- mShape->mNodes.last().parentIndex = parentIndex;
- mShape->mNodes.last().firstObject = -1;
- mShape->mNodes.last().firstChild = -1;
- mShape->mNodes.last().nextSibling = -1;
- // Add the AppNode to a matching list (so AppNodes can be accessed using 3space
- // node indices)
- mAppNodes.push_back(appNode);
- mAppNodes.last()->mParentIndex = parentIndex;
- // Check for NULL detail or AutoBillboard nodes (no children or geometry)
- if ((appNode->getNumChildNodes() == 0) &&
- (appNode->getNumMesh() == 0))
- {
- S32 size = 0x7FFFFFFF;
- String dname(String::GetTrailingNumber(appNode->getName(), size));
- if (dStrEqual(dname, "nulldetail") && (size != 0x7FFFFFFF))
- {
- mShape->addDetail("detail", size, subShapeNum);
- }
- else if (appNode->isBillboard() && (size != 0x7FFFFFFF))
- {
- // AutoBillboard detail
- S32 numEquatorSteps = 4;
- S32 numPolarSteps = 0;
- F32 polarAngle = 0.0f;
- S32 dl = 0;
- S32 dim = 64;
- bool includePoles = true;
- appNode->getInt("BB::EQUATOR_STEPS", numEquatorSteps);
- appNode->getInt("BB::POLAR_STEPS", numPolarSteps);
- appNode->getFloat("BB::POLAR_ANGLE", polarAngle);
- appNode->getInt("BB::DL", dl);
- appNode->getInt("BB::DIM", dim);
- appNode->getBool("BB::INCLUDE_POLES", includePoles);
- S32 detIndex = mShape->addDetail( "bbDetail", size, -1 );
- mShape->mDetails[detIndex].bbEquatorSteps = numEquatorSteps;
- mShape->mDetails[detIndex].bbPolarSteps = numPolarSteps;
- mShape->mDetails[detIndex].bbDetailLevel = dl;
- mShape->mDetails[detIndex].bbDimension = dim;
- mShape->mDetails[detIndex].bbIncludePoles = includePoles;
- mShape->mDetails[detIndex].bbPolarAngle = polarAngle;
- }
- }
- }
- // Collect geometry
- for (U32 iMesh = 0; iMesh < appNode->getNumMesh(); iMesh++)
- {
- AppMesh* mesh = appNode->getMesh(iMesh);
- if (!ignoreMesh(mesh->getName()))
- {
- subshape->objMeshes.push_back(mesh);
- subshape->objNodes.push_back(mesh->isSkin() ? -1 : myIndex);
- }
- }
- // Create children
- if (recurseChildren)
- {
- for (S32 iChild = 0; iChild < appNode->getNumChildNodes(); iChild++)
- recurseSubshape(appNode->getChildNode(iChild), myIndex, true);
- }
- }
- void TSShapeLoader::generateSubshapes()
- {
- for (U32 iSub = 0; iSub < mSubShapes.size(); iSub++)
- {
- updateProgress(Load_GenerateSubshapes, "Generating subshapes...", mSubShapes.size(), iSub);
- Subshape* subshape = mSubShapes[iSub];
- // Recurse through the node hierarchy, adding 3space nodes and
- // collecting geometry
- S32 firstNode = mShape->mNodes.size();
- mShape->mSubShapeFirstNode.push_back(firstNode);
- for (U32 iBranch = 0; iBranch < subshape->branches.size(); iBranch++)
- recurseSubshape(subshape->branches[iBranch], -1, true);
- mShape->mSubShapeNumNodes.push_back(mShape->mNodes.size() - firstNode);
- if (mShape->mNodes.size() >= MAX_TS_SET_SIZE)
- {
- Con::warnf("Shape exceeds the maximum node count (%d). Ignoring additional nodes.",
- MAX_TS_SET_SIZE);
- }
- }
- }
- // Custom name comparison function to compare mesh name and detail size
- bool cmpMeshNameAndSize(const String& key, const Vector<String>& names, void* arg1, void* arg2)
- {
- const Vector<AppMesh*>& meshes = *(Vector<AppMesh*>*)arg1;
- S32 meshSize = (S32)arg2;
- for (S32 i = 0; i < names.size(); i++)
- {
- if (names[i].compare(key, 0, String::NoCase) == 0)
- {
- if (meshes[i]->mDetailSize == meshSize)
- return false;
- }
- }
- return true;
- }
- void TSShapeLoader::generateObjects()
- {
- for (S32 iSub = 0; iSub < mSubShapes.size(); iSub++)
- {
- Subshape* subshape = mSubShapes[iSub];
- mShape->mSubShapeFirstObject.push_back(mShape->mObjects.size());
- // Get the names and sizes of the meshes for this subshape
- Vector<String> meshNames;
- for (S32 iMesh = 0; iMesh < subshape->objMeshes.size(); iMesh++)
- {
- AppMesh* mesh = subshape->objMeshes[iMesh];
- mesh->mDetailSize = 2;
- String name = String::GetTrailingNumber( mesh->getName(), mesh->mDetailSize );
- name = getUniqueName( name, cmpMeshNameAndSize, meshNames, &(subshape->objMeshes), (void*)mesh->mDetailSize );
- meshNames.push_back( name );
- // Fix up any collision details that don't have a negative detail level.
- if ( dStrStartsWith(meshNames[iMesh], "Collision") ||
- dStrStartsWith(meshNames[iMesh], "LOSCol") )
- {
- if (mesh->mDetailSize > 0)
- mesh->mDetailSize = -mesh->mDetailSize;
- }
- }
- // An 'object' is a collection of meshes with the same base name and
- // different detail sizes. The object is attached to the node of the
- // highest detail mesh.
- // Sort the 3 arrays (objMeshes, objNodes, meshNames) by name and size
- for (S32 i = 0; i < subshape->objMeshes.size()-1; i++)
- {
- for (S32 j = i+1; j < subshape->objMeshes.size(); j++)
- {
- if ((meshNames[i].compare(meshNames[j]) < 0) ||
- ((meshNames[i].compare(meshNames[j]) == 0) &&
- (subshape->objMeshes[i]->mDetailSize < subshape->objMeshes[j]->mDetailSize)))
- {
- {
- AppMesh* tmp = subshape->objMeshes[i];
- subshape->objMeshes[i] = subshape->objMeshes[j];
- subshape->objMeshes[j] = tmp;
- }
- {
- S32 tmp = subshape->objNodes[i];
- subshape->objNodes[i] = subshape->objNodes[j];
- subshape->objNodes[j] = tmp;
- }
- {
- String tmp = meshNames[i];
- meshNames[i] = meshNames[j];
- meshNames[j] = tmp;
- }
- }
- }
- }
- // Now create objects
- const String* lastName = 0;
- for (S32 iMesh = 0; iMesh < subshape->objMeshes.size(); iMesh++)
- {
- AppMesh* mesh = subshape->objMeshes[iMesh];
- if (!lastName || (meshNames[iMesh] != *lastName))
- {
- mShape->mObjects.increment();
- mShape->mObjects.last().nameIndex = mShape->addName(meshNames[iMesh]);
- mShape->mObjects.last().nodeIndex = subshape->objNodes[iMesh];
- mShape->mObjects.last().startMeshIndex = mAppMeshes.size();
- mShape->mObjects.last().numMeshes = 0;
- lastName = &meshNames[iMesh];
- }
- // Add this mesh to the object
- mAppMeshes.push_back(mesh);
- mShape->mObjects.last().numMeshes++;
- // Set mesh flags
- mesh->mFlags = 0;
- if (mesh->isBillboard())
- {
- mesh->mFlags |= TSMesh::Billboard;
- if (mesh->isBillboardZAxis())
- mesh->mFlags |= TSMesh::BillboardZAxis;
- }
- // Set the detail name... do fixups for collision details.
- const char* detailName = "detail";
- if ( mesh->mDetailSize < 0 )
- {
- if ( dStrStartsWith(meshNames[iMesh], "Collision") ||
- dStrStartsWith(meshNames[iMesh], "Col") )
- detailName = "Collision";
- else if (dStrStartsWith(meshNames[iMesh], "LOSCol"))
- detailName = "LOS";
- }
- // Attempt to add the detail (will fail if it already exists)
- S32 oldNumDetails = mShape->mDetails.size();
- mShape->addDetail(detailName, mesh->mDetailSize, iSub);
- if (mShape->mDetails.size() > oldNumDetails)
- {
- Con::warnf("Object mesh \"%s\" has no matching detail (\"%s%d\" has"
- " been added automatically)", mesh->getName(false), detailName, mesh->mDetailSize);
- }
- }
- // Get object count for this subshape
- mShape->mSubShapeNumObjects.push_back(mShape->mObjects.size() - mShape->mSubShapeFirstObject.last());
- }
- }
- void TSShapeLoader::generateSkins()
- {
- Vector<AppMesh*> skins;
- for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
- {
- for (S32 iMesh = 0; iMesh < mShape->mObjects[iObject].numMeshes; iMesh++)
- {
- AppMesh* mesh = mAppMeshes[mShape->mObjects[iObject].startMeshIndex + iMesh];
- if (mesh->isSkin())
- skins.push_back(mesh);
- }
- }
- for (S32 iSkin = 0; iSkin < skins.size(); iSkin++)
- {
- updateProgress(Load_GenerateSkins, "Generating skins...", skins.size(), iSkin);
- // Get skin data (bones, vertex weights etc)
- AppMesh* skin = skins[iSkin];
- skin->lookupSkinData();
- // Just copy initial verts and norms for now
- skin->mInitialVerts.set(skin->mPoints.address(), skin->mVertsPerFrame);
- skin->mInitialNorms.set(skin->mNormals.address(), skin->mVertsPerFrame);
- // Map bones to nodes
- skin->mNodeIndex.setSize(skin->mBones.size());
- for (S32 iBone = 0; iBone < skin->mBones.size(); iBone++)
- {
- // Find the node that matches this bone
- skin->mNodeIndex[iBone] = -1;
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- if (mAppNodes[iNode]->isEqual(skin->mBones[iBone]))
- {
- delete skin->mBones[iBone];
- skin->mBones[iBone] = mAppNodes[iNode];
- skin->mNodeIndex[iBone] = iNode;
- break;
- }
- }
- if (skin->mNodeIndex[iBone] == -1)
- {
- Con::warnf("Could not find bone %d. Defaulting to first node", iBone);
- skin->mNodeIndex[iBone] = 0;
- }
- }
- }
- }
- void TSShapeLoader::generateDefaultStates()
- {
- // Generate default object states (includes initial geometry)
- for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
- {
- updateProgress(Load_GenerateDefaultStates, "Generating initial mesh and node states...",
- mShape->mObjects.size(), iObject);
- TSShape::Object& obj = mShape->mObjects[iObject];
- // Calculate the objectOffset for each mesh at T=0
- for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
- {
- AppMesh* appMesh = mAppMeshes[obj.startMeshIndex + iMesh];
- AppNode* appNode = obj.nodeIndex >= 0 ? mAppNodes[obj.nodeIndex] : mBoundsNode;
- MatrixF meshMat(appMesh->getMeshTransform(smDefaultTime));
- MatrixF nodeMat(appMesh->isSkin() ? meshMat : appNode->getNodeTransform(smDefaultTime));
- zapScale(nodeMat);
- appMesh->mObjectOffset = nodeMat.inverse() * meshMat;
- }
- generateObjectState(mShape->mObjects[iObject], smDefaultTime, true, true);
- }
- // Generate default node transforms
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- // Determine the default translation and rotation for the node
- QuatF rot, srot;
- Point3F trans, scale;
- generateNodeTransform(mAppNodes[iNode], smDefaultTime, false, 0, rot, trans, srot, scale);
- // Add default node translation and rotation
- addNodeRotation(rot, true);
- addNodeTranslation(trans, true);
- }
- }
- void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
- {
- mShape->mObjectStates.increment();
- TSShape::ObjectState& state = mShape->mObjectStates.last();
- state.frameIndex = 0;
- state.matFrameIndex = 0;
- state.vis = mClampF(mAppMeshes[obj.startMeshIndex]->getVisValue(t), 0.0f, 1.0f);
- if (addFrame || addMatFrame)
- {
- generateFrame(obj, t, addFrame, addMatFrame);
- // set the frame number for the object state
- state.frameIndex = mAppMeshes[obj.startMeshIndex]->mNumFrames - 1;
- state.matFrameIndex = mAppMeshes[obj.startMeshIndex]->mNumMatFrames - 1;
- }
- }
- void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
- {
- for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
- {
- AppMesh* appMesh = mAppMeshes[obj.startMeshIndex + iMesh];
- U32 oldNumPoints = appMesh->mPoints.size();
- U32 oldNumUvs = appMesh->mUVs.size();
- // Get the mesh geometry at time, 't'
- // Geometry verts, normals and tverts can be animated (different set for
- // each frame), but the TSDrawPrimitives stay the same, so the way lockMesh
- // works is that it will only generate the primitives once, then after that
- // will just append verts, normals and tverts each time it is called.
- appMesh->lockMesh(t, appMesh->mObjectOffset);
- // Calculate vertex normals if required
- if (appMesh->mNormals.size() != appMesh->mPoints.size())
- appMesh->computeNormals();
- // If this is the first call, set the number of points per frame
- if (appMesh->mNumFrames == 0)
- {
- appMesh->mVertsPerFrame = appMesh->mPoints.size();
- }
- else
- {
- // Check frame topology => ie. that the right number of points, normals
- // and tverts was added
- if ((appMesh->mPoints.size() - oldNumPoints) != appMesh->mVertsPerFrame)
- {
- Con::warnf("Wrong number of points (%d) added at time=%f (expected %d)",
- appMesh->mPoints.size() - oldNumPoints, t, appMesh->mVertsPerFrame);
- addFrame = false;
- }
- if ((appMesh->mNormals.size() - oldNumPoints) != appMesh->mVertsPerFrame)
- {
- Con::warnf("Wrong number of normals (%d) added at time=%f (expected %d)",
- appMesh->mNormals.size() - oldNumPoints, t, appMesh->mVertsPerFrame);
- addFrame = false;
- }
- if ((appMesh->mUVs.size() - oldNumUvs) != appMesh->mVertsPerFrame)
- {
- Con::warnf("Wrong number of tverts (%d) added at time=%f (expected %d)",
- appMesh->mUVs.size() - oldNumUvs, t, appMesh->mVertsPerFrame);
- addMatFrame = false;
- }
- }
- // Because lockMesh adds points, normals AND tverts each call, if we didn't
- // actually want another frame or matFrame, we need to remove them afterwards.
- // In the common case (we DO want the frame), we can do nothing => the
- // points/normals/tverts are already in place!
- if (addFrame)
- {
- appMesh->mNumFrames++;
- }
- else
- {
- appMesh->mPoints.setSize(oldNumPoints);
- appMesh->mNormals.setSize(oldNumPoints);
- }
- if (addMatFrame)
- {
- appMesh->mNumMatFrames++;
- }
- else
- {
- appMesh->mUVs.setSize(oldNumPoints);
- }
- }
- }
- //-----------------------------------------------------------------------------
- // Materials
- /// Convert all Collada materials into a single TSMaterialList
- void TSShapeLoader::generateMaterialList()
- {
- // Install the materials into the material list
- mShape->mMaterialList = new TSMaterialList;
- for (S32 iMat = 0; iMat < AppMesh::mAppMaterials.size(); iMat++)
- {
- updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::mAppMaterials.size(), iMat);
- AppMaterial* appMat = AppMesh::mAppMaterials[iMat];
- mShape->mMaterialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
- }
- }
- //-----------------------------------------------------------------------------
- // Animation Sequences
- void TSShapeLoader::generateSequences()
- {
- for (S32 iSeq = 0; iSeq < mAppSequences.size(); iSeq++)
- {
- updateProgress(Load_GenerateSequences, "Generating sequences...", mAppSequences.size(), iSeq);
- // Initialize the sequence
- mAppSequences[iSeq]->setActive(true);
- mShape->mSequences.increment();
- TSShape::Sequence& seq = mShape->mSequences.last();
- seq.nameIndex = mShape->addName(mAppSequences[iSeq]->getName());
- seq.toolBegin = mAppSequences[iSeq]->getStart();
- seq.priority = mAppSequences[iSeq]->getPriority();
- seq.flags = mAppSequences[iSeq]->getFlags();
- // Compute duration and number of keyframes (then adjust time between frames to match)
- seq.duration = mAppSequences[iSeq]->getEnd() - mAppSequences[iSeq]->getStart();
- seq.numKeyframes = (S32)(seq.duration * mAppSequences[iSeq]->fps + 0.5f) + 1;
- seq.sourceData.start = 0;
- seq.sourceData.end = seq.numKeyframes-1;
- seq.sourceData.total = seq.numKeyframes;
- // Set membership arrays (ie. which nodes and objects are affected by this sequence)
- setNodeMembership(seq, mAppSequences[iSeq]);
- setObjectMembership(seq, mAppSequences[iSeq]);
- // Generate keyframes
- generateNodeAnimation(seq);
- generateObjectAnimation(seq, mAppSequences[iSeq]);
- generateGroundAnimation(seq, mAppSequences[iSeq]);
- generateFrameTriggers(seq, mAppSequences[iSeq]);
- // Set sequence flags
- seq.dirtyFlags = 0;
- if (seq.rotationMatters.testAll() || seq.translationMatters.testAll() || seq.scaleMatters.testAll())
- seq.dirtyFlags |= TSShapeInstance::TransformDirty;
- if (seq.visMatters.testAll())
- seq.dirtyFlags |= TSShapeInstance::VisDirty;
- if (seq.frameMatters.testAll())
- seq.dirtyFlags |= TSShapeInstance::FrameDirty;
- if (seq.matFrameMatters.testAll())
- seq.dirtyFlags |= TSShapeInstance::MatFrameDirty;
- // Set shape flags (only the most significant scale type)
- U32 curVal = mShape->mFlags & TSShape::AnyScale;
- mShape->mFlags &= ~(TSShape::AnyScale);
- mShape->mFlags |= getMax(curVal, seq.flags & TSShape::AnyScale); // take the larger value (can only convert upwards)
- mAppSequences[iSeq]->setActive(false);
- }
- }
- void TSShapeLoader::setNodeMembership(TSShape::Sequence& seq, const AppSequence* appSeq)
- {
- seq.rotationMatters.clearAll(); // node rotation (size = nodes.size())
- seq.translationMatters.clearAll(); // node translation (size = nodes.size())
- seq.scaleMatters.clearAll(); // node scale (size = nodes.size())
- // This shouldn't be allowed, but check anyway...
- if (seq.numKeyframes < 2)
- return;
- // Note: this fills the cache with current sequence data. Methods that get
- // called later (e.g. generateNodeAnimation) use this info (and assume it's set).
- fillNodeTransformCache(seq, appSeq);
- // Test to see if the transform changes over the interval in order to decide
- // whether to animate the transform in 3space. We don't use app's mechanism
- // for doing this because it functions different in different apps and we do
- // some special stuff with scale.
- setRotationMembership(seq);
- setTranslationMembership(seq);
- setScaleMembership(seq);
- }
- void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
- {
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- // Check if any of the node rotations are different to
- // the default rotation
- QuatF defaultRot;
- mShape->mDefaultRotations[iNode].getQuatF(&defaultRot);
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- if (mNodeRotCache[iNode][iFrame] != defaultRot)
- {
- seq.rotationMatters.set(iNode);
- break;
- }
- }
- }
- }
- void TSShapeLoader::setTranslationMembership(TSShape::Sequence& seq)
- {
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- // Check if any of the node translations are different to
- // the default translation
- Point3F& defaultTrans = mShape->mDefaultTranslations[iNode];
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- if (!mNodeTransCache[iNode][iFrame].equal(defaultTrans))
- {
- seq.translationMatters.set(iNode);
- break;
- }
- }
- }
- }
- void TSShapeLoader::setScaleMembership(TSShape::Sequence& seq)
- {
- Point3F unitScale(1,1,1);
- U32 arbitraryScaleCount = 0;
- U32 alignedScaleCount = 0;
- U32 uniformScaleCount = 0;
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- // Check if any of the node scales are not the unit scale
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- Point3F& scale = mNodeScaleCache[iNode][iFrame];
- if (!unitScale.equal(scale))
- {
- // Determine what type of scale this is
- if (!mNodeScaleRotCache[iNode][iFrame].isIdentity())
- arbitraryScaleCount++;
- else if (scale.x != scale.y || scale.y != scale.z)
- alignedScaleCount++;
- else
- uniformScaleCount++;
- seq.scaleMatters.set(iNode);
- break;
- }
- }
- }
- // Only one type of scale is animated
- if (arbitraryScaleCount)
- seq.flags |= TSShape::ArbitraryScale;
- else if (alignedScaleCount)
- seq.flags |= TSShape::AlignedScale;
- else if (uniformScaleCount)
- seq.flags |= TSShape::UniformScale;
- }
- void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequence* appSeq)
- {
- seq.visMatters.clearAll(); // object visibility (size = objects.size())
- seq.frameMatters.clearAll(); // vert animation (morph) (size = objects.size())
- seq.matFrameMatters.clearAll(); // UV animation (size = objects.size())
- for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
- {
- if (!mAppMeshes[mShape->mObjects[iObject].startMeshIndex])
- continue;
- if (mAppMeshes[mShape->mObjects[iObject].startMeshIndex]->animatesVis(appSeq))
- seq.visMatters.set(iObject);
- // Morph and UV animation has been deprecated
- //if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesFrame(appSeq))
- //seq.frameMatters.set(iObject);
- //if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesMatFrame(appSeq))
- //seq.matFrameMatters.set(iObject);
- }
- }
- void TSShapeLoader::clearNodeTransformCache()
- {
- // clear out the transform caches
- for (S32 i = 0; i < mNodeRotCache.size(); i++)
- delete [] mNodeRotCache[i];
- mNodeRotCache.clear();
- for (S32 i = 0; i < mNodeTransCache.size(); i++)
- delete [] mNodeTransCache[i];
- mNodeTransCache.clear();
- for (S32 i = 0; i < mNodeScaleRotCache.size(); i++)
- delete [] mNodeScaleRotCache[i];
- mNodeScaleRotCache.clear();
- for (S32 i = 0; i < mNodeScaleCache.size(); i++)
- delete [] mNodeScaleCache[i];
- mNodeScaleCache.clear();
- }
- void TSShapeLoader::fillNodeTransformCache(TSShape::Sequence& seq, const AppSequence* appSeq)
- {
- // clear out the transform caches and set it up for this sequence
- clearNodeTransformCache();
- mNodeRotCache.setSize(mAppNodes.size());
- for (S32 i = 0; i < mNodeRotCache.size(); i++)
- mNodeRotCache[i] = new QuatF[seq.numKeyframes];
- mNodeTransCache.setSize(mAppNodes.size());
- for (S32 i = 0; i < mNodeTransCache.size(); i++)
- mNodeTransCache[i] = new Point3F[seq.numKeyframes];
- mNodeScaleRotCache.setSize(mAppNodes.size());
- for (S32 i = 0; i < mNodeScaleRotCache.size(); i++)
- mNodeScaleRotCache[i] = new QuatF[seq.numKeyframes];
- mNodeScaleCache.setSize(mAppNodes.size());
- for (S32 i = 0; i < mNodeScaleCache.size(); i++)
- mNodeScaleCache[i] = new Point3F[seq.numKeyframes];
- // get the node transforms for every frame
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- generateNodeTransform(mAppNodes[iNode], time, seq.isBlend(), appSeq->getBlendRefTime(),
- mNodeRotCache[iNode][iFrame], mNodeTransCache[iNode][iFrame],
- mNodeScaleRotCache[iNode][iFrame], mNodeScaleCache[iNode][iFrame]);
- }
- }
- }
- void TSShapeLoader::addNodeRotation(QuatF& rot, bool defaultVal)
- {
- Quat16 rot16;
- rot16.set(rot);
- if (!defaultVal)
- mShape->mNodeRotations.push_back(rot16);
- else
- mShape->mDefaultRotations.push_back(rot16);
- }
- void TSShapeLoader::addNodeTranslation(Point3F& trans, bool defaultVal)
- {
- if (!defaultVal)
- mShape->mNodeTranslations.push_back(trans);
- else
- mShape->mDefaultTranslations.push_back(trans);
- }
- void TSShapeLoader::addNodeUniformScale(F32 scale)
- {
- mShape->mNodeUniformScales.push_back(scale);
- }
- void TSShapeLoader::addNodeAlignedScale(Point3F& scale)
- {
- mShape->mNodeAlignedScales.push_back(scale);
- }
- void TSShapeLoader::addNodeArbitraryScale(QuatF& qrot, Point3F& scale)
- {
- Quat16 rot16;
- rot16.set(qrot);
- mShape->mNodeArbitraryScaleRots.push_back(rot16);
- mShape->mNodeArbitraryScaleFactors.push_back(scale);
- }
- void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
- {
- seq.baseRotation = mShape->mNodeRotations.size();
- seq.baseTranslation = mShape->mNodeTranslations.size();
- seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? mShape->mNodeArbitraryScaleRots.size() :
- (seq.flags & TSShape::AlignedScale) ? mShape->mNodeAlignedScales.size() :
- mShape->mNodeUniformScales.size();
- for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
- {
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- if (seq.rotationMatters.test(iNode))
- addNodeRotation(mNodeRotCache[iNode][iFrame], false);
- if (seq.translationMatters.test(iNode))
- addNodeTranslation(mNodeTransCache[iNode][iFrame], false);
- if (seq.scaleMatters.test(iNode))
- {
- QuatF& rot = mNodeScaleRotCache[iNode][iFrame];
- Point3F scale = mNodeScaleCache[iNode][iFrame];
- if (seq.flags & TSShape::ArbitraryScale)
- addNodeArbitraryScale(rot, scale);
- else if (seq.flags & TSShape::AlignedScale)
- addNodeAlignedScale(scale);
- else if (seq.flags & TSShape::UniformScale)
- addNodeUniformScale((scale.x+scale.y+scale.z)/3.0f);
- }
- }
- }
- }
- void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
- {
- seq.baseObjectState = mShape->mObjectStates.size();
- for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
- {
- bool visMatters = seq.visMatters.test(iObject);
- bool frameMatters = seq.frameMatters.test(iObject);
- bool matFrameMatters = seq.matFrameMatters.test(iObject);
- if (visMatters || frameMatters || matFrameMatters)
- {
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
- generateObjectState(mShape->mObjects[iObject], time, frameMatters, matFrameMatters);
- }
- }
- }
- }
- void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
- {
- seq.firstGroundFrame = mShape->mGroundTranslations.size();
- seq.numGroundFrames = 0;
- if (!mBoundsNode)
- return;
- // Check if the bounds node is animated by this sequence
- seq.numGroundFrames = (S32)((seq.duration + 0.25f/smAppGroundFrameRate) * smAppGroundFrameRate);
- seq.flags |= TSShape::MakePath;
- // Get ground transform at the start of the sequence
- MatrixF invStartMat = mBoundsNode->getNodeTransform(appSeq->getStart());
- zapScale(invStartMat);
- invStartMat.inverse();
- for (S32 iFrame = 0; iFrame < seq.numGroundFrames; iFrame++)
- {
- F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numGroundFrames - 1);
- // Determine delta bounds node transform at 't'
- MatrixF mat = mBoundsNode->getNodeTransform(time);
- zapScale(mat);
- mat = invStartMat * mat;
- // Add ground transform
- Quat16 rotation;
- rotation.set(QuatF(mat));
- mShape->mGroundTranslations.push_back(mat.getPosition());
- mShape->mGroundRotations.push_back(rotation);
- }
- }
- void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq)
- {
- // Initialize triggers
- seq.firstTrigger = mShape->mTriggers.size();
- seq.numTriggers = appSeq->getNumTriggers();
- if (!seq.numTriggers)
- return;
- seq.flags |= TSShape::MakePath;
- // Add triggers
- for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
- {
- mShape->mTriggers.increment();
- appSeq->getTrigger(iTrigger, mShape->mTriggers.last());
- }
- // Track the triggers that get turned off by this shape...normally, triggers
- // aren't turned on/off, just on...if we are a trigger that does both then we
- // need to mark ourselves as such so that on/off can become off/on when sequence
- // is played in reverse...
- U32 offTriggers = 0;
- for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
- {
- U32 state = mShape->mTriggers[seq.firstTrigger+iTrigger].state;
- if ((state & TSShape::Trigger::StateOn) == 0)
- offTriggers |= (state & TSShape::Trigger::StateMask);
- }
- // We now know which states are turned off, set invert on all those (including when turned on)
- for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
- {
- if (mShape->mTriggers[seq.firstTrigger + iTrigger].state & offTriggers)
- mShape->mTriggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
- }
- }
- //-----------------------------------------------------------------------------
- void TSShapeLoader::sortDetails()
- {
- // Sort objects by: transparency, material index and node index
- // Insert NULL meshes where required
- for (S32 iSub = 0; iSub < mSubShapes.size(); iSub++)
- {
- Vector<S32> validDetails;
- mShape->getSubShapeDetails(iSub, validDetails);
- for (S32 iDet = 0; iDet < validDetails.size(); iDet++)
- {
- TSShape::Detail &detail = mShape->mDetails[validDetails[iDet]];
- if (detail.subShapeNum >= 0)
- detail.objectDetailNum = iDet;
- for (S32 iObj = mShape->mSubShapeFirstObject[iSub];
- iObj < (mShape->mSubShapeFirstObject[iSub] + mShape->mSubShapeNumObjects[iSub]);
- iObj++)
- {
- TSShape::Object &object = mShape->mObjects[iObj];
- // Insert a NULL mesh for this detail level if required (ie. if the
- // object does not already have a mesh with an equal or higher detail)
- S32 meshIndex = (iDet < object.numMeshes) ? iDet : object.numMeshes-1;
- if (mAppMeshes[object.startMeshIndex + meshIndex]->mDetailSize < mShape->mDetails[iDet].size)
- {
- // Add a NULL mesh
- mAppMeshes.insert(object.startMeshIndex + iDet, NULL);
- object.numMeshes++;
- // Fixup the start index for the other objects
- for (S32 k = iObj+1; k < mShape->mObjects.size(); k++)
- mShape->mObjects[k].startMeshIndex++;
- }
- }
- }
- }
- }
- // Install into the TSShape, the shape is expected to be empty.
- // Data is not copied, the TSShape is modified to point to memory
- // managed by this object. This object is also bound to the TSShape
- // object and will be deleted when it's deleted.
- void TSShapeLoader::install()
- {
- // Arrays that are filled in by ts shape init, but need
- // to be allocated beforehand.
- mShape->mSubShapeFirstTranslucentObject.setSize(mShape->mSubShapeFirstObject.size());
- // Construct TS sub-meshes
- mShape->mMeshes.setSize(mAppMeshes.size());
- for (U32 m = 0; m < mAppMeshes.size(); m++)
- mShape->mMeshes[m] = mAppMeshes[m] ? mAppMeshes[m]->constructTSMesh() : NULL;
- // Remove empty meshes and objects
- for (S32 iObj = mShape->mObjects.size()-1; iObj >= 0; iObj--)
- {
- TSShape::Object& obj = mShape->mObjects[iObj];
- for (S32 iMesh = obj.numMeshes-1; iMesh >= 0; iMesh--)
- {
- TSMesh *mesh = mShape->mMeshes[obj.startMeshIndex + iMesh];
- if (mesh && !mesh->mPrimitives.size())
- {
- S32 oldMeshCount = obj.numMeshes;
- destructInPlace(mesh);
- mShape->removeMeshFromObject(iObj, iMesh);
- iMesh -= (oldMeshCount - obj.numMeshes - 1); // handle when more than one mesh is removed
- }
- }
- if (!obj.numMeshes)
- mShape->removeObject(mShape->getName(obj.nameIndex));
- }
- // Add a dummy object if needed so the shape loads and renders ok
- if (!mShape->mDetails.size())
- {
- mShape->addDetail("detail", 2, 0);
- mShape->mSubShapeNumObjects.last() = 1;
- mShape->mMeshes.push_back(NULL);
- mShape->mObjects.increment();
- mShape->mObjects.last().nameIndex = mShape->addName("dummy");
- mShape->mObjects.last().nodeIndex = 0;
- mShape->mObjects.last().startMeshIndex = 0;
- mShape->mObjects.last().numMeshes = 1;
- mShape->mObjectStates.increment();
- mShape->mObjectStates.last().frameIndex = 0;
- mShape->mObjectStates.last().matFrameIndex = 0;
- mShape->mObjectStates.last().vis = 1.0f;
- }
- // Update smallest visible detail
- mShape->mSmallestVisibleDL = -1;
- mShape->mSmallestVisibleSize = 999999;
- for (S32 i = 0; i < mShape->mDetails.size(); i++)
- {
- if ((mShape->mDetails[i].size >= 0) &&
- (mShape->mDetails[i].size < mShape->mSmallestVisibleSize))
- {
- mShape->mSmallestVisibleDL = i;
- mShape->mSmallestVisibleSize = mShape->mDetails[i].size;
- }
- }
- computeBounds(mShape->mBounds);
- if (!mShape->mBounds.isValidBox())
- mShape->mBounds = Box3F(1.0f);
- mShape->mBounds.getCenter(&mShape->mCenter);
- mShape->mRadius = (mShape->mBounds.maxExtents - mShape->mCenter).len();
- mShape->mTubeRadius = mShape->mRadius;
- mShape->init();
- }
- void TSShapeLoader::computeBounds(Box3F& bounds)
- {
- // Compute the box that encloses the model geometry
- bounds = Box3F::Invalid;
- // Use bounds node geometry if present
- if ( mBoundsNode && mBoundsNode->getNumMesh() )
- {
- for (S32 iMesh = 0; iMesh < mBoundsNode->getNumMesh(); iMesh++)
- {
- AppMesh* mesh = mBoundsNode->getMesh( iMesh );
- if ( !mesh )
- continue;
- Box3F meshBounds;
- mesh->computeBounds( meshBounds );
- if ( meshBounds.isValidBox() )
- bounds.intersect( meshBounds );
- }
- }
- else
- {
- // Compute bounds based on all geometry in the model
- for (S32 iMesh = 0; iMesh < mAppMeshes.size(); iMesh++)
- {
- AppMesh* mesh = mAppMeshes[iMesh];
- if ( !mesh )
- continue;
- Box3F meshBounds;
- mesh->computeBounds( meshBounds );
- if ( meshBounds.isValidBox() )
- bounds.intersect( meshBounds );
- }
- }
- }
- TSShapeLoader::~TSShapeLoader()
- {
- clearNodeTransformCache();
- // Clear shared AppMaterial list
- for (S32 iMat = 0; iMat < AppMesh::mAppMaterials.size(); iMat++)
- delete AppMesh::mAppMaterials[iMat];
- AppMesh::mAppMaterials.clear();
- // Delete Subshapes
- delete mBoundsNode;
- for (S32 iSub = 0; iSub < mSubShapes.size(); iSub++)
- delete mSubShapes[iSub];
- // Delete AppSequences
- for (S32 iSeq = 0; iSeq < mAppSequences.size(); iSeq++)
- delete mAppSequences[iSeq];
- mAppSequences.clear();
- }
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