//----------------------------------------------------------------------------- // 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 _ASSIMP_APPNODE_H_ #define _ASSIMP_APPNODE_H_ #ifndef _TDICTIONARY_H_ #include "core/tDictionary.h" #endif #ifndef _APPNODE_H_ #include "ts/loader/appNode.h" #endif #ifndef _COLLADA_EXTENSIONS_H_ #include "ts/collada/colladaExtensions.h" #endif #ifndef AI_TYPES_H_INC #include #endif #include class AssimpAppNode : public AppNode { typedef AppNode Parent; friend class AssimpAppMesh; MatrixF getTransform(F32 time); void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq); void buildMeshList(); void buildChildList(); protected: const struct aiScene* mScene; const struct aiNode* mNode; ///< Pointer to the assimp scene node AssimpAppNode* appParent; ///< Parent node MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes) bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed) F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform) MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes) bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes) public: AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent = 0); virtual ~AssimpAppNode() { // } static aiAnimation* sActiveSequence; static F32 sTimeMultiplier; //----------------------------------------------------------------------- const char *getName() { return mName; } const char *getParentName() { return mParentName; } bool isEqual(AppNode* node) { const AssimpAppNode* appNode = dynamic_cast(node); return (appNode && (appNode->mNode == mNode)); } // Property look-ups: only float properties are stored, the rest are // converted from floats as needed bool getFloat(const char* propName, F32& defaultVal) { //Map::Iterator itr = mProps.find(propName); //if (itr != mProps.end()) // defaultVal = itr->value; return false; } bool getInt(const char* propName, S32& defaultVal) { F32 value = defaultVal; bool ret = getFloat(propName, value); defaultVal = (S32)value; return ret; } bool getBool(const char* propName, bool& defaultVal) { F32 value = defaultVal; bool ret = getFloat(propName, value); defaultVal = (value != 0); return ret; } MatrixF getNodeTransform(F32 time); bool animatesTransform(const AppSequence* appSeq); bool isParentRoot() { return (appParent == NULL); } static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat); static void convertMat(MatrixF& outMat); static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode); }; #endif // _ASSIMP_APPNODE_H_