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