//----------------------------------------------------------------------------- // 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 _APPMESH_H_ #define _APPMESH_H_ #ifndef _MMATH_H_ #include "math/mMath.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif #ifndef _APPMATERIAL_H_ #include "ts/loader/appMaterial.h" #endif #ifndef _APPSEQUENCE_H_ #include "ts/loader/appSequence.h" #endif class AppNode; class AppMesh { public: // Mesh and skin elements Vector points; Vector normals; Vector uvs; Vector uv2s; Vector colors; Vector primitives; Vector indices; // Skin elements Vector weight; Vector boneIndex; Vector vertexIndex; Vector nodeIndex; Vector initialTransforms; Vector initialVerts; Vector initialNorms; U32 flags; U32 vertsPerFrame; S32 numFrames; S32 numMatFrames; // Loader elements (can be discarded after loading) S32 detailSize; MatrixF objectOffset; Vector bones; static Vector appMaterials; public: AppMesh(); virtual ~AppMesh(); void computeBounds(Box3F& bounds); void computeNormals(); // Create a TSMesh object TSMesh* constructTSMesh(); virtual const char * getName(bool allowFixed=true) = 0; virtual MatrixF getMeshTransform(F32 time) = 0; virtual F32 getVisValue(F32 time) = 0; virtual bool getFloat(const char* propName, F32& defaultVal) = 0; virtual bool getInt(const char* propName, S32& defaultVal) = 0; virtual bool getBool(const char* propName, bool& defaultVal) = 0; virtual bool animatesVis(const AppSequence* appSeq) { return false; } virtual bool animatesMatFrame(const AppSequence* appSeq) { return false; } virtual bool animatesFrame(const AppSequence* appSeq) { return false; } virtual bool isBillboard(); virtual bool isBillboardZAxis(); virtual bool isSkin() { return false; } virtual void lookupSkinData() = 0; virtual void lockMesh(F32 t, const MatrixF& objOffset) { } }; #endif // _APPMESH_H_