//----------------------------------------------------------------------------- // 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_APPNODE_H_ #define _COLLADA_APPNODE_H_ #ifndef _TDICTIONARY_H_ #include "core/util/tDictionary.h" #endif #ifndef _APPNODE_H_ #include "ts/loader/appNode.h" #endif #ifndef _COLLADA_EXTENSIONS_H_ #include "ts/collada/colladaExtensions.h" #endif class ColladaAppNode : public AppNode { typedef AppNode Parent; friend class ColladaAppMesh; MatrixF getTransform(F32 time); void buildMeshList(); void buildChildList(); protected: const domNode* p_domNode; ///< Pointer to the node in the Collada DOM ColladaAppNode* appParent; ///< Parent node in Collada-space ColladaExtension_node* nodeExt; ///< node extension Vector nodeTransforms; ///< Ordered vector of node transform elements (scale, translate etc) bool invertMeshes; ///< True if this node's coordinate space is inverted (left handed) Map mProps; ///< Hash of float properties (converted to int or bool as needed) F32 lastTransformTime; ///< Time of the last transform lookup (getTransform) MatrixF lastTransform; ///< Last transform lookup (getTransform) bool defaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid MatrixF defaultNodeTransform; ///< Transform at DefaultTime public: ColladaAppNode(const domNode* node, ColladaAppNode* parent = 0); virtual ~ColladaAppNode() { delete nodeExt; mProps.clear(); } const domNode* getDomNode() const { return p_domNode; } //----------------------------------------------------------------------- const char *getName() { return mName; } const char *getParentName() { return mParentName; } bool isEqual(AppNode* node) { const ColladaAppNode* appNode = dynamic_cast(node); return (appNode && (appNode->p_domNode == p_domNode)); } // 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); } }; #endif // _COLLADA_APPNODE_H_