| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234 | //-----------------------------------------------------------------------------// 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/tsShapeInstance.h"#include "ts/tsMaterialList.h"#include "core/strings/stringFunctions.h"//-------------------------------------------------------------------------------------// Dump shape structure://-------------------------------------------------------------------------------------#define dumpLine(buffer) {str = buffer; stream.write((int)dStrlen(str),str);}void TSShapeInstance::dumpNode(Stream & stream ,S32 level, S32 nodeIndex, Vector<S32> & detailSizes){   if (nodeIndex < 0)      return;   // limit level to prevent overflow   if (level > 160)      level = 160;   S32 i;   const char * str;   char space[512];   for (i = 0; i < level*3; i++)      space[i] = ' ';   space[level*3] = '\0';   const char *nodeName = "";   const TSShape::Node & node = mShape->nodes[nodeIndex];   if (node.nameIndex != -1)     nodeName = mShape->getName(node.nameIndex);   dumpLine(avar("%s%s", space, nodeName));   // find all the objects that hang off this node...   Vector<ObjectInstance*> objectList;   for (i=0; i<mMeshObjects.size(); i++)      if (mMeshObjects[i].nodeIndex == nodeIndex)         objectList.push_back(&mMeshObjects[i]);   if (objectList.size() == 0)      dumpLine("\r\n");   S32 nodeNameLen = dStrlen(nodeName);   S32 spaceCount = -1;   for (S32 j=0;j<objectList.size(); j++)   {      // should be a dynamic cast, but MSVC++ has problems with this...      MeshObjectInstance * obj = (MeshObjectInstance *)(objectList[j]);      if (!obj)         continue;      // object name      const char *objectName = "";      if (obj->object->nameIndex!=-1)         objectName = mShape->getName(obj->object->nameIndex);      // more spaces if this is the second object on this node      if (spaceCount>0)      {         char buf[2048];         dMemset(buf,' ',spaceCount);         buf[spaceCount] = '\0';         dumpLine(buf);      }      // dump object name      dumpLine(avar(" --> Object %s with following details: ",objectName));      // dump object detail levels      for (S32 k=0; k<obj->object->numMeshes; k++)      {         S32 f = obj->object->startMeshIndex;         if (mShape->meshes[f+k])            dumpLine(avar(" %i",detailSizes[k]));      }      dumpLine("\r\n");      // how many spaces should we prepend if we have another object on this node      if (spaceCount<0)         spaceCount = (S32)(dStrlen(space) + nodeNameLen);      if(spaceCount > 2000)         spaceCount = 2000;   }   // search for children   for (S32 k=nodeIndex+1; k<mShape->nodes.size(); k++)   {      if (mShape->nodes[k].parentIndex == nodeIndex)         // this is our child         dumpNode(stream, level+1, k, detailSizes);   }}void TSShapeInstance::dump(Stream & stream){   S32 i,j,ss,od,sz;   const char * name;   const char * str;   dumpLine("\r\nShape Hierarchy:\r\n");   dumpLine("\r\n   Details:\r\n");   for (i=0; i<mShape->details.size(); i++)   {      const TSDetail & detail = mShape->details[i];      name = mShape->getName(detail.nameIndex);      ss = detail.subShapeNum;      od = detail.objectDetailNum;      sz = (S32)detail.size;      if (ss >= 0)      {         dumpLine(avar("      %s, Subtree %i, objectDetail %i, size %i\r\n",name,ss,od,sz));      }      else      {         dumpLine(avar("      %s, AutoBillboard, size %i\r\n", name, sz));      }   }   dumpLine("\r\n   Subtrees:\r\n");   for (i=0; i<mShape->subShapeFirstNode.size(); i++)   {      S32 a = mShape->subShapeFirstNode[i];      S32 b = a + mShape->subShapeNumNodes[i];      dumpLine(avar("      Subtree %i\r\n",i));      // compute detail sizes for each subshape      Vector<S32> detailSizes;      for (S32 l=0;l<mShape->details.size(); l++)      {          if ((mShape->details[l].subShapeNum==i) || (mShape->details[l].subShapeNum==-1))              detailSizes.push_back((S32)mShape->details[l].size);      }      for (j=a; j<b; j++)      {          const TSNode & node = mShape->nodes[j];          // if the node has a parent, it'll get dumped via the parent          if (node.parentIndex<0)              dumpNode(stream,3,j,detailSizes);      }   }   bool foundSkin = false;   for (i=0; i<mShape->objects.size(); i++)   {      TSShape::Object& currentObject = mShape->objects[i];      if (currentObject.nodeIndex<0) // must be a skin      {         if (!foundSkin)            dumpLine("\r\n   Skins:\r\n");         foundSkin=true;         const char * skinName = "";         S32 nameIndex = currentObject.nameIndex;         if (nameIndex>=0)            skinName = mShape->getName(nameIndex);         dumpLine(avar("      Skin %s with following details: ",skinName));         for (S32 num=0; num<currentObject.numMeshes; num++)         {            if (mShape->meshes[currentObject.startMeshIndex + num])               dumpLine(avar(" %i",(S32)mShape->details[num].size));         }         dumpLine("\r\n");      }   }   if (foundSkin)      dumpLine("\r\n");   dumpLine("\r\n   Sequences:\r\n");   for (i = 0; i < mShape->sequences.size(); i++)   {      const char *seqName = "(none)";      if (mShape->sequences[i].nameIndex != -1)		  seqName = mShape->getName(mShape->sequences[i].nameIndex);      dumpLine(avar("      %3d: %s%s%s\r\n", i, seqName,         mShape->sequences[i].isCyclic() ? " (cyclic)" : "",         mShape->sequences[i].isBlend() ? " (blend)" : ""));   }   if (mShape->materialList)   {      TSMaterialList * ml = mShape->materialList;      dumpLine("\r\n   Material list:\r\n");      for (i=0; i<(S32)ml->size(); i++)      {         U32 flags = ml->getFlags(i);         const String& matName = ml->getMaterialName(i);         dumpLine(avar(            "   material #%i: '%s'%s.", i, matName.c_str(),            flags & (TSMaterialList::S_Wrap|TSMaterialList::T_Wrap) ? "" : " not tiled")         );         if (flags & TSMaterialList::Translucent)         {            if (flags & TSMaterialList::Additive)               dumpLine("  Additive-translucent.")            else if (flags & TSMaterialList::Subtractive)               dumpLine("  Subtractive-translucent.")            else               dumpLine("  Translucent.")         }         dumpLine("\r\n");      }   }}
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