| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888 | //-----------------------------------------------------------------------------// 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 "core/strings/stringFunctions.h"#include "core/util/endian.h"#include "ts/tsShapeInstance.h"//-------------------------------------------------// put old skins into object list//-------------------------------------------------void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detFirstSkin, S32 * detailNumSkins){#if !defined(TORQUE_MAX_LIB)   // this method not necessary in exporter, and a couple lines won't compile for exporter   if (!objects.address() || !meshes.address() || !numSkins)      // not ready for this yet, will catch it on the next pass      return;   S32 numObjects = objects.size();   TSObject * newObjects = objects.address() + objects.size();   TSSkinMesh ** skins = (TSSkinMesh**)&meshes[numMeshes];   Vector<TSSkinMesh*> skinsCopy;   // Note: newObjects has as much free space as we need, so we just need to keep track of the   //       number of objects we use and then update objects.size   S32 numSkinObjects = 0;   S32 skinsUsed = 0;   S32 emptySkins = 0;   S32 i;   for (i=0; i<numSkins; i++)      if (skins[i]==NULL)         emptySkins++; // probably never, but just in case   while (skinsUsed<numSkins-emptySkins)   {      TSObject & object = newObjects[numSkinObjects++];      objects.increment();      object.nameIndex = 0; // no name      object.numMeshes = 0;      object.startMeshIndex = numMeshes + skinsCopy.size();      object.nodeIndex = -1;      object.nextSibling = -1;      for (S32 dl=0; dl<numDetails; dl++)      {         // find one mesh per detail to add to this object         // don't really need to be versions of the same object         i = 0;         while (i<detFirstSkin[dl] || detFirstSkin[dl]<0)            i++;         for (; i<numSkins && i<detFirstSkin[dl]+detailNumSkins[dl]; i++)         {            if (skins[i])            {               // found an unused skin... copy it to skinsCopy and set to NULL               skinsCopy.push_back(skins[i]);               skins[i]=NULL;               object.numMeshes++;               skinsUsed++;               break;            }         }         if (i==numSkins || i==detFirstSkin[dl]+detailNumSkins[dl])         {            skinsCopy.push_back(NULL);            object.numMeshes++;         }      }      // exit above loop with one skin per detail...despose of trailing null meshes      while (!skinsCopy.empty() && skinsCopy.last()==NULL)      {         skinsCopy.decrement();         object.numMeshes--;      }      // if no meshes, don't need object      if (!object.numMeshes)      {         objects.decrement();         numSkinObjects--;      }   }   dMemcpy(skins,skinsCopy.address(),skinsCopy.size()*sizeof(TSSkinMesh*));   if (subShapeFirstObject.size()==1)      // as long as only one subshape, we'll now be rendered      subShapeNumObjects[0] += numSkinObjects;   // now for something ugly -- we've added somoe objects to hold the skins...   // now we have to add default states for those objects   // we also have to increment base states on all the sequences that are loaded   dMemmove(objectStates.address()+numObjects+numSkinObjects,objectStates.address()+numObjects,(objectStates.size()-numObjects)*sizeof(ObjectState));   for (i=numObjects; i<numObjects+numSkinObjects; i++)   {      objectStates[i].vis=1.0f;      objectStates[i].frameIndex=0;      objectStates[i].matFrameIndex=0;   }   for (i=0;i<sequences.size();i++)   {      sequences[i].baseObjectState += numSkinObjects;   }#endif}//-------------------------------------------------// some macros used for read/write//-------------------------------------------------// write a vector of structs (minus the first 'm')#define writeVectorStructMinus(a,m) \{\   s->write(a.size() - m); \   for (S32 i=m;i<a.size();i++) \      a[i].write(s); \}// write a vector of simple types (minus the first 'm')#define writeVectorSimpleMinus(a,m) \{\   s->write(a.size() - m); \   for (S32 i=m;i<a.size();i++) \      s->write(a[i]); \}// same as above with m=0#define writeVectorStruct(a) writeVectorStructMinus(a,0)#define writeVectorSimple(a) writeVectorSimpleMinus(a,0)// read a vector of structs -- over-writing any existing data#define readVectorStruct(a) \{ \   S32 sz; \   s->read(&sz); \   a.setSize(sz); \   for (S32 i=0;i<sz;i++) \      a[i].read(s); \}// read a vector of simple types -- over-writing any existing data#define readVectorSimple(a) \{ \   S32 sz; \   s->read(&sz); \   a.setSize(sz); \   for (S32 i=0;i<sz;i++) \      s->read(&a[i]); \}// read a vector of structs -- append to any existing data#define appendVectorStruct(a) \{ \   S32 sz; \   S32 oldSz = a.size(); \   s->read(&sz); \   a.setSize(oldSz + sz); \   for (S32 i=0;i<sz;i++) \      a[i + oldSz].read(s); \}// read a vector of simple types -- append to any existing data#define appendVectorSimple(a) \{ \   S32 sz; \   S32 oldSz = a.size(); \   s->read(&sz); \   a.setSize(oldSz + sz); \   for (S32 i=0;i<sz;i++) \      s->read(&a[i + oldSz]); \}//-------------------------------------------------// export all sequences//-------------------------------------------------void TSShape::exportSequences(Stream * s){   // write version   s->write(smVersion);   S32 i,sz;   // write node names   // -- this is how we will map imported sequence nodes to shape nodes   sz = nodes.size();   s->write(sz);   for (i=0;i<nodes.size();i++)      writeName(s,nodes[i].nameIndex);   // legacy write -- write zero objects, don't pretend to support object export anymore   s->write(0);   // on import, we will need to adjust keyframe data based on number of   // nodes/objects in this shape...number of nodes can be inferred from   // above, but number of objects cannot be.  Write that quantity here:   s->write(objects.size());   // write node states -- skip default node states   s->write(nodeRotations.size());   for (i=0;i<nodeRotations.size();i++)   {      s->write(nodeRotations[i].x);      s->write(nodeRotations[i].y);      s->write(nodeRotations[i].z);      s->write(nodeRotations[i].w);   }   s->write(nodeTranslations.size());   for (i=0;i<nodeTranslations.size(); i++)   {      s->write(nodeTranslations[i].x);      s->write(nodeTranslations[i].y);      s->write(nodeTranslations[i].z);   }   s->write(nodeUniformScales.size());   for (i=0;i<nodeUniformScales.size();i++)      s->write(nodeUniformScales[i]);   s->write(nodeAlignedScales.size());   for (i=0;i<nodeAlignedScales.size();i++)   {      s->write(nodeAlignedScales[i].x);      s->write(nodeAlignedScales[i].y);      s->write(nodeAlignedScales[i].z);   }   s->write(nodeArbitraryScaleRots.size());   for (i=0;i<nodeArbitraryScaleRots.size();i++)   {      s->write(nodeArbitraryScaleRots[i].x);      s->write(nodeArbitraryScaleRots[i].y);      s->write(nodeArbitraryScaleRots[i].z);      s->write(nodeArbitraryScaleRots[i].w);   }   for (i=0;i<nodeArbitraryScaleFactors.size();i++)   {      s->write(nodeArbitraryScaleFactors[i].x);      s->write(nodeArbitraryScaleFactors[i].y);      s->write(nodeArbitraryScaleFactors[i].z);   }   s->write(groundTranslations.size());   for (i=0;i<groundTranslations.size();i++)   {      s->write(groundTranslations[i].x);      s->write(groundTranslations[i].y);      s->write(groundTranslations[i].z);   }   for (i=0;i<groundRotations.size();i++)   {      s->write(groundRotations[i].x);      s->write(groundRotations[i].y);      s->write(groundRotations[i].z);      s->write(groundRotations[i].w);   }   // write object states -- legacy..no object states   s->write((S32)0);   // write sequences   s->write(sequences.size());   for (i=0;i<sequences.size();i++)   {      Sequence & seq = sequences[i];      // first write sequence name      writeName(s,seq.nameIndex);      // now write the sequence itself      seq.write(s,false); // false --> don't write name index   }   // write out all the triggers...   s->write(triggers.size());   for (i=0; i<triggers.size(); i++)   {      s->write(triggers[i].state);      s->write(triggers[i].pos);   }}//-------------------------------------------------// export a single sequence//-------------------------------------------------void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool saveOldFormat){   S32 currentVersion = smVersion;   if ( saveOldFormat )      smVersion = 24;   // write version   s->write(smVersion);   // write node names   s->write( nodes.size() );   for ( S32 i = 0; i < nodes.size(); i++ )      writeName( s, nodes[i].nameIndex );   // legacy write -- write zero objects, don't pretend to support object export anymore   s->write( (S32)0 );   // on import, we will need to adjust keyframe data based on number of   // nodes/objects in this shape...number of nodes can be inferred from   // above, but number of objects cannot be.  Write that quantity here:   s->write( objects.size() );   // write node states -- skip default node states   S32 count = seq.rotationMatters.count() * seq.numKeyframes;   s->write( count );   for ( S32 i = seq.baseRotation; i < seq.baseRotation + count; i++ )   {      s->write( nodeRotations[i].x );      s->write( nodeRotations[i].y );      s->write( nodeRotations[i].z );      s->write( nodeRotations[i].w );   }   count = seq.translationMatters.count() * seq.numKeyframes;   s->write( count );   for ( S32 i = seq.baseTranslation; i < seq.baseTranslation + count; i++ )   {      s->write( nodeTranslations[i].x );      s->write( nodeTranslations[i].y );      s->write( nodeTranslations[i].z );   }   count = seq.scaleMatters.count() * seq.numKeyframes;   if ( seq.animatesUniformScale() )   {      s->write( count );      for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )         s->write( nodeUniformScales[i] );   }   else      s->write( (S32)0 );   if ( seq.animatesAlignedScale() )   {      s->write( count );      for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )      {         s->write( nodeAlignedScales[i].x );         s->write( nodeAlignedScales[i].y );         s->write( nodeAlignedScales[i].z );      }   }   else      s->write( (S32)0 );   if ( seq.animatesArbitraryScale() )   {      s->write( count );      for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )      {         s->write( nodeArbitraryScaleRots[i].x );         s->write( nodeArbitraryScaleRots[i].y );         s->write( nodeArbitraryScaleRots[i].z );         s->write( nodeArbitraryScaleRots[i].w );      }      for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )      {         s->write( nodeArbitraryScaleFactors[i].x );         s->write( nodeArbitraryScaleFactors[i].y );         s->write( nodeArbitraryScaleFactors[i].z );      }   }   else      s->write( (S32)0 );   s->write( seq.numGroundFrames );   for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ )   {      s->write( groundTranslations[i].x );      s->write( groundTranslations[i].y );      s->write( groundTranslations[i].z );   }   for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ )   {      s->write( groundRotations[i].x );      s->write( groundRotations[i].y );      s->write( groundRotations[i].z );      s->write( groundRotations[i].w );   }   // write object states -- legacy..no object states   s->write( (S32)0 );   // write the sequence   s->write( (S32)1 );   writeName( s, seq.nameIndex );   {      // Write a copy of the sequence with all offsets set to 0      TSShape::Sequence tmpSeq(seq);      tmpSeq.baseDecalState = 0;      tmpSeq.baseObjectState = 0;      tmpSeq.baseTranslation = 0;      tmpSeq.baseRotation = 0;      tmpSeq.baseScale = 0;      tmpSeq.firstGroundFrame = 0;      tmpSeq.firstTrigger = 0;      tmpSeq.write( s, false );   }   // write the sequence triggers   s->write( seq.numTriggers );   for ( S32 i = seq.firstTrigger; i < seq.firstTrigger + seq.numTriggers; i++ )   {      s->write( triggers[i].state );      s->write( triggers[i].pos );   }   smVersion = currentVersion;}//-------------------------------------------------// import sequences into existing shape//-------------------------------------------------bool TSShape::importSequences(Stream * s, const String& sequencePath){   // write version   s->read(&smReadVersion);   if (smReadVersion>smVersion)   {      // error -- don't support future version yet :>      Con::errorf(ConsoleLogEntry::General,                  "Sequence import failed:  shape exporter newer than running executable.");      return false;   }   if (smReadVersion<19)   {      // error -- don't support future version yet :>      Con::errorf(ConsoleLogEntry::General,         "Sequence import failed:  deprecated version (%i).",smReadVersion);      return false;   }   Vector<S32> nodeMap;   // node index of each node from imported sequences   Vector<S32> objectMap; // object index of objects from imported sequences   VECTOR_SET_ASSOCIATION(nodeMap);   VECTOR_SET_ASSOCIATION(objectMap);   S32 i,sz;   // read node names   // -- this is how we will map imported sequence nodes to our nodes   s->read(&sz);   nodeMap.setSize(sz);   for (i=0;i<sz;i++)   {      U32 startSize = names.size();      S32 nameIndex = readName(s,true);            nodeMap[i] = findNode(nameIndex);      if (nodeMap[i] < 0)      {         // node found in sequence but not shape => remove the added node name         if (names.size() != startSize)         {            names.decrement();            if (names.size() != startSize)               Con::errorf(ConsoleLogEntry::General, "TSShape::importSequence: failed to remove unused node correctly for dsq %s.", names[nameIndex].c_str(), sequencePath.c_str());         }      }   }   // read the following size, but won't do anything with it...legacy:  was going to support   // import of sequences that animate objects...we don't...   s->read(&sz);   // before reading keyframes, take note of a couple numbers   S32 oldShapeNumObjects;   s->read(&oldShapeNumObjects);   // adjust all the new keyframes   S32 adjNodeRots = smReadVersion<22 ? nodeRotations.size() - nodeMap.size() : nodeRotations.size();   S32 adjNodeTrans = smReadVersion<22 ? nodeTranslations.size() - nodeMap.size() : nodeTranslations.size();   S32 adjGroundStates = smReadVersion<22 ? 0 : groundTranslations.size(); // groundTrans==groundRot   // Read the node states into temporary vectors, then use the   // nodeMap to discard unused transforms and map others to our nodes   Vector<Quat16>    seqRotations;   Vector<Point3F>   seqTranslations;   Vector<F32>       seqUniformScales;   Vector<Point3F>   seqAlignedScales;   Vector<Quat16>    seqArbitraryScaleRots;   Vector<Point3F>   seqArbitraryScaleFactors;   if (smReadVersion>21)   {      s->read(&sz);      seqRotations.setSize(sz);      for (i=0; i < sz; i++)      {         s->read(&seqRotations[i].x);         s->read(&seqRotations[i].y);         s->read(&seqRotations[i].z);         s->read(&seqRotations[i].w);      }      s->read(&sz);      seqTranslations.setSize(sz);      for (i=0; i <sz; i++)      {         s->read(&seqTranslations[i].x);         s->read(&seqTranslations[i].y);         s->read(&seqTranslations[i].z);      }      s->read(&sz);      seqUniformScales.setSize(sz);      for (i = 0; i < sz; i++)         s->read(&seqUniformScales[i]);      s->read(&sz);      seqAlignedScales.setSize(sz);      for (i = 0; i < sz; i++)      {         s->read(&seqAlignedScales[i].x);         s->read(&seqAlignedScales[i].y);         s->read(&seqAlignedScales[i].z);      }      s->read(&sz);      seqArbitraryScaleRots.setSize(sz);      for (i = 0; i <sz; i++)      {         s->read(&seqArbitraryScaleRots[i].x);         s->read(&seqArbitraryScaleRots[i].y);         s->read(&seqArbitraryScaleRots[i].z);         s->read(&seqArbitraryScaleRots[i].w);      }      seqArbitraryScaleFactors.setSize(sz);      for (i = 0; i < sz; i++)      {         s->read(&seqArbitraryScaleFactors[i].x);         s->read(&seqArbitraryScaleFactors[i].y);         s->read(&seqArbitraryScaleFactors[i].z);      }      // ground transforms can be read directly into the shape (none will be      // discarded)      s->read(&sz);      S32 oldSz = groundTranslations.size();      groundTranslations.setSize(sz+oldSz);      for (i=oldSz;i<sz+oldSz;i++)      {         s->read(&groundTranslations[i].x);         s->read(&groundTranslations[i].y);         s->read(&groundTranslations[i].z);      }      groundRotations.setSize(sz+oldSz);      for (i=oldSz;i<sz+oldSz;i++)      {         s->read(&groundRotations[i].x);         s->read(&groundRotations[i].y);         s->read(&groundRotations[i].z);         s->read(&groundRotations[i].w);      }   }   else   {      s->read(&sz);      seqRotations.setSize(sz);      seqTranslations.setSize(sz);      for (i = 0; i < sz; i++)      {         s->read(&seqRotations[i].x);         s->read(&seqRotations[i].y);         s->read(&seqRotations[i].z);         s->read(&seqRotations[i].w);         s->read(&seqTranslations[i].x);         s->read(&seqTranslations[i].y);         s->read(&seqTranslations[i].z);      }   }   // add these object states to our own -- shouldn't be any...assume it   s->read(&sz);   // read sequences   s->read(&sz);   S32 startSeqNum = sequences.size();   for (i=0;i<sz;i++)   {      sequences.increment();      Sequence & seq = sequences.last();      // read name      seq.nameIndex = readName(s,true);      // read the rest of the sequence      seq.read(s,false);      seq.baseRotation = nodeRotations.size();      seq.baseTranslation = nodeTranslations.size();      if (smReadVersion > 21)      {         if (seq.animatesUniformScale())            seq.baseScale = nodeUniformScales.size();         else if (seq.animatesAlignedScale())            seq.baseScale = nodeAlignedScales.size();         else if (seq.animatesArbitraryScale())            seq.baseScale = nodeArbitraryScaleFactors.size();      }      // remap the node matters arrays      S32 j;      TSIntegerSet newTransMembership;      TSIntegerSet newRotMembership;      TSIntegerSet newScaleMembership;      for (j = 0; j < (S32)nodeMap.size(); j++)      {         if (nodeMap[j] < 0)            continue;         if (seq.translationMatters.test(j))            newTransMembership.set(nodeMap[j]);         if (seq.rotationMatters.test(j))            newRotMembership.set(nodeMap[j]);         if (seq.scaleMatters.test(j))            newScaleMembership.set(nodeMap[j]);      }      // resize node transform arrays      nodeTranslations.increment(newTransMembership.count() * seq.numKeyframes);      nodeRotations.increment(newRotMembership.count() * seq.numKeyframes);      if (seq.flags & TSShape::ArbitraryScale)      {         S32 scaleCount = newScaleMembership.count() * seq.numKeyframes;         nodeArbitraryScaleRots.increment(scaleCount);         nodeArbitraryScaleFactors.increment(scaleCount);      }      else if (seq.flags & TSShape::AlignedScale)         nodeAlignedScales.increment(newScaleMembership.count() * seq.numKeyframes);      else         nodeUniformScales.increment(newScaleMembership.count() * seq.numKeyframes);      // remap node transforms from temporary arrays      for (S32 nodeID = 0; nodeID < nodeMap.size(); nodeID++)      {         if (nodeMap[nodeID] < 0)            continue;         if (newTransMembership.test(nodeMap[nodeID]))         {            S32 src = seq.numKeyframes * seq.translationMatters.count(nodeID);            S32 dest = seq.baseTranslation + seq.numKeyframes * newTransMembership.count(nodeMap[nodeID]);            dCopyArray(&nodeTranslations[dest], &seqTranslations[src], seq.numKeyframes);         }         if (newRotMembership.test(nodeMap[nodeID]))         {            S32 src = seq.numKeyframes * seq.rotationMatters.count(nodeID);            S32 dest = seq.baseRotation + seq.numKeyframes * newRotMembership.count(nodeMap[nodeID]);            dCopyArray(&nodeRotations[dest], &seqRotations[src], seq.numKeyframes);         }         if (newScaleMembership.test(nodeMap[nodeID]))         {            S32 src = seq.numKeyframes * seq.scaleMatters.count(nodeID);            S32 dest = seq.baseScale + seq.numKeyframes * newScaleMembership.count(nodeMap[nodeID]);            if (seq.flags & TSShape::ArbitraryScale)            {               dCopyArray(&nodeArbitraryScaleRots[dest], &seqArbitraryScaleRots[src], seq.numKeyframes);               dCopyArray(&nodeArbitraryScaleFactors[dest], &seqArbitraryScaleFactors[src], seq.numKeyframes);            }            else if (seq.flags & TSShape::AlignedScale)               dCopyArray(&nodeAlignedScales[dest], &seqAlignedScales[src], seq.numKeyframes);            else               dCopyArray(&nodeUniformScales[dest], &seqUniformScales[src], seq.numKeyframes);         }      }      seq.translationMatters = newTransMembership;      seq.rotationMatters = newRotMembership;      seq.scaleMatters = newScaleMembership;      // adjust trigger numbers...we'll read triggers after sequences...      seq.firstTrigger += triggers.size();      // finally, adjust ground transform's nodes states      seq.firstGroundFrame += adjGroundStates;   }   if (smReadVersion<22)   {      for (i=startSeqNum; i<sequences.size(); i++)      {         // move ground transform data to ground vectors         Sequence & seq = sequences[i];         S32 oldSz = groundTranslations.size();         groundTranslations.setSize(oldSz+seq.numGroundFrames);         groundRotations.setSize(oldSz+seq.numGroundFrames);         for (S32 j=0;j<seq.numGroundFrames;j++)         {            groundTranslations[j+oldSz] = nodeTranslations[seq.firstGroundFrame+adjNodeTrans+j];            groundRotations[j+oldSz] = nodeRotations[seq.firstGroundFrame+adjNodeRots+j];         }         seq.firstGroundFrame = oldSz;      }   }   // add the new triggers   S32 oldSz = triggers.size();   s->read(&sz);   triggers.setSize(oldSz+sz);   for (S32 triggerID=0; triggerID<sz; triggerID++)   {      s->read(&triggers[triggerID +oldSz].state);      s->read(&triggers[triggerID +oldSz].pos);   }   if (smInitOnRead)      init();   return true;}//-------------------------------------------------// read/write sequence//-------------------------------------------------void TSShape::Sequence::read(Stream * s, bool readNameIndex){   AssertISV(smReadVersion>=19,"Reading old sequence");   if (readNameIndex)      s->read(&nameIndex);   flags = 0;   if (TSShape::smReadVersion>21)      s->read(&flags);   else      flags=0;   s->read(&numKeyframes);   s->read(&duration);   if (TSShape::smReadVersion<22)   {      bool tmp = false;      s->read(&tmp);      if (tmp)         flags |= Blend;      s->read(&tmp);      if (tmp)         flags |= Cyclic;      s->read(&tmp);      if (tmp)         flags |= MakePath;   }   s->read(&priority);   s->read(&firstGroundFrame);   s->read(&numGroundFrames);   if (TSShape::smReadVersion>21)   {      s->read(&baseRotation);      s->read(&baseTranslation);      s->read(&baseScale);      s->read(&baseObjectState);      s->read(&baseDecalState);   }   else   {      s->read(&baseRotation);      baseTranslation=baseRotation;      s->read(&baseObjectState);      s->read(&baseDecalState);   }   s->read(&firstTrigger);   s->read(&numTriggers);   s->read(&toolBegin);   // now the membership sets:   rotationMatters.read(s);   if (TSShape::smReadVersion<22)      translationMatters=rotationMatters;   else   {      translationMatters.read(s);      scaleMatters.read(s);   }   TSIntegerSet dummy;   dummy.read(s); // DEPRECIATED: Decals   dummy.read(s); // DEPRECIATED: Ifl materials   visMatters.read(s);   frameMatters.read(s);   matFrameMatters.read(s);   dirtyFlags = 0;   if (rotationMatters.testAll() || translationMatters.testAll() || scaleMatters.testAll())      dirtyFlags |= TSShapeInstance::TransformDirty;   if (visMatters.testAll())      dirtyFlags |= TSShapeInstance::VisDirty;   if (frameMatters.testAll())      dirtyFlags |= TSShapeInstance::FrameDirty;   if (matFrameMatters.testAll())      dirtyFlags |= TSShapeInstance::MatFrameDirty;}void TSShape::Sequence::write(Stream * s, bool writeNameIndex) const{   if (writeNameIndex)      s->write(nameIndex);   s->write(flags);   s->write(numKeyframes);   s->write(duration);   s->write(priority);   s->write(firstGroundFrame);   s->write(numGroundFrames);   s->write(baseRotation);   s->write(baseTranslation);   s->write(baseScale);   s->write(baseObjectState);   s->write(baseDecalState);   s->write(firstTrigger);   s->write(numTriggers);   s->write(toolBegin);   // now the membership sets:   rotationMatters.write(s);   translationMatters.write(s);   scaleMatters.write(s);   TSIntegerSet dummy;   dummy.write(s); // DEPRECIATED: Decals   dummy.write(s); // DEPRECIATED: Ifl materials   visMatters.write(s);   frameMatters.write(s);   matFrameMatters.write(s);}void TSShape::writeName(Stream * s, S32 nameIndex){   const char * name = "";   if (nameIndex>=0)      name = names[nameIndex];   S32 sz = (S32)dStrlen(name);   s->write(sz);   if (sz)      s->write(sz*sizeof(char),name);}S32 TSShape::readName(Stream * s, bool addName){   static char buffer[256];   U32 sz;   S32 nameIndex = -1;   s->read(&sz);   if (sz>0 && sz<255)   {      s->read(sz,buffer);      buffer[sz] = '\0';      nameIndex = findName(buffer);      // Many modeling apps don't support spaces in names, so if the lookup      // failed, try the name again with spaces replaced by underscores      if (nameIndex < 0)      {         while (char *p = dStrchr(buffer, ' '))            *p = '_';         nameIndex = findName(buffer);      }      if (nameIndex<0 && addName)      {         nameIndex = names.size();         names.increment();         names.last() = buffer;      }   }   else      Con::errorf("invalid TSShape::readName length!");   return nameIndex;}
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