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- //-----------------------------------------------------------------------------
- // 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 _ASSIMP_APPNODE_H_
- #define _ASSIMP_APPNODE_H_
- #ifndef _TDICTIONARY_H_
- #include "core/tDictionary.h"
- #endif
- #ifndef _APPNODE_H_
- #include "ts/loader/appNode.h"
- #endif
- #ifndef _COLLADA_EXTENSIONS_H_
- #include "ts/collada/colladaExtensions.h"
- #endif
- #ifndef AI_TYPES_H_INC
- #include <assimp/types.h>
- #endif
- #include <assimp/scene.h>
- class AssimpAppNode : public AppNode
- {
- typedef AppNode Parent;
- friend class AssimpAppMesh;
- MatrixF getTransform(F32 time);
- void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
- void buildMeshList();
- void buildChildList();
- protected:
- const struct aiScene* mScene;
- const struct aiNode* mNode; ///< Pointer to the assimp scene node
- AssimpAppNode* appParent; ///< Parent node
- MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
- bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
- F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
- MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
- bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
- MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
- public:
- AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent = 0);
- virtual ~AssimpAppNode()
- {
- //
- }
- static aiAnimation* sActiveSequence;
- static F32 sTimeMultiplier;
- //-----------------------------------------------------------------------
- const char *getName() { return mName; }
- const char *getParentName() { return mParentName; }
- bool isEqual(AppNode* node)
- {
- const AssimpAppNode* appNode = dynamic_cast<const AssimpAppNode*>(node);
- return (appNode && (appNode->mNode == mNode));
- }
- // Property look-ups: only float properties are stored, the rest are
- // converted from floats as needed
- bool getFloat(const char* propName, F32& defaultVal)
- {
- //Map<StringTableEntry,F32>::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); }
- static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
- static void convertMat(MatrixF& outMat);
- static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
- };
- #endif // _ASSIMP_APPNODE_H_
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