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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.
- //-----------------------------------------------------------------------------
- #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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