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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 _COLLADA_APPMESH_H_
- #define _COLLADA_APPMESH_H_
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- #ifndef _APPMESH_H_
- #include "ts/loader/appMesh.h"
- #endif
- #ifndef _TSSHAPELOADER_H_
- #include "ts/loader/tsShapeLoader.h"
- #endif
- #ifndef _COLLADA_APPNODE_H_
- #include "ts/collada/colladaAppNode.h"
- #endif
- #ifndef _COLLADA_EXTENSIONS_H_
- #include "ts/collada/colladaExtensions.h"
- #endif
- //-----------------------------------------------------------------------------
- // Torque unifies the vert position, normal and UV values, so that a single index
- // uniquely identifies all 3 elements. A triangle then contains just 3 indices,
- // and from that we can get the 3 positions, 3 normals and 3 UVs.
- //
- // for i=1:3
- // index = indices[triangle.start + i]
- // points[index], normals[index], uvs[index]
- //
- // Collada does not use unified vertex streams, (each triangle needs 9 indices),
- // so this structure is used to map a single VertTuple index to 3 indices into
- // the Collada streams. The Collada (and Torque) primitive index is also stored
- // because the Collada document may use different streams for different primitives.
- //
- // For morph geometry, we can use the same array of VertTuples to access the base
- // AND all of the target geometries because they MUST have the same topology.
- struct VertTuple
- {
- S32 prim, vertex, normal, color, uv, uv2;
- Point3F dataVertex, dataNormal;
- ColorI dataColor;
- Point2F dataUV, dataUV2;
- VertTuple(): prim(-1), vertex(-1), normal(-1), color(-1), uv(-1), uv2(-1) {}
- bool operator==(const VertTuple& p) const
- {
- return dataVertex == p.dataVertex &&
- dataColor == p.dataColor &&
- dataNormal == p.dataNormal &&
- dataUV == p.dataUV &&
- dataUV2 == p.dataUV2;
- }
- };
- class ColladaAppMesh : public AppMesh
- {
- typedef AppMesh Parent;
- protected:
- class ColladaAppNode* appNode; ///< Pointer to the node that owns this mesh
- const domInstance_geometry* instanceGeom;
- const domInstance_controller* instanceCtrl;
- ColladaExtension_geometry* geomExt; ///< geometry extension
- Vector<VertTuple> vertTuples; ///<
- Map<StringTableEntry,U32> boundMaterials; ///< Local map of symbols to materials
- static bool fixedSizeEnabled; ///< Set to true to fix the detail size to a particular value for all geometry
- static S32 fixedSize; ///< The fixed detail size value for all geometry
- //-----------------------------------------------------------------------
- /// Get the morph controller for this mesh (if any)
- const domMorph* getMorph()
- {
- if (instanceCtrl) {
- const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
- if (ctrl && ctrl->getSkin())
- ctrl = daeSafeCast<domController>(ctrl->getSkin()->getSource().getElement());
- return ctrl ? ctrl->getMorph() : NULL;
- }
- return NULL;
- }
- S32 addMaterial(const char* symbol);
- bool checkGeometryType(const daeElement* element);
- void getPrimitives(const domGeometry* geometry);
- void getVertexData( const domGeometry* geometry, F32 time, const MatrixF& objOffset,
- Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
- Vector<Point2F>& uvs, Vector<Point2F>& uv2s, bool appendValues);
- void getMorphVertexData( const domMorph* morph, F32 time, const MatrixF& objOffset,
- Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
- Vector<Point2F>& uvs, Vector<Point2F>& uv2s );
- public:
- ColladaAppMesh(const domInstance_geometry* instance, ColladaAppNode* node);
- ColladaAppMesh(const domInstance_controller* instance, ColladaAppNode* node);
- ~ColladaAppMesh()
- {
- delete geomExt;
- }
- static void fixDetailSize(bool fixed, S32 size=2)
- {
- fixedSizeEnabled = fixed;
- fixedSize = size;
- }
- /// Get the name of this mesh
- ///
- /// @return A string containing the name of this mesh
- const char *getName(bool allowFixed=true);
- //-----------------------------------------------------------------------
- /// Get a floating point property value
- ///
- /// @param propName Name of the property to get
- /// @param defaultVal Reference to variable to hold return value
- ///
- /// @return True if a value was set, false if not
- bool getFloat(const char *propName, F32 &defaultVal)
- {
- return appNode->getFloat(propName,defaultVal);
- }
- /// Get an integer property value
- ///
- /// @param propName Name of the property to get
- /// @param defaultVal Reference to variable to hold return value
- ///
- /// @return True if a value was set, false if not
- bool getInt(const char *propName, S32 &defaultVal)
- {
- return appNode->getInt(propName,defaultVal);
- }
- /// Get a boolean property value
- ///
- /// @param propName Name of the property to get
- /// @param defaultVal Reference to variable to hold return value
- ///
- /// @return True if a value was set, false if not
- bool getBool(const char *propName, bool &defaultVal)
- {
- return appNode->getBool(propName,defaultVal);
- }
- /// Return true if this mesh is a skin
- bool isSkin()
- {
- if (instanceCtrl) {
- const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
- if (ctrl && ctrl->getSkin() &&
- (ctrl->getSkin()->getVertex_weights()->getV()->getValue().getCount() > 0))
- return true;
- }
- return false;
- }
- /// Get the skin data: bones, vertex weights etc
- void lookupSkinData();
- /// Check if the mesh visibility is animated
- ///
- /// @param appSeq Start/end time to check
- ///
- /// @return True if the mesh visibility is animated, false if not
- bool animatesVis(const AppSequence* appSeq);
- /// Check if the material used by this mesh is animated
- ///
- /// @param appSeq Start/end time to check
- ///
- /// @return True if the material is animated, false if not
- bool animatesMatFrame(const AppSequence* appSeq);
- /// Check if the mesh is animated
- ///
- /// @param appSeq Start/end time to check
- ///
- /// @return True if the mesh is animated, false if not
- bool animatesFrame(const AppSequence* appSeq);
- /// Generate the vertex, normal and triangle data for the mesh.
- ///
- /// @param time Time at which to generate the mesh data
- /// @param objOffset Transform to apply to the generated data (bounds transform)
- void lockMesh(F32 time, const MatrixF& objOffset);
- /// Get the transform of this mesh at a certain time
- ///
- /// @param time Time at which to get the transform
- ///
- /// @return The mesh transform at the specified time
- MatrixF getMeshTransform(F32 time);
- /// Get the visibility of this mesh at a certain time
- ///
- /// @param time Time at which to get visibility info
- ///
- /// @return Visibility from 0 (invisible) to 1 (opaque)
- F32 getVisValue(F32 time);
- };
- #endif // _COLLADA_APPMESH_H_
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