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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_APPNODE_H_
- #define _COLLADA_APPNODE_H_
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- #ifndef _APPNODE_H_
- #include "ts/loader/appNode.h"
- #endif
- #ifndef _COLLADA_EXTENSIONS_H_
- #include "ts/collada/colladaExtensions.h"
- #endif
- class ColladaAppNode : public AppNode
- {
- typedef AppNode Parent;
- friend class ColladaAppMesh;
- MatrixF getTransform(F32 time);
- void buildMeshList();
- void buildChildList();
- protected:
- const domNode* p_domNode; ///< Pointer to the node in the Collada DOM
- ColladaAppNode* appParent; ///< Parent node in Collada-space
- ColladaExtension_node* nodeExt; ///< node extension
- Vector<AnimatedFloatList> nodeTransforms; ///< Ordered vector of node transform elements (scale, translate etc)
- bool invertMeshes; ///< True if this node's coordinate space is inverted (left handed)
- Map<StringTableEntry, F32> mProps; ///< Hash of float properties (converted to int or bool as needed)
- F32 lastTransformTime; ///< Time of the last transform lookup (getTransform)
- MatrixF lastTransform; ///< Last transform lookup (getTransform)
- bool defaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
- MatrixF defaultNodeTransform; ///< Transform at DefaultTime
- public:
- ColladaAppNode(const domNode* node, ColladaAppNode* parent = 0);
- virtual ~ColladaAppNode()
- {
- delete nodeExt;
- mProps.clear();
- }
- const domNode* getDomNode() const { return p_domNode; }
- //-----------------------------------------------------------------------
- const char *getName() { return mName; }
- const char *getParentName() { return mParentName; }
- bool isEqual(AppNode* node)
- {
- const ColladaAppNode* appNode = dynamic_cast<const ColladaAppNode*>(node);
- return (appNode && (appNode->p_domNode == p_domNode));
- }
- // 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); }
- };
- #endif // _COLLADA_APPNODE_H_
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