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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 _APPMESH_H_
- #define _APPMESH_H_
- #ifndef _MMATH_H_
- #include "math/mMath.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- #ifndef _APPMATERIAL_H_
- #include "ts/loader/appMaterial.h"
- #endif
- #ifndef _APPSEQUENCE_H_
- #include "ts/loader/appSequence.h"
- #endif
- class AppNode;
- class AppMesh
- {
- public:
- // Mesh and skin elements
- Vector<Point3F> points;
- Vector<Point3F> normals;
- Vector<Point2F> uvs;
- Vector<Point2F> uv2s;
- Vector<ColorI> colors;
- Vector<TSDrawPrimitive> primitives;
- Vector<U32> indices;
- // Skin elements
- Vector<F32> weight;
- Vector<S32> boneIndex;
- Vector<S32> vertexIndex;
- Vector<S32> nodeIndex;
- Vector<MatrixF> initialTransforms;
- Vector<Point3F> initialVerts;
- Vector<Point3F> initialNorms;
- U32 flags;
- U32 vertsPerFrame;
- S32 numFrames;
- S32 numMatFrames;
- // Loader elements (can be discarded after loading)
- S32 detailSize;
- MatrixF objectOffset;
- Vector<AppNode*> bones;
- static Vector<AppMaterial*> appMaterials;
- public:
- AppMesh();
- virtual ~AppMesh();
- void computeBounds(Box3F& bounds);
- void computeNormals();
- // Create a TSMesh object
- TSMesh* constructTSMesh();
- virtual const char * getName(bool allowFixed=true) = 0;
- virtual MatrixF getMeshTransform(F32 time) = 0;
- virtual F32 getVisValue(F32 time) = 0;
- virtual bool getFloat(const char* propName, F32& defaultVal) = 0;
- virtual bool getInt(const char* propName, S32& defaultVal) = 0;
- virtual bool getBool(const char* propName, bool& defaultVal) = 0;
- virtual bool animatesVis(const AppSequence* appSeq) { return false; }
- virtual bool animatesMatFrame(const AppSequence* appSeq) { return false; }
- virtual bool animatesFrame(const AppSequence* appSeq) { return false; }
- virtual bool isBillboard();
- virtual bool isBillboardZAxis();
- virtual bool isSkin() { return false; }
- virtual void lookupSkinData() = 0;
- virtual void lockMesh(F32 t, const MatrixF& objOffset) { }
- };
- #endif // _APPMESH_H_
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