appMesh.h

Engine/source/ts/loader/appMesh.h

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _APPMESH_H_
 25#define _APPMESH_H_
 26
 27#ifndef _MMATH_H_
 28#include "math/mMath.h"
 29#endif
 30#ifndef _TVECTOR_H_
 31#include "core/util/tVector.h"
 32#endif
 33#ifndef _APPMATERIAL_H_
 34#include "ts/loader/appMaterial.h"
 35#endif
 36#ifndef _APPSEQUENCE_H_
 37#include "ts/loader/appSequence.h"
 38#endif
 39
 40class AppNode;
 41
 42class AppMesh
 43{
 44public:
 45   // Mesh and skin elements
 46   Vector<Point3F> points;
 47   Vector<Point3F> normals;
 48   Vector<Point2F> uvs;
 49   Vector<Point2F> uv2s;
 50   Vector<ColorI> colors;
 51   Vector<TSDrawPrimitive> primitives;
 52   Vector<U32> indices;
 53
 54   // Skin elements
 55   Vector<F32> weight;
 56   Vector<S32> boneIndex;
 57   Vector<S32> vertexIndex;
 58   Vector<S32> nodeIndex;
 59   Vector<MatrixF> initialTransforms;
 60   Vector<Point3F> initialVerts;
 61   Vector<Point3F> initialNorms;
 62
 63   U32 flags;
 64   U32 vertsPerFrame;
 65   S32 numFrames;
 66   S32 numMatFrames;
 67
 68   // Loader elements (can be discarded after loading)
 69   S32                           detailSize;
 70   MatrixF                       objectOffset;
 71   Vector<AppNode*>              bones;
 72   static Vector<AppMaterial*>   appMaterials;
 73
 74public:
 75   AppMesh();
 76   virtual ~AppMesh();
 77
 78   void computeBounds(Box3F& bounds);
 79   void computeNormals();
 80
 81   // Create a TSMesh object
 82   TSMesh* constructTSMesh();
 83
 84   virtual const char * getName(bool allowFixed=true) = 0;
 85
 86   virtual MatrixF getMeshTransform(F32 time) = 0;
 87   virtual F32 getVisValue(F32 time) = 0;
 88
 89   virtual bool getFloat(const char* propName, F32& defaultVal) = 0;
 90   virtual bool   getInt(const char* propName, S32& defaultVal) = 0;
 91   virtual bool  getBool(const char* propName, bool& defaultVal) = 0;
 92
 93   virtual bool animatesVis(const AppSequence* appSeq) { return false; }
 94   virtual bool animatesMatFrame(const AppSequence* appSeq) { return false; }
 95   virtual bool animatesFrame(const AppSequence* appSeq) { return false; }
 96
 97   virtual bool isBillboard();
 98   virtual bool isBillboardZAxis();
 99
100   virtual bool isSkin() { return false; }
101   virtual void lookupSkinData() = 0;
102
103   virtual void lockMesh(F32 t, const MatrixF& objOffset) { }
104};
105
106#endif // _APPMESH_H_
107