Torque3D Documentation / _generateds / colladaAppMesh.h

colladaAppMesh.h

Engine/source/ts/collada/colladaAppMesh.h

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  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 _COLLADA_APPMESH_H_
 25#define _COLLADA_APPMESH_H_
 26
 27#ifndef _TDICTIONARY_H_
 28#include "core/util/tDictionary.h"
 29#endif
 30#ifndef _APPMESH_H_
 31#include "ts/loader/appMesh.h"
 32#endif
 33#ifndef _TSSHAPELOADER_H_
 34#include "ts/loader/tsShapeLoader.h"
 35#endif
 36#ifndef _COLLADA_APPNODE_H_
 37#include "ts/collada/colladaAppNode.h"
 38#endif
 39#ifndef _COLLADA_EXTENSIONS_H_
 40#include "ts/collada/colladaExtensions.h"
 41#endif
 42
 43//-----------------------------------------------------------------------------
 44// Torque unifies the vert position, normal and UV values, so that a single index
 45// uniquely identifies all 3 elements. A triangle then contains just 3 indices,
 46// and from that we can get the 3 positions, 3 normals and 3 UVs.
 47//
 48// for i=1:3
 49//    index = indices[triangle.start + i]
 50//    points[index], normals[index], uvs[index]
 51//
 52// Collada does not use unified vertex streams, (each triangle needs 9 indices),
 53// so this structure is used to map a single VertTuple index to 3 indices into
 54// the Collada streams. The Collada (and Torque) primitive index is also stored
 55// because the Collada document may use different streams for different primitives.
 56//
 57// For morph geometry, we can use the same array of VertTuples to access the base
 58// AND all of the target geometries because they MUST have the same topology.
 59struct VertTuple
 60{
 61   S32 prim, vertex, normal, color, uv, uv2;
 62
 63   Point3F dataVertex, dataNormal;
 64   ColorI  dataColor;
 65   Point2F dataUV, dataUV2;
 66
 67   VertTuple(): prim(-1), vertex(-1), normal(-1), color(-1), uv(-1), uv2(-1) {}
 68   bool operator==(const VertTuple& p) const 
 69   {
 70      return   dataVertex == p.dataVertex &&
 71               dataColor == p.dataColor &&  
 72               dataNormal == p.dataNormal &&   
 73               dataUV == p.dataUV &&  
 74               dataUV2 == p.dataUV2;
 75   }
 76};
 77
 78class ColladaAppMesh : public AppMesh
 79{
 80   typedef AppMesh Parent;
 81
 82protected:
 83   class ColladaAppNode* appNode;                     ///< Pointer to the node that owns this mesh
 84   const domInstance_geometry* instanceGeom;
 85   const domInstance_controller* instanceCtrl;
 86   ColladaExtension_geometry* geomExt;                ///< geometry extension
 87
 88   Vector<VertTuple> vertTuples;                      ///<
 89   Map<StringTableEntry,U32> boundMaterials;          ///< Local map of symbols to materials
 90
 91   static bool fixedSizeEnabled;                      ///< Set to true to fix the detail size to a particular value for all geometry
 92   static S32 fixedSize;                              ///< The fixed detail size value for all geometry
 93
 94   //-----------------------------------------------------------------------
 95
 96   /// Get the morph controller for this mesh (if any)
 97   const domMorph* getMorph()
 98   {
 99      if (instanceCtrl) {
100         const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
101         if (ctrl && ctrl->getSkin())
102            ctrl = daeSafeCast<domController>(ctrl->getSkin()->getSource().getElement());
103         return ctrl ? ctrl->getMorph() : NULL;
104      }
105      return NULL;
106   }
107
108   S32 addMaterial(const char* symbol);
109
110   bool checkGeometryType(const daeElement* element);
111   void getPrimitives(const domGeometry* geometry);
112
113   void getVertexData(  const domGeometry* geometry, F32 time, const MatrixF& objOffset,
114                        Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors, 
115                        Vector<Point2F>& uvs, Vector<Point2F>& uv2s, bool appendValues);
116
117   void getMorphVertexData(   const domMorph* morph, F32 time, const MatrixF& objOffset,
118                              Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
119                              Vector<Point2F>& uvs, Vector<Point2F>& uv2s );
120
121public:
122
123   ColladaAppMesh(const domInstance_geometry* instance, ColladaAppNode* node);
124   ColladaAppMesh(const domInstance_controller* instance, ColladaAppNode* node);
125   ~ColladaAppMesh()
126   {
127      delete geomExt;
128   }
129
130   static void fixDetailSize(bool fixed, S32 size=2)
131   {
132      fixedSizeEnabled = fixed;
133      fixedSize = size;
134   }
135
136   /// Get the name of this mesh
137   ///
138   /// @return A string containing the name of this mesh
139   const char *getName(bool allowFixed=true);
140
141   //-----------------------------------------------------------------------
142
143   /// Get a floating point property value
144   ///
145   /// @param propName     Name of the property to get
146   /// @param defaultVal   Reference to variable to hold return value
147   ///
148   /// @return True if a value was set, false if not
149   bool getFloat(const char *propName, F32 &defaultVal)
150   {
151      return appNode->getFloat(propName,defaultVal);
152   }
153
154   /// Get an integer property value
155   ///
156   /// @param propName     Name of the property to get
157   /// @param defaultVal   Reference to variable to hold return value
158   ///
159   /// @return True if a value was set, false if not
160   bool getInt(const char *propName, S32 &defaultVal)
161   {
162      return appNode->getInt(propName,defaultVal);
163   }
164
165   /// Get a boolean property value
166   ///
167   /// @param propName     Name of the property to get
168   /// @param defaultVal   Reference to variable to hold return value
169   ///
170   /// @return True if a value was set, false if not
171   bool getBool(const char *propName, bool &defaultVal)
172   {
173      return appNode->getBool(propName,defaultVal);
174   }
175
176   /// Return true if this mesh is a skin
177   bool isSkin()
178   {
179      if (instanceCtrl) {
180         const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
181         if (ctrl && ctrl->getSkin() &&
182            (ctrl->getSkin()->getVertex_weights()->getV()->getValue().getCount() > 0))
183            return true;
184      }
185      return false;
186   }
187
188   /// Get the skin data: bones, vertex weights etc
189   void lookupSkinData();
190
191   /// Check if the mesh visibility is animated
192   ///
193   /// @param appSeq   Start/end time to check
194   ///
195   /// @return True if the mesh visibility is animated, false if not
196   bool animatesVis(const AppSequence* appSeq);
197
198   /// Check if the material used by this mesh is animated
199   ///
200   /// @param appSeq   Start/end time to check
201   ///
202   /// @return True if the material is animated, false if not
203   bool animatesMatFrame(const AppSequence* appSeq);
204
205   /// Check if the mesh is animated
206   ///
207   /// @param appSeq   Start/end time to check
208   ///
209   /// @return True if the mesh is animated, false if not
210   bool animatesFrame(const AppSequence* appSeq);
211
212   /// Generate the vertex, normal and triangle data for the mesh.
213   ///
214   /// @param time           Time at which to generate the mesh data
215   /// @param objOffset      Transform to apply to the generated data (bounds transform)
216   void lockMesh(F32 time, const MatrixF& objOffset);
217
218   /// Get the transform of this mesh at a certain time
219   ///
220   /// @param time   Time at which to get the transform
221   ///
222   /// @return The mesh transform at the specified time
223   MatrixF getMeshTransform(F32 time);
224
225   /// Get the visibility of this mesh at a certain time
226   ///
227   /// @param time   Time at which to get visibility info
228   ///
229   /// @return Visibility from 0 (invisible) to 1 (opaque)
230   F32 getVisValue(F32 time);
231};
232
233#endif // _COLLADA_APPMESH_H_
234