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59
Torque/SDK/tools/max2dtsExporterPlus/maxAppMesh.h
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59
Torque/SDK/tools/max2dtsExporterPlus/maxAppMesh.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef DTSMAXAPPMESH_H_
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#define DTSMAXAPPMESH_H_
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#include "appMesh.h"
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#include "appNode.h"
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class INode;
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namespace DTS
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{
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class MaxAppMesh : public AppMesh
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{
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typedef AppMesh Parent;
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protected:
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// Don't hold onto anything mesh-like in max, keep the node instead
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INode * mMaxNode;
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// Hold this in addition just for convenience of a few methods that
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// use app node methods
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AppNode * mAppNode;
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void getSkinData();
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public:
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MaxAppMesh(INode * maxNode, AppNode * appNode);
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const char * getName() { return mAppNode->getName(); }
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bool getFloat(const char * propName, F32 & defaultVal) { return mAppNode->getFloat(propName,defaultVal); }
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bool getInt(const char * propName, S32 & defaultVal) { return mAppNode->getInt(propName,defaultVal); }
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bool getBool(const char * propName, bool & defaultVal) { return mAppNode->getBool(propName,defaultVal); }
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Matrix<4,4,F32> getMeshTransform(const AppTime & time);
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F32 getVisValue(const AppTime & time);
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bool getMaterial(S32 matIdx, Material &);
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S32 getNumBones();
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AppNode * getBone(S32 idx);
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F32 getWeight(S32 boneIdx, S32 vertIdx);
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bool animatesMatFrame(const AppSequenceData & seqData);
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bool animatesFrame(const AppSequenceData & seqData);
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AppMeshLock lockMesh(const AppTime & time, const Matrix<4,4,F32> & objectOffset);
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void unlockMesh();
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};
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};
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#endif // DTSMAXAPPMESH_H_
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