//-----------------------------/------------------------------------------------ // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef DTSMAYAMESH_H_ #define DTSMAYAMESH_H_ #include "appMesh.h" #include namespace DTS { class MayaAppMesh : public AppMesh { typedef AppMesh Parent; MDagPath mPath; MDagPath mNodePath; char * mName; std::vector mMaterials; void getSkinData(); void getMaterials(); MObject findShader( MObject& setNode ); public: MayaAppMesh(MDagPath & nodePath, MDagPath & path); ~MayaAppMesh(); const char * getName(); Matrix<4,4,F32> getMeshTransform(const AppTime & time); F32 getVisValue(const AppTime & time); bool getFloat(const char * propName, F32 & defaultVal); bool getInt(const char * propName, S32 & defaultVal); bool getBool(const char * propName, bool & defaultVal); bool getMaterial(S32 matIdx, Material &); bool animatesVis(const AppSequenceData & seqData); AppMeshLock lockMesh(const AppTime & time, const Matrix<4,4,F32> & objectOffset); void unlockMesh(); }; extern void MayaSetTime(const AppTime & time); extern Matrix<4,4,F32> MayaToDtsTransform(MMatrix & mayaMat); extern bool CheckMayaStatus(MStatus & status); extern void HandleMayaNegative(char * name); }; // namespace DTS #endif // DTSAPPMESH_H_