640 lines
22 KiB
C++
Executable File
640 lines
22 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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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 _TSSHAPE_H_
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#define _TSSHAPE_H_
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#ifndef _TSMESH_H_
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#include "ts/tsMesh.h"
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#endif
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#ifndef _TSDECAL_H_
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#include "ts/tsDecal.h"
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#endif
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#ifndef _TSINTEGERSET_H_
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#include "ts/tsIntegerSet.h"
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#endif
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#ifndef _TSTRANSFORM_H_
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#include "ts/tsTransform.h"
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#endif
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#ifndef _TSSHAPEALLOC_H_
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#include "ts/tsShapeAlloc.h"
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#endif
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _RESMANAGER_H_
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#include "core/resManager.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _STREAM_H_
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#include "core/stream.h"
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#endif
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#define DTS_EXPORTER_CURRENT_VERSION 124
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class TSMaterialList;
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class TSLastDetail;
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/// TSShape stores generic data for a 3space model.
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///
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/// TSShape and TSShapeInstance act in conjunction to allow the rendering and
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/// manipulation of a three dimensional model.
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///
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/// @note The material lists are the only thing that is not loaded in TSShape.
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/// instead, they are loaded in TSShapeInstance because of a former restriction
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/// on the resource manager where only one file could be opened at a time.
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/// The resource manager restriction has been resolved, but the material
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/// lists are still loaded in TSShapeInstance.
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///
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/// @see TSShapeInstance for a further discussion of the 3space system.
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class TSShape : public ResourceInstance
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{
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public:
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enum {
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UniformScale = BIT(0),
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AlignedScale = BIT(1),
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ArbitraryScale = BIT(2),
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Blend = BIT(3),
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Cyclic = BIT(4),
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MakePath = BIT(5),
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IflInit = BIT(6),
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HasTranslucency= BIT(7),
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AnyScale = UniformScale | AlignedScale | ArbitraryScale
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};
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/// Nodes hold the transforms in the shape's tree. They are the bones of the skeleton.
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struct Node
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{
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S32 nameIndex;
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S32 parentIndex;
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// computed at runtime
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S32 firstObject;
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S32 firstChild;
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S32 nextSibling;
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};
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/// Objects hold renderable items (in particular meshes).
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///
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/// Each object has a number of meshes associated with it.
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/// Each mesh corresponds to a different detail level.
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///
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/// meshIndicesIndex points to numMeshes consecutive indices
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/// into the meshList and meshType vectors. It indexes the
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/// meshIndexList vector (meshIndexList is merely a clearinghouse
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/// for the object's mesh lists). Some indices may correspond to
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/// no mesh -- which means no mesh will be drawn for the part for
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/// the given detail level. See comments on the meshIndexList
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/// for how null meshes are coded.
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///
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/// @note Things are stored this way so that there are no pointers.
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/// This makes serialization to disk dramatically simpler.
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struct Object
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{
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S32 nameIndex;
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S32 numMeshes;
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S32 startMeshIndex; ///< Index into meshes array.
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S32 nodeIndex;
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// computed at load
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S32 nextSibling;
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S32 firstDecal;
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};
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/// Decals hang off objects like objects hang off nodes. A decal is rendered on
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/// top of an object (normally will be translucent).
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///
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/// @note They hang off objects conceptually...however, in the shapeInstance they
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/// are in their own list and that list is rendered after all the objects are.
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struct Decal
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{
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S32 nameIndex;
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S32 numMeshes;
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S32 startMeshIndex; ///< Index into meshes array.
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S32 objectIndex;
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// computed at load
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S32 nextSibling;
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};
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/// IFL Materials are used to animate material lists -- i.e., run through a series
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/// of frames of a material.
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///
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/// They work by replacing a material in the material
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/// list so that it is transparent to the rest of the code.
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/// Offset time of each frame is stored in iflFrameOffsets vector, starting at index position
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/// firstFrameOffsetIndex..
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struct IflMaterial
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{
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S32 nameIndex; ///< File name with extension.
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S32 materialSlot;
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S32 firstFrame;
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S32 firstFrameOffTimeIndex;
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S32 numFrames;
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};
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/// A Sequence holds all the information necessary to perform a particular animation (sequence).
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///
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/// Sequences index a range of keyframes. Keyframes are assumed to be equally spaced in time.
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///
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/// Each node and object is either a member of the sequence or not. If not, they are set to
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/// default values when we switch to the sequence unless they are members of some other active sequence.
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/// Blended sequences "add" a transform to the current transform of a node. Any object animation of
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/// a blended sequence over-rides any existing object state. Blended sequences are always
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/// applied after non-blended sequences.
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struct Sequence
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{
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S32 nameIndex;
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S32 numKeyframes;
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F32 duration;
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S32 baseRotation;
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S32 baseTranslation;
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S32 baseScale;
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S32 baseObjectState;
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S32 baseDecalState;
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S32 firstGroundFrame;
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S32 numGroundFrames;
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S32 firstTrigger;
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S32 numTriggers;
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F32 toolBegin;
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/// @name Bitsets
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/// These bitsets code whether this sequence cares about certain aspects of animation
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/// e.g., the rotation, translation, or scale of node transforms,
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/// or the visibility, frame or material frame of objects.
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/// @{
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TSIntegerSet rotationMatters; ///< Set of nodes
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TSIntegerSet translationMatters; ///< Set of nodes
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TSIntegerSet scaleMatters; ///< Set of nodes
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TSIntegerSet visMatters; ///< Set of objects
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TSIntegerSet frameMatters; ///< Set of objects
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TSIntegerSet matFrameMatters; ///< Set of objects
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TSIntegerSet decalMatters; ///< Set of decals
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TSIntegerSet iflMatters; ///< Set of IFLs
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/// @}
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S32 priority;
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U32 flags;
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U32 dirtyFlags; ///< determined at load time
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/// @name Flag Tests
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/// Each of these tests a different flag against the object's flag list
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/// to determine the attributes of the given object.
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/// @{
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bool testFlags(U32 comp) const { return (flags&comp)!=0; }
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bool animatesScale() const { return testFlags(AnyScale); }
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bool animatesUniformScale() const { return testFlags(UniformScale); }
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bool animatesAlignedScale() const { return testFlags(AlignedScale); }
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bool animatesArbitraryScale() const { return testFlags(ArbitraryScale); }
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bool isBlend() const { return testFlags(Blend); }
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bool isCyclic() const { return testFlags(Cyclic); }
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bool makePath() const { return testFlags(MakePath); }
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/// @}
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/// @name IO
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/// @{
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void read(Stream *, bool readNameIndex = true);
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void write(Stream *, bool writeNameIndex = true);
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/// @}
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};
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/// Describes state of an individual object. Includes everything in an object that can be
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/// controlled by animation.
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struct ObjectState
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{
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F32 vis;
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S32 frameIndex;
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S32 matFrameIndex;
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};
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/// Describes state of a decal.
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struct DecalState
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{
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S32 frameIndex;
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};
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/// When time on a sequence advances past a certain point, a trigger takes effect and changes
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/// one of the state variables to on or off. (State variables found in TSShapeInstance::mTriggerStates)
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struct Trigger
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{
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enum TriggerStates {
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StateOn = BIT(31),
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InvertOnReverse = BIT(30),
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StateMask = BIT(30)-1
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};
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U32 state; ///< One of TriggerStates
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F32 pos;
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};
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/// Details are used for render detail selection.
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///
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/// As the projected size of the shape changes,
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/// a different node structure can be used (subShape) and a different objectDetail can be selected
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/// for each object drawn. Either of these two parameters can also stay constant, but presumably
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/// not both. If size is negative then the detail level will never be selected by the standard
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/// detail selection process. It will have to be selected by name. Such details are "utility
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/// details" because they exist to hold data (node positions or collision information) but not
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/// normally to be drawn. By default there will always be a "Ground" utility detail.
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struct Detail
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{
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S32 nameIndex;
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S32 subShapeNum;
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S32 objectDetailNum;
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F32 size;
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F32 averageError;
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F32 maxError;
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S32 polyCount;
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};
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/// @name Collision Accelerators
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///
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/// For speeding up buildpolylist and support calls.
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/// @{
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struct ConvexHullAccelerator {
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S32 numVerts;
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Point3F* vertexList;
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Point3F* normalList;
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U8** emitStrings;
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};
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ConvexHullAccelerator* getAccelerator(S32 dl);
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/// @}
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/// @name Shape Vector Data
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/// @{
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ToolVector<Node> nodes;
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ToolVector<Object> objects;
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ToolVector<Decal> decals;
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ToolVector<IflMaterial> iflMaterials;
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ToolVector<ObjectState> objectStates;
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ToolVector<DecalState> decalStates;
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ToolVector<S32> subShapeFirstNode;
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ToolVector<S32> subShapeFirstObject;
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ToolVector<S32> subShapeFirstDecal;
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ToolVector<S32> detailFirstSkin;
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ToolVector<S32> subShapeNumNodes;
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ToolVector<S32> subShapeNumObjects;
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ToolVector<S32> subShapeNumDecals;
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ToolVector<Detail> details;
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ToolVector<Quat16> defaultRotations;
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ToolVector<Point3F> defaultTranslations;
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/// @}
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/// These are set up at load time, but memory is allocated along with loaded data
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/// @{
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ToolVector<S32> subShapeFirstTranslucentObject;
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ToolVector<TSMesh*> meshes;
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/// @}
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/// @name Alpha Vectors
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/// these vectors describe how to transition between detail
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/// levels using alpha. "alpha-in" next detail as intraDL goes
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/// from alphaIn+alphaOut to alphaOut. "alpha-out" current
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/// detail level as intraDL goes from alphaOut to 0.
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/// @note
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/// - intraDL is at 1 when if shape were any closer to us we'd be at dl-1
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/// - intraDL is at 0 when if shape were any farther away we'd be at dl+1
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/// @{
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ToolVector<F32> alphaIn;
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ToolVector<F32> alphaOut
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;
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/// @}
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/// @name Resizeable vectors
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/// @{
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Vector<Sequence> sequences;
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Vector<Quat16> nodeRotations;
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Vector<Point3F> nodeTranslations;
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Vector<F32> nodeUniformScales;
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Vector<Point3F> nodeAlignedScales;
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Vector<Quat16> nodeArbitraryScaleRots;
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Vector<Point3F> nodeArbitraryScaleFactors;
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Vector<Quat16> groundRotations;
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Vector<Point3F> groundTranslations;
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Vector<Trigger> triggers;
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Vector<F32> iflFrameOffTimes;
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Vector<TSLastDetail*> billboardDetails;
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Vector<ConvexHullAccelerator*> detailCollisionAccelerators;
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Vector<const char *> names;
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/// @}
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/// Memory block for data storage.
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///
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/// Most vectors are stored in a single memory block
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/// except when compiled using TORQUE_LIB defined.
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///
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/// in that case, ToolVector becomes Vector<> and the
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/// vectors are resizeable
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S8 * mMemoryBlock;
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TSMaterialList * materialList;
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/// @name Bounding
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/// @{
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F32 radius;
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F32 tubeRadius;
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Point3F center;
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Box3F bounds;
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/// @}
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// various...
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U32 mExporterVersion;
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F32 mSmallestVisibleSize; ///< Computed at load time from details vector.
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S32 mSmallestVisibleDL; ///< @see mSmallestVisibleSize
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S32 mReadVersion; ///< File version that this shape was read from.
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U32 mFlags; ///< hasTranslucancy, iflInit
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U32 data; ///< User-defined data storage.
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bool mSequencesConstructed;
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S32 mVertexBuffer;
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U32 mCallbackKey;
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bool mExportMerge;
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bool mMorphable;
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Vector<S32> mPreviousMerge;
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S32 mMergeBufferSize;
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// shape class has few methods --
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// just constructor/destructor, io, and lookup methods
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// constructor/destructor
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TSShape();
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~TSShape();
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void init();
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void initMaterialList(); ///< you can swap in a new material list, but call this if you do
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bool preloadMaterialList(); ///< called to preload and validate the materials in the mat list
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void clearDynamicData();
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void setupBillboardDetails(TSShapeInstance *);
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bool getSequencesConstructed() const { return mSequencesConstructed; }
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void setSequencesConstructed(const bool c) { mSequencesConstructed = c; }
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/// @name Lookup Animation Info
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/// indexed by keyframe number and offset (which objecct/node/decal
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/// of the animated objects/nodes/decals you want information for).
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/// @{
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QuatF & getRotation(const Sequence & seq, S32 keyframeNum, S32 rotNum, QuatF *) const;
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const Point3F & getTranslation(const Sequence & seq, S32 keyframeNum, S32 tranNum) const;
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F32 getUniformScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum) const;
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const Point3F & getAlignedScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum) const;
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TSScale & getArbitraryScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum, TSScale *) const;
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const ObjectState & getObjectState(const Sequence & seq, S32 keyframeNum, S32 objectNum) const;
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const DecalState & getDecalState(const Sequence & seq, S32 keyframeNum, S32 decalNum) const;
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/// @}
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/// build LOS collision detail
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void computeAccelerator(S32 dl);
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bool buildConvexHull(S32 dl) const;
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void computeBounds(S32 dl, Box3F & bounds) const; // uses default transforms to compute bounding box around a detail level
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// see like named method on shapeInstance if you want to use animated transforms
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/// @name Lookup Methods
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/// @{
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S32 findName(const char *) const;
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const char * getName(S32) const;
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S32 findNode(S32 nameIndex) const;
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S32 findNode(const char * name) const { return findNode(findName(name)); }
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S32 findObject(S32 nameIndex) const;
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S32 findObject(const char * name) const { return findObject(findName(name)); }
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S32 findDecal(S32 nameIndex) const;
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S32 findDecal(const char * name) const { return findDecal(findName(name)); }
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S32 findIflMaterial(S32 nameIndex) const;
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S32 findIflMaterial(const char * name) const { return findIflMaterial(findName(name)); }
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S32 findDetail(S32 nameIndex) const;
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S32 findDetail(const char * name) const { return findDetail(findName(name)); }
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S32 findSequence(S32 nameIndex) const;
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S32 findSequence(const char * name) const { return findSequence(findName(name)); }
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bool hasTranslucency() const { return (mFlags & HasTranslucency)!=0; }
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/// @}
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/// @name Alpha Transitions
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/// These control default values for alpha transitions between detail levels
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/// @{
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static F32 smAlphaOutLastDetail;
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static F32 smAlphaInBillboard;
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static F32 smAlphaOutBillboard;
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static F32 smAlphaInDefault;
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static F32 smAlphaOutDefault;
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/// @}
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/// don't load this many of the highest detail levels (although we always
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/// load one renderable detail if there is one)
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static S32 smNumSkipLoadDetails;
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/// by default we initialize shape when we read...
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static bool smInitOnRead;
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/// @name Version Info
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/// @{
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/// Most recent version...the one we write
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static S32 smVersion;
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/// Version currently being read, only valid during read
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static S32 smReadVersion;
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static const U32 smMostRecentExporterVersion;
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///@}
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/// @name Persist Methods
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/// Methods for saving/loading shapes to/from streams
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/// @{
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void write(Stream *);
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bool read(Stream *);
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void readOldShape(Stream * s, S32 * &, S16 * &, S8 * &, S32 &, S32 &, S32 &);
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void writeName(Stream *, S32 nameIndex);
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S32 readName(Stream *, bool addName);
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void exportSequences(Stream *);
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bool importSequences(Stream *);
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void readIflMaterials(const char* shapePath);
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/// @}
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/// @name Persist Helper Functions
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/// @{
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static TSShapeAlloc alloc;
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void fixEndian(S32 *, S16 *, S8 *, S32, S32, S32);
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/// @}
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/// @name Memory Buffer Transfer Methods
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/// uses TSShape::Alloc structure
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/// @{
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void assembleShape();
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void disassembleShape();
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///@}
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/// mem buffer transfer helper (indicate when we don't want to include a particular mesh/decal)
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bool checkSkip(S32 meshNum, S32 & curObject, S32 & curDecal, S32 skipDL);
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/// used when reading old shapes/sequences
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void rearrangeKeyframeData(Sequence &, S32 keyframeStart, U8 * pns32 = NULL, U8 * pns16 = NULL, U8 * pos = NULL, U8 * pds = NULL, S32 szNS32=-1, S32 szNS16=-1, S32 szOS32=-1, S32 szDS32=-1);
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void rearrangeStates(S32 start, S32 rows, S32 cols, U8 * data, S32 size);
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void fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detailFirstSkin, S32 * detailNumSkins);
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};
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/// Specialized material list for 3space objects
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///
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/// @note Reflectance amounts on 3space objects are determined by
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/// the alpha channel of the base material texture
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class TSMaterialList : public MaterialList
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{
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typedef MaterialList Parent;
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Vector<U32> mFlags;
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// Additional textures
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Vector<U32> mReflectanceMaps;
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Vector<U32> mBumpMaps;
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Vector<U32> mDetailMaps;
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Vector<U32> mLightMaps;
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// Additional texture info
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Vector<F32> mDetailScales;
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Vector<F32> mReflectionAmounts;
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bool mNamesTransformed;
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void allocate(U32 sz);
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public:
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enum
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{
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S_Wrap = BIT(0),
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T_Wrap = BIT(1),
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Translucent = BIT(2),
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Additive = BIT(3),
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Subtractive = BIT(4),
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SelfIlluminating = BIT(5),
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NeverEnvMap = BIT(6),
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NoMipMap = BIT(7),
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MipMap_ZeroBorder = BIT(8),
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IflMaterial = BIT(27),
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IflFrame = BIT(28),
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DetailMapOnly = BIT(29),
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BumpMapOnly = BIT(30),
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ReflectanceMapOnly = BIT(31),
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AuxiliaryMap = DetailMapOnly | BumpMapOnly | ReflectanceMapOnly
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};
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TSMaterialList(U32 materialCount, const char **materialNames, const U32 * materialFlags,
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const U32 * reflectanceMaps, const U32 * bumpMaps, const U32 * detailMaps,
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const F32 * detailScales, const F32 * reflectionAmounts);
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TSMaterialList(U32 materialCount, const char **materialNames, const U32 * materialFlags,
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const U32 * reflectanceMaps, const U32 * bumpMaps, const U32 * detailMaps, const U32 * lightMaps,
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const F32 * detailScales, const F32 * reflectionAmounts);
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TSMaterialList();
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TSMaterialList(const TSMaterialList*);
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~TSMaterialList();
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void free();
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void load(U32 index, const char* path = 0);
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bool load(TextureHandleType type, const char* path = 0,bool clampToEdge = false) { return Parent::load(type,path,clampToEdge); }
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/// @name Lookups
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/// @{
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TextureHandle * getReflectionMap(U32 index) { return mReflectanceMaps[index] == 0xFFFFFFFF ? NULL : &getMaterial(mReflectanceMaps[index]); }
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F32 getReflectionAmount(U32 index) { return mReflectionAmounts[index]; }
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TextureHandle * getBumpMap(U32 index) { return mBumpMaps[index] == 0xFFFFFFFF ? NULL : &getMaterial(mBumpMaps[index]); }
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TextureHandle * getDetailMap(U32 index) { return mDetailMaps[index] == 0xFFFFFFFF ? NULL : &getMaterial(mDetailMaps[index]); }
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TextureHandle * getLightMap(U32 index) { return mLightMaps[index] == 0xFFFFFFFF ? NULL : &getMaterial(mLightMaps[index]); }
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F32 getDetailMapScale(U32 index) { return mDetailScales[index]; }
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bool reflectionInAlpha(U32 index) { return mReflectanceMaps[index] == index; }
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/// @}
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U32 getFlags(U32 index);
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void setFlags(U32 index, U32 value);
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void remap(U32 toIndex, U32 fromIndex); ///< support for ifl sequences
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/// pre-load only ... support for ifl sequences
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void push_back(const char * name, U32 flags,
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U32 a=0xFFFFFFFF, U32 b=0xFFFFFFFF, U32 c=0xFFFFFFFF,
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F32 dm=1.0f, F32 em=1.0f,
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U32 l=0xFFFFFFFF);
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/// @name IO
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/// Functions for reading/writing to/from streams
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/// @{
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bool write(Stream &);
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bool read(Stream &);
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/// @}
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};
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extern ResourceInstance *constructTSShape(Stream &stream);
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#define TSNode TSShape::Node
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#define TSObject TSShape::Object
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#define TSDecal TSShape::Decal
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#define TSSequence TSShape::Sequence
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#define TSDetail TSShape::Detail
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inline QuatF & TSShape::getRotation(const Sequence & seq, S32 keyframeNum, S32 rotNum, QuatF * quat) const
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{
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return nodeRotations[seq.baseRotation + rotNum*seq.numKeyframes + keyframeNum].getQuatF(quat);
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}
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inline const Point3F & TSShape::getTranslation(const Sequence & seq, S32 keyframeNum, S32 tranNum) const
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{
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return nodeTranslations[seq.baseTranslation + tranNum*seq.numKeyframes + keyframeNum];
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}
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inline F32 TSShape::getUniformScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum) const
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{
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return nodeUniformScales[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
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}
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inline const Point3F & TSShape::getAlignedScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum) const
|
|
{
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return nodeAlignedScales[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
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}
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inline TSScale & TSShape::getArbitraryScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum, TSScale * scale) const
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{
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nodeArbitraryScaleRots[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum].getQuatF(&scale->mRotate);
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scale->mScale = nodeArbitraryScaleFactors[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
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return *scale;
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}
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inline const TSShape::ObjectState & TSShape::getObjectState(const Sequence & seq, S32 keyframeNum, S32 objectNum) const
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{
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return objectStates[seq.baseObjectState + objectNum*seq.numKeyframes + keyframeNum];
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}
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inline const TSShape::DecalState & TSShape::getDecalState(const Sequence & seq, S32 keyframeNum, S32 decalNum) const
|
|
{
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return decalStates[seq.baseDecalState + decalNum*seq.numKeyframes + keyframeNum];
|
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}
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#endif
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