Пример #1
0
bool TSShapeLoader::processNode(AppNode* node)
{
   // Detect bounds node
   if ( node->isBounds() )
   {
      if ( boundsNode )
      {
         Con::warnf( "More than one bounds node found" );
         return false;
      }
      boundsNode = node;

      // Process bounds geometry
      MatrixF boundsMat(boundsNode->getNodeTransform(DefaultTime));
      boundsMat.inverse();
      zapScale(boundsMat);
      for (S32 iMesh = 0; iMesh < boundsNode->getNumMesh(); iMesh++)
      {
         AppMesh* mesh = boundsNode->getMesh(iMesh);
         MatrixF transform = mesh->getMeshTransform(DefaultTime);
         transform.mulL(boundsMat);
         mesh->lockMesh(DefaultTime, transform);
      }
      return true;
   }

   // Detect sequence markers
   if ( node->isSequence() )
   {
      //appSequences.push_back(new AppSequence(node));
      return false;
   }

   // Add this node to the subshape (create one if needed)
   if ( subshapes.size() == 0 )
      subshapes.push_back( new TSShapeLoader::Subshape );

   subshapes.last()->branches.push_back( node );

   return true;
}
Пример #2
0
void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
{
   for (int iMesh = 0; iMesh < obj.numMeshes; iMesh++)
   {
      AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];

      U32 oldNumPoints = appMesh->points.size();
      U32 oldNumUvs = appMesh->uvs.size();

      // Get the mesh geometry at time, 't'
      // Geometry verts, normals and tverts can be animated (different set for
      // each frame), but the TSDrawPrimitives stay the same, so the way lockMesh
      // works is that it will only generate the primitives once, then after that
      // will just append verts, normals and tverts each time it is called.
      appMesh->lockMesh(t, appMesh->objectOffset);

      // Calculate vertex normals if required
      if (appMesh->normals.size() != appMesh->points.size())
         appMesh->computeNormals();

      // If this is the first call, set the number of points per frame
      if (appMesh->numFrames == 0)
      {
         appMesh->vertsPerFrame = appMesh->points.size();
      }
      else
      {
         // Check frame topology => ie. that the right number of points, normals
         // and tverts was added
         if ((appMesh->points.size() - oldNumPoints) != appMesh->vertsPerFrame)
         {
            Con::warnf("Wrong number of points (%d) added at time=%f (expected %d)",
               appMesh->points.size() - oldNumPoints, t, appMesh->vertsPerFrame);
            addFrame = false;
         }
         if ((appMesh->normals.size() - oldNumPoints) != appMesh->vertsPerFrame)
         {
            Con::warnf("Wrong number of normals (%d) added at time=%f (expected %d)",
               appMesh->normals.size() - oldNumPoints, t, appMesh->vertsPerFrame);
            addFrame = false;
         }
         if ((appMesh->uvs.size() - oldNumUvs) != appMesh->vertsPerFrame)
         {
            Con::warnf("Wrong number of tverts (%d) added at time=%f (expected %d)",
               appMesh->uvs.size() - oldNumUvs, t, appMesh->vertsPerFrame);
            addMatFrame = false;
         }
      }

      // Because lockMesh adds points, normals AND tverts each call, if we didn't
      // actually want another frame or matFrame, we need to remove them afterwards.
      // In the common case (we DO want the frame), we can do nothing => the
      // points/normals/tverts are already in place!
      if (addFrame)
      {
         appMesh->numFrames++;
      }
      else
      {
         appMesh->points.setSize(oldNumPoints);
         appMesh->normals.setSize(oldNumPoints);
      }

      if (addMatFrame)
      {
         appMesh->numMatFrames++;
      }
      else
      {
         appMesh->uvs.setSize(oldNumPoints);
      }
   }
}