mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
various fixes
STB probably shouldn't fail on failed info, just continue. Assimp only add sequences if there are any. Update kork chan asset.
This commit is contained in:
parent
cd6656be35
commit
6355da5df6
|
|
@ -200,8 +200,7 @@ bool sReadSTB(const Torque::Path& path, GBitmap* bitmap)
|
|||
if (!stbErr)
|
||||
stbErr = "Unknown Error!";
|
||||
|
||||
Con::errorf("STB failed to get image info: %s", stbErr);
|
||||
return false;
|
||||
Con::errorf("STB get file info: %s", stbErr);
|
||||
}
|
||||
|
||||
// do this to map 2 channels to 4, 2 channel not supported by gbitmap yet..
|
||||
|
|
@ -331,8 +330,7 @@ bool sReadStreamSTB(Stream& stream, GBitmap* bitmap, U32 len)
|
|||
if (!stbErr)
|
||||
stbErr = "Unknown Error!";
|
||||
|
||||
Con::errorf("STB failed to get image info: %s", stbErr);
|
||||
Con::warnf("Going to attempt to load stream anyway.");
|
||||
Con::errorf("STB get memory info: %s", stbErr);
|
||||
}
|
||||
|
||||
S32 reqCom = comp;
|
||||
|
|
|
|||
|
|
@ -261,38 +261,40 @@ void AssimpShapeLoader::processAnimations()
|
|||
|
||||
Vector<aiNodeAnim*> ambientChannels;
|
||||
F32 duration = 0.0f;
|
||||
|
||||
for (U32 i = 0; i < mScene->mNumAnimations; ++i)
|
||||
if (mScene->mNumAnimations > 0)
|
||||
{
|
||||
aiAnimation* anim = mScene->mAnimations[i];
|
||||
for (U32 j = 0; j < anim->mNumChannels; j++)
|
||||
for (U32 i = 0; i < mScene->mNumAnimations; ++i)
|
||||
{
|
||||
aiNodeAnim* nodeAnim = anim->mChannels[j];
|
||||
// Determine the maximum keyframe time for this animation
|
||||
F32 maxKeyTime = 0.0f;
|
||||
for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
|
||||
}
|
||||
aiAnimation* anim = mScene->mAnimations[i];
|
||||
for (U32 j = 0; j < anim->mNumChannels; j++)
|
||||
{
|
||||
aiNodeAnim* nodeAnim = anim->mChannels[j];
|
||||
// Determine the maximum keyframe time for this animation
|
||||
F32 maxKeyTime = 0.0f;
|
||||
for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
|
||||
}
|
||||
|
||||
ambientChannels.push_back(nodeAnim);
|
||||
ambientChannels.push_back(nodeAnim);
|
||||
|
||||
duration = getMax(duration, maxKeyTime);
|
||||
duration = getMax(duration, maxKeyTime);
|
||||
}
|
||||
}
|
||||
|
||||
ambientSeq->mNumChannels = ambientChannels.size();
|
||||
ambientSeq->mChannels = ambientChannels.address();
|
||||
ambientSeq->mDuration = duration;
|
||||
ambientSeq->mTicksPerSecond = 24.0;
|
||||
|
||||
AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
|
||||
appSequences.push_back(defaultAssimpSeq);
|
||||
}
|
||||
|
||||
ambientSeq->mNumChannels = ambientChannels.size();
|
||||
ambientSeq->mChannels = ambientChannels.address();
|
||||
ambientSeq->mDuration = duration;
|
||||
ambientSeq->mTicksPerSecond = 24.0;
|
||||
|
||||
AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
|
||||
appSequences.push_back(defaultAssimpSeq);
|
||||
}
|
||||
|
||||
void AssimpShapeLoader::computeBounds(Box3F& bounds)
|
||||
|
|
|
|||
|
|
@ -1,6 +0,0 @@
|
|||
<ShapeAsset
|
||||
AssetName="kork_chanShape"
|
||||
fileName="@assetFile=kork_chanShape.fbx"
|
||||
constuctorFileName="@assetFile=kork_chanShape.tscript"
|
||||
materialSlot0="@asset=Prototyping:kork_chan_mat"
|
||||
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/kork_chanShape.fbx"/>
|
||||
|
|
@ -1,28 +1,8 @@
|
|||
//--- OBJECT WRITE BEGIN ---
|
||||
new TSShapeConstructor(kork_chanShape_fbx) {
|
||||
baseShapeAsset = "Prototyping:kork_chanShape";
|
||||
upAxis = "DEFAULT";
|
||||
unit = "-1";
|
||||
LODType = "TrailingNumber";
|
||||
|
||||
singleton TSShapeConstructor(kork_chanShapefbx)
|
||||
{
|
||||
baseShapeAsset = ":kork_chanShape_shape";
|
||||
singleDetailSize = "0";
|
||||
IgnoreNodeScale = "0";
|
||||
AdjustCenter = "0";
|
||||
AdjustFloor = "0";
|
||||
forceUpdateMaterials = "0";
|
||||
convertLeftHanded = "0";
|
||||
calcTangentSpace = "0";
|
||||
genUVCoords = "0";
|
||||
transformUVCoords = "0";
|
||||
flipUVCoords = "1";
|
||||
findInstances = "0";
|
||||
limitBoneWeights = "0";
|
||||
JoinIdenticalVerts = "1";
|
||||
reverseWindingOrder = "1";
|
||||
invertNormals = "0";
|
||||
removeRedundantMats = "1";
|
||||
animTiming = "Seconds";
|
||||
neverImportMat = "DefaultMaterial ColorEffect*";
|
||||
animFPS = "2";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "1";
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
|
|||
|
|
@ -0,0 +1,5 @@
|
|||
<ShapeAsset
|
||||
AssetName="kork_chanShape_shape"
|
||||
fileName="@assetFile=kork_chanShape.fbx"
|
||||
constuctorFileName="@assetFile=kork_chanShape.tscript"
|
||||
materialSlot0="@asset=Prototyping:kork_chan_mat"/>
|
||||
|
|
@ -1,4 +1,3 @@
|
|||
<ImageAsset
|
||||
AssetName="kork_chan_image"
|
||||
imageFile="@assetFile=kork_chan.png"
|
||||
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/kork_chan.png"/>
|
||||
imageFile="@assetFile=kork_chan.png"/>
|
||||
|
|
|
|||
|
|
@ -5,12 +5,11 @@
|
|||
<Material
|
||||
Name="kork_chan_mat"
|
||||
mapTo="kork_chan"
|
||||
alphaTest="true"
|
||||
alphaRef="100">
|
||||
doubleSided="true"
|
||||
originalAssetName="kork_chan_mat">
|
||||
<Material.Stages>
|
||||
<Stages_beginarray
|
||||
DiffuseMapAsset="Prototyping:kork_chan_image"
|
||||
doubleSided="true"/>
|
||||
DiffuseMapAsset="Prototyping:kork_chan_image"/>
|
||||
</Material.Stages>
|
||||
</Material>
|
||||
</MaterialAsset>
|
||||
|
|
|
|||
Loading…
Reference in a new issue