mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
final cleanup
cleanup types cleanout unnecessary vars only aboslutely necessary vars to collada utils remain, for tracking scale and up_axis etc.
This commit is contained in:
parent
684f299e86
commit
aa294b37f6
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@ -191,14 +191,18 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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tmpBoneIndex.setSize(totalWeights);
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tmpVertexIndex.setSize(totalWeights);
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// Count the total number of weights for all of the bones.
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Map<String, aiNode*> boneLookup;
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for (U32 b = 0; b < boneCount; b++) {
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boneLookup[mMeshData->mBones[b]->mName.C_Str()] =
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AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
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}
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for (U32 b = 0; b < boneCount; b++)
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{
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String name = mMeshData->mBones[b]->mName.C_Str();
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aiNode* nodePtr = AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
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if (!nodePtr)
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bones[b] = new AssimpAppNode(appNode->mScene, appNode->mNode);
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else
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bones[b] = new AssimpAppNode(appNode->mScene, nodePtr);
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const aiBone* bone = mMeshData->mBones[b];
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aiNode* nodePtr = boneLookup[bone->mName.C_Str()];
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bones[b] = nodePtr ? new AssimpAppNode(appNode->mScene, nodePtr) : new AssimpAppNode(appNode->mScene, appNode->mNode);
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MatrixF boneTransform;
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AssimpAppNode::assimpToTorqueMat(mMeshData->mBones[b]->mOffsetMatrix, boneTransform);
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@ -251,7 +251,7 @@ void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& o
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(F32)inAssimpMat.c3, (F32)inAssimpMat.c4));
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outMat.setRow(3, Point4F((F32)inAssimpMat.d1, (F32)inAssimpMat.d2,
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(F32)inAssimpMat.d3, ColladaUtils::getOptions().formatScaleFactor));// (F32)inAssimpMat.d4));
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(F32)inAssimpMat.d3, (F32)inAssimpMat.d4));
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}
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void AssimpAppNode::convertMat(MatrixF& outMat)
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@ -128,7 +128,7 @@ void applyTransformation(aiNode* node, const aiMatrix4x4& transform) {
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node->mTransformation = transform * node->mTransformation; // Apply transformation to the node
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}
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void scaleScene(const aiScene* scene, float scaleFactor) {
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void scaleScene(const aiScene* scene, F32 scaleFactor) {
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aiMatrix4x4 scaleMatrix;
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scaleMatrix = aiMatrix4x4::Scaling(aiVector3D(scaleFactor, scaleFactor, scaleFactor), scaleMatrix);
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applyTransformation(scene->mRootNode, scaleMatrix);
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@ -140,7 +140,7 @@ void debugSceneMetaData(const aiScene* scene) {
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return;
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}
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for (unsigned int i = 0; i < scene->mMetaData->mNumProperties; ++i) {
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for (U32 i = 0; i < scene->mMetaData->mNumProperties; ++i) {
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const char* key = scene->mMetaData->mKeys[i].C_Str();
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aiMetadataType type = scene->mMetaData->mValues[i].mType;
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Con::printf("[ASSIMP] Metadata key: %s", key);
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@ -150,16 +150,16 @@ void debugSceneMetaData(const aiScene* scene) {
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Con::printf(" Value: %d (bool)", *(bool*)scene->mMetaData->mValues[i].mData);
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break;
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case AI_INT32:
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Con::printf(" Value: %d (int)", *(int*)scene->mMetaData->mValues[i].mData);
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Con::printf(" Value: %d (int)", *(S32*)scene->mMetaData->mValues[i].mData);
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break;
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case AI_UINT64:
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Con::printf(" Value: %llu (uint64)", *(uint64_t*)scene->mMetaData->mValues[i].mData);
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Con::printf(" Value: %llu (uint64)", *(U64*)scene->mMetaData->mValues[i].mData);
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break;
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case AI_FLOAT:
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Con::printf(" Value: %f (float)", *(float*)scene->mMetaData->mValues[i].mData);
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Con::printf(" Value: %f (float)", *(F32*)scene->mMetaData->mValues[i].mData);
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break;
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case AI_DOUBLE:
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Con::printf(" Value: %f (double)", *(double*)scene->mMetaData->mValues[i].mData);
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Con::printf(" Value: %f (double)", *(F64*)scene->mMetaData->mValues[i].mData);
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break;
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case AI_AISTRING:
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Con::printf(" Value: %s (string)", ((aiString*)scene->mMetaData->mValues[i].mData)->C_Str());
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@ -182,7 +182,7 @@ void AssimpShapeLoader::enumerateScene()
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Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
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// Define post-processing steps
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unsigned int ppsteps = aiProcess_Triangulate | aiProcess_ConvertToLeftHanded & ~aiProcess_FlipWindingOrder;
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U32 ppsteps = aiProcess_Triangulate | aiProcess_ConvertToLeftHanded & ~aiProcess_FlipWindingOrder;
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const auto& options = ColladaUtils::getOptions();
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if (options.reverseWindingOrder) ppsteps |= aiProcess_FlipWindingOrder;
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@ -249,13 +249,13 @@ void AssimpShapeLoader::enumerateScene()
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}
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aiMatrix4x4 rotationMatrix;
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for (unsigned int i = 0; i < mScene->mNumTextures; ++i) {
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for (U32 i = 0; i < mScene->mNumTextures; ++i) {
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extractTexture(i, mScene->mTextures[i]);
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}
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// Load all materials
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AssimpAppMaterial::sDefaultMatNumber = 0;
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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for (U32 i = 0; i < mScene->mNumMaterials; ++i) {
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AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
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}
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@ -272,10 +272,10 @@ void AssimpShapeLoader::enumerateScene()
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// Add a bounds node if none exists
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if (!boundsNode) {
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auto* reqNode = new aiNode("bounds");
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aiNode* reqNode = new aiNode("bounds");
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mScene->mRootNode->addChildren(1, &reqNode);
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reqNode->mTransformation = mScene->mRootNode->mTransformation;
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auto* appBoundsNode = new AssimpAppNode(mScene, reqNode);
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AssimpAppNode* appBoundsNode = new AssimpAppNode(mScene, reqNode);
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if (!processNode(appBoundsNode)) {
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delete appBoundsNode;
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}
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@ -295,8 +295,8 @@ void AssimpShapeLoader::configureImportUnits() {
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if (options.unit <= 0.0f) {
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F64 unitScaleFactor = 1.0;
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if (!getMetaDouble("UnitScaleFactor", unitScaleFactor)) {
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float floatVal;
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int intVal;
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F32 floatVal;
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S32 intVal;
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if (getMetaFloat("UnitScaleFactor", floatVal)) {
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unitScaleFactor = static_cast<F64>(floatVal);
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}
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@ -304,7 +304,7 @@ void AssimpShapeLoader::configureImportUnits() {
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unitScaleFactor = static_cast<F64>(intVal);
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}
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}
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options.unit = static_cast<float>(unitScaleFactor);
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options.unit = static_cast<F32>(unitScaleFactor);
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}
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}
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