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WIP of assimp integration.
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259
Engine/lib/assimp/code/ColladaLoader.h
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259
Engine/lib/assimp/code/ColladaLoader.h
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/** Defines the collada loader class */
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef AI_COLLADALOADER_H_INC
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#define AI_COLLADALOADER_H_INC
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#include <assimp/BaseImporter.h>
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#include "ColladaParser.h"
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struct aiNode;
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struct aiCamera;
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struct aiLight;
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struct aiTexture;
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struct aiAnimation;
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namespace Assimp
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{
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struct ColladaMeshIndex
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{
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std::string mMeshID;
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size_t mSubMesh;
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std::string mMaterial;
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ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
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: mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
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{ }
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bool operator < (const ColladaMeshIndex& p) const
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{
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if( mMeshID == p.mMeshID)
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{
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if( mSubMesh == p.mSubMesh)
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return mMaterial < p.mMaterial;
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else
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return mSubMesh < p.mSubMesh;
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} else
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{
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return mMeshID < p.mMeshID;
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}
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}
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};
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/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
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* more useless stuff, so I limited the data to what I think is useful for games.
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*/
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class ColladaLoader : public BaseImporter
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{
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public:
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ColladaLoader();
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~ColladaLoader();
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public:
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
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protected:
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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void SetupProperties(const Importer* pImp);
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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/** Recursively constructs a scene node for the given parser node and returns it. */
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aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
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/** Resolve node instances */
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void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
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std::vector<const Collada::Node*>& resolved);
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/** Builds meshes for the given node and references them */
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void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
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aiNode* pTarget);
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aiMesh *findMesh(std::string meshid);
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/** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
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aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
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const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
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/** Builds cameras for the given node and references them */
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void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
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aiNode* pTarget);
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/** Builds lights for the given node and references them */
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void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
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aiNode* pTarget);
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/** Stores all meshes in the given scene */
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void StoreSceneMeshes( aiScene* pScene);
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/** Stores all materials in the given scene */
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void StoreSceneMaterials( aiScene* pScene);
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/** Stores all lights in the given scene */
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void StoreSceneLights( aiScene* pScene);
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/** Stores all cameras in the given scene */
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void StoreSceneCameras( aiScene* pScene);
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/** Stores all textures in the given scene */
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void StoreSceneTextures( aiScene* pScene);
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/** Stores all animations
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* @param pScene target scene to store the anims
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*/
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void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
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/** Stores all animations for the given source anim and its nested child animations
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* @param pScene target scene to store the anims
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* @param pSrcAnim the source animation to process
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* @param pPrefix Prefix to the name in case of nested animations
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*/
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void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pPrefix);
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/** Constructs the animation for the given source anim */
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void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
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/** Constructs materials from the collada material definitions */
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void BuildMaterials( ColladaParser& pParser, aiScene* pScene);
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/** Fill materials from the collada material definitions */
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void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
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/** Resolve UV channel mappings*/
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void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table);
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/** Add a texture and all of its sampling properties to a material*/
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void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
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const Collada::Effect& effect,
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const Collada::Sampler& sampler,
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aiTextureType type, unsigned int idx = 0);
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/** Resolves the texture name for the given effect texture entry */
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aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
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const Collada::Effect& pEffect, const std::string& pName);
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/** Converts a path read from a collada file to the usual representation */
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void ConvertPath( aiString& ss);
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/** Reads a float value from an accessor and its data array.
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* @param pAccessor The accessor to use for reading
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* @param pData The data array to read from
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* @param pIndex The index of the element to retrieve
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* @param pOffset Offset into the element, for multipart elements such as vectors or matrices
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* @return the specified value
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*/
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ai_real ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
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/** Reads a string value from an accessor and its data array.
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* @param pAccessor The accessor to use for reading
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* @param pData The data array to read from
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* @param pIndex The index of the element to retrieve
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* @return the specified value
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*/
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const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
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/** Recursively collects all nodes into the given array */
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void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
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/** Finds a node in the collada scene by the given name */
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const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
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/** Finds a node in the collada scene by the given SID */
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const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
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/** Finds a proper name for a node derived from the collada-node's properties */
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std::string FindNameForNode( const Collada::Node* pNode);
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protected:
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/** Filename, for a verbose error message */
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std::string mFileName;
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/** Which mesh-material compound was stored under which mesh ID */
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std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
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/** Which material was stored under which index in the scene */
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std::map<std::string, size_t> mMaterialIndexByName;
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/** Accumulated meshes for the target scene */
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std::vector<aiMesh*> mMeshes;
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/** Accumulated morph target meshes */
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std::vector<aiMesh*> mTargetMeshes;
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/** Temporary material list */
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std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
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/** Temporary camera list */
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std::vector<aiCamera*> mCameras;
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/** Temporary light list */
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std::vector<aiLight*> mLights;
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/** Temporary texture list */
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std::vector<aiTexture*> mTextures;
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/** Accumulated animations for the target scene */
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std::vector<aiAnimation*> mAnims;
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bool noSkeletonMesh;
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bool ignoreUpDirection;
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bool useColladaName;
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/** Used by FindNameForNode() to generate unique node names */
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unsigned int mNodeNameCounter;
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};
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} // end of namespace Assimp
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#endif // AI_COLLADALOADER_H_INC
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