WIP of assimp integration.

This commit is contained in:
Areloch 2019-02-08 16:25:43 -06:00
parent 32c7f2c7a7
commit bf170ffbca
2135 changed files with 1260856 additions and 7 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/loader/appSequence.h"
#include "ts/assimp/assimpAppMaterial.h"
#include "ts/assimp/assimpAppMesh.h"
#include "materials/materialManager.h"
#include "ts/tsMaterialList.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
String AppMaterial::cleanString(const String& str)
{
String cleanStr(str);
// Replace invalid characters with underscores
const String badChars(" -,.+=*/");
for (String::SizeType i = 0; i < badChars.length(); i++)
cleanStr.replace(badChars[i], '_');
// Prefix with an underscore if string starts with a number
if ((cleanStr[0] >= '0') && (cleanStr[0] <= '9'))
cleanStr.insert(0, '_');
return cleanStr;
}
AssimpAppMaterial::AssimpAppMaterial(const char* matName)
{
name = matName;
diffuseColor = LinearColorF::ONE;
specularColor = LinearColorF::ONE;
specularPower = 0.8f;
doubleSided = false;
// Set some defaults
flags |= TSMaterialList::S_Wrap;
flags |= TSMaterialList::T_Wrap;
}
AssimpAppMaterial::AssimpAppMaterial(const struct aiMaterial* mtl)
{
aiString matName;
mtl->Get(AI_MATKEY_NAME, matName);
name = matName.C_Str();
if ( name.isEmpty() )
name = "defaultMaterial";
Con::printf("[ASSIMP] Loaded Material: %s", matName.C_Str());
// Opacity
F32 opacity = 0.0f;
mtl->Get(AI_MATKEY_OPACITY, opacity);
// Diffuse color
aiColor3D diff_color (0.f, 0.f, 0.f);
mtl->Get(AI_MATKEY_COLOR_DIFFUSE, diff_color);
diffuseColor = LinearColorF(diff_color.r, diff_color.g, diff_color.b, opacity);
// Spec Color color
aiColor3D spec_color (0.f, 0.f, 0.f);
mtl->Get(AI_MATKEY_COLOR_DIFFUSE, spec_color );
specularColor = LinearColorF(spec_color.r, spec_color.g, spec_color.b, 1.0f);
// Specular Power
mtl->Get(AI_MATKEY_SHININESS_STRENGTH, specularPower);
// Double-Sided
S32 dbl_sided = 0;
mtl->Get(AI_MATKEY_TWOSIDED, dbl_sided);
doubleSided = (dbl_sided != 0);
// Set some defaults
flags |= TSMaterialList::S_Wrap;
flags |= TSMaterialList::T_Wrap;
}
Material* AssimpAppMaterial::createMaterial(const Torque::Path& path) const
{
// The filename and material name are used as TorqueScript identifiers, so
// clean them up first
String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
String cleanName = cleanString(getName());
// Prefix the material name with the filename (if not done already by TSShapeConstructor prefix)
//if (!cleanName.startsWith(cleanFile))
// cleanName = cleanFile + "_" + cleanName;
// Determine the blend operation for this material
Material::BlendOp blendOp = (flags & TSMaterialList::Translucent) ? Material::LerpAlpha : Material::None;
if (flags & TSMaterialList::Additive)
blendOp = Material::Add;
else if (flags & TSMaterialList::Subtractive)
blendOp = Material::Sub;
// Create the Material definition
const String oldScriptFile = Con::getVariable("$Con::File");
Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
Material *newMat = MATMGR->allocateAndRegister( cleanName, getName() );
Con::setVariable("$Con::File", oldScriptFile); // restore script path
newMat->mDiffuseMapFilename[0] = "";
newMat->mNormalMapFilename[0] = "";
newMat->mSpecularMapFilename[0] = "";
newMat->mDiffuse[0] = diffuseColor;
//newMat->mSpecular[0] = specularColor;
//newMat->mSpecularPower[0] = specularPower;
newMat->mDoubleSided = doubleSided;
newMat->mTranslucent = (bool)(flags & TSMaterialList::Translucent);
newMat->mTranslucentBlendOp = blendOp;
return newMat;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ASSIMP_APPMATERIAL_H_
#define _ASSIMP_APPMATERIAL_H_
#ifndef _APPMATERIAL_H_
#include "ts/loader/appMaterial.h"
#endif
class Material;
class AssimpAppMaterial : public AppMaterial
{
typedef AppMaterial Parent;
String name;
LinearColorF diffuseColor;
LinearColorF specularColor;
F32 specularPower;
bool doubleSided;
public:
AssimpAppMaterial(const char* matName);
AssimpAppMaterial(const struct aiMaterial* mtl);
~AssimpAppMaterial() { }
String getName() const { return name; }
Material* createMaterial(const Torque::Path& path) const;
};
#endif // _ASSIMP_APPMATERIAL_H_

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/collada/colladaExtensions.h"
#include "ts/assimp/assimpAppMesh.h"
#include "ts/assimp/assimpAppNode.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
//------------------------------------------------------------------------------
AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
: mMeshData(mesh), appNode(node)
{
Con::printf("[ASSIMP] Mesh Created: %s", getName());
}
const char* AssimpAppMesh::getName(bool allowFixed)
{
// Some exporters add a 'PIVOT' or unnamed node between the mesh and the
// actual object node. Detect this and return the object node name instead
// of the pivot node.
const char* nodeName = appNode->getName();
if ( dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT") )
nodeName = appNode->getParentName();
// If all geometry is being fixed to the same size, append the size
// to the name
//return allowFixed && fixedSizeEnabled ? avar("%s %d", nodeName, fixedSize) : nodeName;
return nodeName;
}
MatrixF AssimpAppMesh::getMeshTransform(F32 time)
{
return appNode->getNodeTransform(time);
}
void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
{
// After this function, the following are expected to be populated:
// points, normals, uvs, primitives, indices
// There is also colors and uv2s but those don't seem to be required.
points.reserve(mMeshData->mNumVertices);
uvs.reserve(mMeshData->mNumVertices);
normals.reserve(mMeshData->mNumVertices);
bool noUVFound = false;
for (U32 i = 0; i<mMeshData->mNumVertices; i++)
{
// Points and Normals
aiVector3D pt = mMeshData->mVertices[i];
aiVector3D nrm = mMeshData->mNormals[i];
Point3F tmpVert;
Point3F tmpNormal;
if (Con::getBoolVariable("$Assimp::SwapYZ", false))
{
tmpVert = Point3F(pt.x, pt.z, pt.y);
tmpNormal = Point3F(nrm.x, nrm.z, nrm.y);
}
else
{
tmpVert = Point3F(pt.x, pt.y, pt.z);
tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
}
//objectOffset.mulP(tmpVert);
points.push_back(tmpVert);
if (mMeshData->HasTextureCoords(0))
{
uvs.push_back(Point2F(mMeshData->mTextureCoords[0][i].x, mMeshData->mTextureCoords[0][i].y));
}
else
{
// I don't know if there's any solution to this issue.
// If it's not mapped, it's not mapped.
noUVFound = true;
uvs.push_back(Point2F(1, 1));
}
// UV2s
if (mMeshData->HasTextureCoords(1))
{
uv2s.push_back(Point2F(mMeshData->mTextureCoords[1][i].x, mMeshData->mTextureCoords[1][i].y));
}
// Vertex Colors
if (mMeshData->HasVertexColors(0))
{
LinearColorF vColor(mMeshData->mColors[0][i].r,
mMeshData->mColors[0][i].g,
mMeshData->mColors[0][i].b,
mMeshData->mColors[0][i].a);
colors.push_back(vColor.toColorI());
}
//uvs.push_back(mModel->mVerts[i].texcoord);
normals.push_back(tmpNormal);
//edgeVerts.push_back(mModel->mVerts[i].edge);
}
U32 numFaces = mMeshData->mNumFaces;
U32 primCount = 0;
primitives.reserve(numFaces);
//Fetch the number of indices
U32 indicesCount = 0;
for (U32 i = 0; i < numFaces; i++)
{
indicesCount += mMeshData->mFaces[i].mNumIndices;
}
indices.reserve(indicesCount);
/*U32 idxCount = 0;
for (U32 j = 0; j<mModel->mMaterials.size(); j++)
{
MikuModel::Material &mat = mModel->mMaterials[j];
U32 nextIdxCount = idxCount + mat.numIndices;
primitives.increment();
TSDrawPrimitive& primitive = primitives.last();
primitive.start = indices.size();
primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | j;
primitive.numElements = mat.numIndices;
for (U32 i = idxCount; i<nextIdxCount; i++)
{
indices.push_back(mModel->mIndices[i]);
}
idxCount = nextIdxCount;
}*/
for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
{
const struct aiFace* face = &mMeshData->mFaces[n];
if ( face->mNumIndices == 3 )
{
// Create TSMesh primitive
primitives.increment();
TSDrawPrimitive& primitive = primitives.last();
primitive.start = indices.size();
primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | (S32)mMeshData->mMaterialIndex;
//primitive.numElements = face->mNumIndices;//3;
primitive.numElements = 3;
if (Con::getBoolVariable("$Assimp::FlipNormals", true))
{
U32 indexCount = face->mNumIndices;
for (S32 ind = indexCount - 1; ind >= 0; ind--)
{
U32 index = face->mIndices[ind];
indices.push_back(index);
}
}
else
{
U32 indexCount = face->mNumIndices;
for (U32 ind = 0; ind < indexCount; ind++)
{
U32 index = face->mIndices[ind];
indices.push_back(index);
}
}
// Load the indices in.
//indices.push_back(face->mIndices[0]);
//indices.push_back(face->mIndices[1]);
//indices.push_back(face->mIndices[2]);
}
else
{
Con::printf("[ASSIMP] Non-Triangle Face Found. Indices: %d", face->mNumIndices);
}
}
U32 boneCount = mMeshData->mNumBones;
bones.setSize(boneCount);
for (U32 b = 0; b < boneCount; b++)
{
String name = mMeshData->mBones[b]->mName.C_Str();
MatrixF boneTransform;
for (U32 m = 0; m < 16; ++m)
{
boneTransform[m] = *mMeshData->mBones[b]->mOffsetMatrix[m];
}
//initialTransforms.push_back(boneTransform);
initialTransforms.push_back(MatrixF::Identity);
//Weights
U32 numWeights = mMeshData->mBones[b]->mNumWeights;
weight.setSize(numWeights);
vertexIndex.setSize(numWeights);
for (U32 w = 0; w < numWeights; ++w)
{
aiVertexWeight* aiWeight = mMeshData->mBones[b]->mWeights;
weight[w] = aiWeight->mWeight;
vertexIndex[w] = aiWeight->mVertexId;
boneIndex[w] = b;
//vertWeight. = aiWeight->
}
//= mNumWeights
}
if ( noUVFound )
Con::warnf("[ASSIMP] No UV Data for mesh.");
}
void AssimpAppMesh::lookupSkinData()
{
}
F32 AssimpAppMesh::getVisValue(F32 t)
{
return 1.0f;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ASSIMP_APPMESH_H_
#define _ASSIMP_APPMESH_H_
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"
#endif
#ifndef _TSSHAPELOADER_H_
#include "ts/loader/tsShapeLoader.h"
#endif
#ifndef _ASSIMP_APPNODE_H_
#include "ts/assimp/assimpAppNode.h"
#endif
class AssimpAppMesh : public AppMesh
{
typedef AppMesh Parent;
protected:
class AssimpAppNode* appNode; ///< Pointer to the node that owns this mesh
const struct aiMesh* mMeshData;
public:
AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node);
~AssimpAppMesh()
{
//delete geomExt;
}
void lookupSkinData();
static void fixDetailSize(bool fixed, S32 size=2)
{
//fixedSizeEnabled = fixed;
//fixedSize = size;
}
/// Get the name of this mesh
///
/// @return A string containing the name of this mesh
const char *getName(bool allowFixed=true);
//-----------------------------------------------------------------------
/// Get a floating point property value
///
/// @param propName Name of the property to get
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getFloat(const char *propName, F32 &defaultVal)
{
return appNode->getFloat(propName,defaultVal);
}
/// Get an integer property value
///
/// @param propName Name of the property to get
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getInt(const char *propName, S32 &defaultVal)
{
return appNode->getInt(propName,defaultVal);
}
/// Get a boolean property value
///
/// @param propName Name of the property to get
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getBool(const char *propName, bool &defaultVal)
{
return appNode->getBool(propName,defaultVal);
}
/// Return true if this mesh is a skin
bool isSkin()
{
return false;
}
/// Generate the vertex, normal and triangle data for the mesh.
///
/// @param time Time at which to generate the mesh data
/// @param objectOffset Transform to apply to the generated data (bounds transform)
void lockMesh(F32 time, const MatrixF& objectOffset);
/// Get the transform of this mesh at a certain time
///
/// @param time Time at which to get the transform
///
/// @return The mesh transform at the specified time
MatrixF getMeshTransform(F32 time);
F32 getVisValue(F32 t);
};
#endif // _COLLADA_APPMESH_H_

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/loader/appSequence.h"
#include "ts/assimp/assimpAppNode.h"
#include "ts/assimp/assimpAppMesh.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
AssimpAppNode::AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent)
{
mScene = scene;
mNode = node;
appParent = parent;
mName = dStrdup(mNode->mName.C_Str());
if ( dStrlen(mName) == 0 )
{
const char* defaultName = "null";
mName = dStrdup(defaultName);
}
mParentName = dStrdup(parent ? parent->getName() : "ROOT");
Con::printf("[ASSIMP] Node Created: %s", mName);
}
// Get all child nodes
void AssimpAppNode::buildChildList()
{
if (!mNode)
{
mNode = mScene->mRootNode;
}
for (U32 n = 0; n < mNode->mNumChildren; ++n) {
mChildNodes.push_back(new AssimpAppNode(mScene, mNode->mChildren[n], this));
}
}
// Get all geometry attached to this node
void AssimpAppNode::buildMeshList()
{
for (U32 n = 0; n < mNode->mNumMeshes; ++n)
{
const struct aiMesh* mesh = mScene->mMeshes[mNode->mMeshes[n]];
mMeshes.push_back(new AssimpAppMesh(mesh, this));
}
}
MatrixF AssimpAppNode::getTransform(F32 time)
{
// Translate from assimp matrix to torque matrix.
// They're both row major, I wish I could just cast
// but that doesn't seem to be an option.
// Note: this should be cached, it doesn't change
// at this level. This is base transform.
// Y and Z and optionally swapped.
MatrixF mat(false);
mat.setRow(0, Point4F((F32)mNode->mTransformation.a1,
(F32)mNode->mTransformation.a3,
(F32)mNode->mTransformation.a2,
(F32)mNode->mTransformation.a4)
);
// Check for Y Z Swap
if ( Con::getBoolVariable("$Assimp::SwapYZ", false) )
{
mat.setRow(1, Point4F((F32)mNode->mTransformation.c1,
(F32)mNode->mTransformation.c3,
(F32)mNode->mTransformation.c2,
(F32)mNode->mTransformation.c4)
);
mat.setRow(2, Point4F((F32)mNode->mTransformation.b1,
(F32)mNode->mTransformation.b3,
(F32)mNode->mTransformation.b2,
(F32)mNode->mTransformation.b4)
);
}
else
{
mat.setRow(1, Point4F((F32)mNode->mTransformation.b1,
(F32)mNode->mTransformation.b3,
(F32)mNode->mTransformation.b2,
(F32)mNode->mTransformation.b4)
);
mat.setRow(2, Point4F((F32)mNode->mTransformation.c1,
(F32)mNode->mTransformation.c3,
(F32)mNode->mTransformation.c2,
(F32)mNode->mTransformation.c4)
);
}
mat.setRow(3, Point4F((F32)mNode->mTransformation.d1,
(F32)mNode->mTransformation.d3,
(F32)mNode->mTransformation.d2,
(F32)mNode->mTransformation.d4)
);
// Node transformations are carried down the hiearchy
// so we need all of our parents transforms to make
// this work.
/*if ( appParent != 0 )
{
MatrixF parentMat = appParent->getNodeTransform(time);
mat.mul(parentMat);
}*/
return mat;
}
bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
{
return false;
}
/// Get the world transform of the node at the specified time
MatrixF AssimpAppNode::getNodeTransform(F32 time)
{
return getTransform(time);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ASSIMP_APPNODE_H_
#define _ASSIMP_APPNODE_H_
#ifndef _TDICTIONARY_H_
#include "core/tDictionary.h"
#endif
#ifndef _APPNODE_H_
#include "ts/loader/appNode.h"
#endif
#ifndef _COLLADA_EXTENSIONS_H_
#include "ts/collada/colladaExtensions.h"
#endif
class AssimpAppNode : public AppNode
{
typedef AppNode Parent;
friend class AssimpAppMesh;
MatrixF getTransform(F32 time);
void buildMeshList();
void buildChildList();
protected:
const struct aiScene* mScene;
const struct aiNode* mNode; ///< Pointer to the node in the Collada DOM
AssimpAppNode* appParent; ///< Parent node in Collada-space
public:
AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent = 0);
virtual ~AssimpAppNode()
{
//
}
//-----------------------------------------------------------------------
const char *getName() { return mName; }
const char *getParentName() { return mParentName; }
bool isEqual(AppNode* node)
{
const AssimpAppNode* appNode = dynamic_cast<const AssimpAppNode*>(node);
return (appNode && (appNode->mNode == mNode));
}
// Property look-ups: only float properties are stored, the rest are
// converted from floats as needed
bool getFloat(const char* propName, F32& defaultVal)
{
//Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
//if (itr != mProps.end())
// defaultVal = itr->value;
return false;
}
bool getInt(const char* propName, S32& defaultVal)
{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (S32)value;
return ret;
}
bool getBool(const char* propName, bool& defaultVal)
{
F32 value = defaultVal;
bool ret = getFloat(propName, value);
defaultVal = (value != 0);
return ret;
}
MatrixF getNodeTransform(F32 time);
bool animatesTransform(const AppSequence* appSeq);
bool isParentRoot() { return (appParent == NULL); }
};
#endif // _ASSIMP_APPNODE_H_

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#include "ts/assimp/assimpShapeLoader.h"
#include "console/console.h"
#include "core/stream/fileStream.h"
#include "core/stringTable.h"
#include "math/mathIO.h"
#include "ts/tsShape.h"
#include "ts/tsShapeInstance.h"
#include "materials/materialManager.h"
#include "console/persistenceManager.h"
#include "ts/assimp/assimpAppMaterial.h"
#include "ts/assimp/assimpAppSequence.h"
AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
mAnim(a)
{
fps = mAnim->mTicksPerSecond;
}
AssimpAppSequence::~AssimpAppSequence()
{
}
F32 AssimpAppSequence::getStart() const
{
return 0.0f;
}
F32 AssimpAppSequence::getEnd() const
{
return (F32)mAnim->mDuration / fps;
}
U32 AssimpAppSequence::getFlags() const
{
return TSShape::Blend;
}
F32 AssimpAppSequence::getPriority() const
{
return 5;
}
F32 AssimpAppSequence::getBlendRefTime() const
{
return -1.0f;
}

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#pragma once
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _APPNODE_H_
#include "ts/loader/appNode.h"
#endif
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"
#endif
#ifndef _APPSEQUENCE_H_
#include "ts/loader/appSequence.h"
#endif
#include <assimp/scene.h>
class AssimpAppSequence : public AppSequence
{
public:
AssimpAppSequence(aiAnimation *a);
~AssimpAppSequence();
aiAnimation *mAnim;
virtual void setActive(bool active) { }
virtual S32 getNumTriggers() const { return 0; }
virtual void getTrigger(S32 index, TSShape::Trigger& trigger) const { trigger.state = 0; }
virtual const char* getName() const { return mAnim->mName.C_Str(); }
virtual F32 getStart() const;
virtual F32 getEnd() const;
virtual U32 getFlags() const;
virtual F32 getPriority() const;
virtual F32 getBlendRefTime() const;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
/*
Resource stream -> Buffer
Buffer -> Collada DOM
Collada DOM -> TSShapeLoader
TSShapeLoader installed into TSShape
*/
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/assimp/assimpShapeLoader.h"
#include "ts/assimp/assimpAppNode.h"
#include "ts/assimp/assimpAppMaterial.h"
#include "ts/assimp/assimpAppSequence.h"
#include "core/util/tVector.h"
#include "core/strings/findMatch.h"
#include "core/stream/fileStream.h"
#include "core/fileObject.h"
#include "ts/tsShape.h"
#include "ts/tsShapeInstance.h"
#include "materials/materialManager.h"
#include "console/persistenceManager.h"
#include "ts/tsShapeConstruct.h"
#include "core/util/zip/zipVolume.h"
#include "gfx/bitmap/gBitmap.h"
#include "gui/controls/guiTreeViewCtrl.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
#include <assimp/config.h>
#include <exception>
#include <assimp/Importer.hpp>
MODULE_BEGIN( AssimpShapeLoader )
MODULE_INIT_AFTER( ShapeLoader )
MODULE_INIT
{
TSShapeLoader::addFormat("DirectX X", "x");
TSShapeLoader::addFormat("Autodesk FBX", "fbx");
TSShapeLoader::addFormat("Blender 3D", "blend" );
TSShapeLoader::addFormat("3ds Max 3DS", "3ds");
TSShapeLoader::addFormat("3ds Max ASE", "ase");
TSShapeLoader::addFormat("Wavefront Object", "obj");
TSShapeLoader::addFormat("Industry Foundation Classes (IFC/Step)", "ifc");
TSShapeLoader::addFormat("Stanford Polygon Library", "ply");
TSShapeLoader::addFormat("AutoCAD DXF", "dxf");
TSShapeLoader::addFormat("LightWave", "lwo");
TSShapeLoader::addFormat("LightWave Scene", "lws");
TSShapeLoader::addFormat("Modo", "lxo");
TSShapeLoader::addFormat("Stereolithography", "stl");
TSShapeLoader::addFormat("AC3D", "ac");
TSShapeLoader::addFormat("Milkshape 3D", "ms3d");
TSShapeLoader::addFormat("TrueSpace COB", "cob");
TSShapeLoader::addFormat("TrueSpace SCN", "scn");
TSShapeLoader::addFormat("Ogre XML", "xml");
TSShapeLoader::addFormat("Irrlicht Mesh", "irrmesh");
TSShapeLoader::addFormat("Irrlicht Scene", "irr");
TSShapeLoader::addFormat("Quake I", "mdl" );
TSShapeLoader::addFormat("Quake II", "md2" );
TSShapeLoader::addFormat("Quake III Mesh", "md3");
TSShapeLoader::addFormat("Quake III Map/BSP", "pk3");
TSShapeLoader::addFormat("Return to Castle Wolfenstein", "mdc");
TSShapeLoader::addFormat("Doom 3", "md5" );
TSShapeLoader::addFormat("Valve SMD", "smd");
TSShapeLoader::addFormat("Valve VTA", "vta");
TSShapeLoader::addFormat("Starcraft II M3", "m3");
TSShapeLoader::addFormat("Unreal", "3d");
TSShapeLoader::addFormat("BlitzBasic 3D", "b3d" );
TSShapeLoader::addFormat("Quick3D Q3D", "q3d");
TSShapeLoader::addFormat("Quick3D Q3S", "q3s");
TSShapeLoader::addFormat("Neutral File Format", "nff");
TSShapeLoader::addFormat("Object File Format", "off");
TSShapeLoader::addFormat("PovRAY Raw", "raw");
TSShapeLoader::addFormat("Terragen Terrain", "ter");
TSShapeLoader::addFormat("3D GameStudio (3DGS)", "mdl");
TSShapeLoader::addFormat("3D GameStudio (3DGS) Terrain", "hmp");
TSShapeLoader::addFormat("Izware Nendo", "ndo");
}
MODULE_END;
//-----------------------------------------------------------------------------
AssimpShapeLoader::AssimpShapeLoader()
{
mScene = NULL;
}
AssimpShapeLoader::~AssimpShapeLoader()
{
}
void AssimpShapeLoader::releaseImport()
{
aiReleaseImport(mScene);
}
void AssimpShapeLoader::enumerateScene()
{
TSShapeLoader::updateProgress(TSShapeLoader::Load_ReadFile, "Reading File");
Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
// Post-Processing
unsigned int ppsteps =
Con::getBoolVariable("$Assimp::ConvertToLeftHanded", false) ? aiProcess_ConvertToLeftHanded : 0 |
Con::getBoolVariable("$Assimp::CalcTangentSpace", false) ? aiProcess_CalcTangentSpace : 0 |
Con::getBoolVariable("$Assimp::JoinIdenticalVertices", false) ? aiProcess_JoinIdenticalVertices : 0 |
Con::getBoolVariable("$Assimp::ValidateDataStructure", false) ? aiProcess_ValidateDataStructure : 0 |
Con::getBoolVariable("$Assimp::ImproveCacheLocality", false) ? aiProcess_ImproveCacheLocality : 0 |
Con::getBoolVariable("$Assimp::RemoveRedundantMaterials", false) ? aiProcess_RemoveRedundantMaterials : 0 |
Con::getBoolVariable("$Assimp::FindDegenerates", false) ? aiProcess_FindDegenerates : 0 |
Con::getBoolVariable("$Assimp::FindInvalidData", false) ? aiProcess_FindInvalidData : 0 |
Con::getBoolVariable("$Assimp::GenUVCoords", false) ? aiProcess_GenUVCoords : 0 |
Con::getBoolVariable("$Assimp::TransformUVCoords", false) ? aiProcess_TransformUVCoords : 0 |
Con::getBoolVariable("$Assimp::FindInstances", false) ? aiProcess_FindInstances : 0 |
Con::getBoolVariable("$Assimp::LimitBoneWeights", false) ? aiProcess_LimitBoneWeights : 0 |
Con::getBoolVariable("$Assimp::OptimizeMeshes", false) ? aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph : 0 |
0;
if(Con::getBoolVariable("$Assimp::Triangulate", false))
ppsteps |= aiProcess_Triangulate;
if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false))
ppsteps |= aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph;
if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false))
ppsteps |= aiProcess_SplitLargeMeshes;
//aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
aiPropertyStore* props = aiCreatePropertyStore();
aiSetImportPropertyInteger(props, AI_CONFIG_IMPORT_TER_MAKE_UVS, 1);
aiSetImportPropertyInteger(props, AI_CONFIG_PP_SBP_REMOVE, (aiProcessPreset_TargetRealtime_Quality
| aiProcess_FlipWindingOrder | aiProcess_FlipUVs
| aiProcess_CalcTangentSpace
| aiProcess_FixInfacingNormals)
& ~aiProcess_RemoveRedundantMaterials);
aiSetImportPropertyInteger(props, AI_CONFIG_GLOB_MEASURE_TIME, 1);
aiSetImportPropertyFloat(props, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.f);
//aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1);
//Assimp::Importer importer;
// Attempt to import with Assimp.
//mScene = importer.ReadFile(shapePath.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_CalcTangentSpace)
// & ~aiProcess_RemoveRedundantMaterials);
mScene = (aiScene*)aiImportFileExWithProperties(shapePath.getFullPath().c_str(), ppsteps, NULL, props);
aiReleasePropertyStore(props);
if ( mScene )
{
Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
// Load all the materials.
for ( U32 i = 0; i < mScene->mNumMaterials; i++ )
AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
// Define the root node, and process down the chain.
AssimpAppNode* node = new AssimpAppNode(mScene, mScene->mRootNode, 0);
if (!processNode(node))
delete node;
// Check for animations and process those.
processAnimations();
}
else
{
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
Con::printf("[ASSIMP] Import Error: %s", aiGetErrorString());
}
}
void AssimpShapeLoader::processAnimations()
{
for(U32 n = 0; n < mScene->mNumAnimations; ++n)
{
Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
appSequences.push_back(newAssimpSeq);
}
}
void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
{
Torque::Path scriptPath(path);
scriptPath.setFileName("materials");
scriptPath.setExtension("cs");
// First see what materials we need to update
PersistenceManager persistMgr;
for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
{
AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
if ( mat )
{
Material *mappedMat;
if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
{
// Only update existing materials if forced to
if ( ColladaUtils::getOptions().forceUpdateMaterials )
persistMgr.setDirty( mappedMat );
}
else
{
// Create a new material definition
persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
}
}
}
if ( persistMgr.getDirtyList().empty() )
return;
persistMgr.saveDirty();
}
/// Check if an up-to-date cached DTS is available for this DAE file
bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
{
return false;
// Generate the cached filename
Torque::Path cachedPath(path);
cachedPath.setExtension("cached.dts");
// Check if a cached DTS newer than this file is available
FileTime cachedModifyTime;
if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
{
bool forceLoadDAE = Con::getBoolVariable("$assimp::forceLoad", false);
FileTime daeModifyTime;
if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
(!forceLoadDAE && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
{
// DAE not found, or cached DTS is newer
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
/// This function is invoked by the resource manager based on file extension.
TSShape* assimpLoadShape(const Torque::Path &path)
{
// TODO: add .cached.dts generation.
// Generate the cached filename
Torque::Path cachedPath(path);
cachedPath.setExtension("cached.dts");
// Check if an up-to-date cached DTS version of this file exists, and
// if so, use that instead.
if (AssimpShapeLoader::canLoadCachedDTS(path))
{
FileStream cachedStream;
cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
if (cachedStream.getStatus() == Stream::Ok)
{
TSShape *shape = new TSShape;
bool readSuccess = shape->read(&cachedStream);
cachedStream.close();
if (readSuccess)
{
#ifdef TORQUE_DEBUG
Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
#endif
return shape;
}
else
delete shape;
}
Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
}
if (!Torque::FS::IsFile(path))
{
// File does not exist, bail.
return NULL;
}
AssimpShapeLoader loader;
TSShape* tss = loader.generateShape(path);
if (tss)
{
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
Con::printf("[ASSIMP] Shape created successfully.");
// Cache the model to a DTS file for faster loading next time.
FileStream dtsStream;
if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
{
Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
tss->write(&dtsStream);
}
loader.updateMaterialsScript(path);
}
loader.releaseImport();
return tss;
}
DefineConsoleFunction(GetShapeInfo, GuiTreeViewCtrl*, (String filePath), ,
"Returns a list of supported shape formats in filter form.\n"
"Example output: DSQ Files|*.dsq|COLLADA Files|*.dae|")
{
Assimp::Importer importer;
GuiTreeViewCtrl* treeObj = new GuiTreeViewCtrl();
treeObj->registerObject();
Torque::Path path = Torque::Path(filePath);
// Attempt to import with Assimp.
const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
& ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
//Populate info
S32 meshItem = treeObj->insertItem(0, "Shape", String::ToString("%i", shapeScene->mNumMeshes));
S32 matItem = treeObj->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
S32 animItem = treeObj->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
S32 lightsItem = treeObj->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
S32 texturesItem = treeObj->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
//S32 meshItem = ->insertItem(0, "Cameras", String::ToString("%s", shapeScene->mNumCameras));
//Details!
for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
{
treeObj->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName));
}
for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
{
aiMaterial* aiMat = shapeScene->mMaterials[i];
aiString matName;
aiMat->Get(AI_MATKEY_NAME, matName);
aiString texPath;
aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
treeObj->insertItem(matItem, String::ToString("%s", matName.C_Str()), String::ToString("%s", texPath.C_Str()));
}
for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
{
treeObj->insertItem(animItem, String::ToString("%s", shapeScene->mAnimations[i]->mName.C_Str()));
}
/*for (U32 i = 0; i < shapeScene->mNumLights; i++)
{
treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
}*/
return treeObj;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ASSIMP_SHAPELOADER_H_
#define _ASSIMP_SHAPELOADER_H_
#ifndef _TSSHAPELOADER_H_
#include "ts/loader/tsShapeLoader.h"
#endif
//-----------------------------------------------------------------------------
class AssimpShapeLoader : public TSShapeLoader
{
friend TSShape* assimpLoadShape(const Torque::Path &path);
protected:
const struct aiScene* mScene;
public:
AssimpShapeLoader();
~AssimpShapeLoader();
void releaseImport();
void enumerateScene();
void updateMaterialsScript(const Torque::Path &path);
void processAnimations();
static bool canLoadCachedDTS(const Torque::Path& path);
};
#endif // _ASSIMP_SHAPELOADER_H_