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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'Assimp_Settings' of https://github.com/OTHGMars/Torque3D into Preview4_0
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commit
ef226f6a65
25 changed files with 4541 additions and 1508 deletions
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@ -81,6 +81,13 @@ namespace ColladaUtils
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NumLodTypes
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};
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enum eAnimTimingType
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{
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FrameCount = 0,
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Seconds = 1,
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Milliseconds = 1000
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};
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domUpAxisType upAxis; // Override for the collada <up_axis> element
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F32 unit; // Override for the collada <unit> element
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eLodType lodType; // LOD type option
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@ -97,6 +104,22 @@ namespace ColladaUtils
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bool forceUpdateMaterials; // Force update of materials.cs
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bool useDiffuseNames; // Use diffuse texture as the material name
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// Assimp specific preprocess import options
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bool convertLeftHanded; // Convert to left handed coordinate system.
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bool calcTangentSpace; // Calculate tangents and bitangents, if possible.
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bool genUVCoords; // Convert spherical, cylindrical, box and planar mapping to proper UVs.
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bool transformUVCoords; // Preprocess UV transformations (scaling, translation ...)
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bool flipUVCoords; // This step flips all UV coordinates along the y-axis and adjusts material settings
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// and bitangents accordingly.\nAssimp uses TL(0,0):BR(1,1). T3D uses TL(0,1):BR(1,0).
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bool findInstances; // Search for instanced meshes and remove them by references to one master.
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bool limitBoneWeights; // Limit bone weights to 4 per vertex.
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bool joinIdenticalVerts; // Identifies and joins identical vertex data sets within all imported meshes.
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bool reverseWindingOrder; // This step adjusts the output face winding order to be clockwise. The default face winding order is counter clockwise.
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bool invertNormals; // Reverse the normal vector direction for all normals.
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bool removeRedundantMats; // Removes redundant materials.
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eAnimTimingType animTiming; // How to import timing data as frames, seconds or milliseconds
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S32 animFPS; // FPS value to use if timing is set in frames and the animations does not have an fps set
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ImportOptions()
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{
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reset();
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@ -119,6 +142,20 @@ namespace ColladaUtils
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adjustFloor = false;
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forceUpdateMaterials = false;
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useDiffuseNames = false;
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convertLeftHanded = false;
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calcTangentSpace = false;
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genUVCoords = false;
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transformUVCoords = false;
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flipUVCoords = true;
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findInstances = false;
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limitBoneWeights = false;
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joinIdenticalVerts = true;
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reverseWindingOrder = true;
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invertNormals = false;
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removeRedundantMats = true;
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animTiming = Seconds;
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animFPS = 30;
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}
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};
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