mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
223 lines
7.1 KiB
C++
223 lines
7.1 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, 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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/** @file ColladaExporter.h
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* Declares the exporter class to write a scene to a Collada file
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*/
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#ifndef AI_COLLADAEXPORTER_H_INC
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#define AI_COLLADAEXPORTER_H_INC
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#include <assimp/ai_assert.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <assimp/light.h>
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#include <assimp/Exporter.hpp>
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#include <sstream>
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#include <vector>
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#include <map>
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#include <assimp/StringUtils.h>
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struct aiScene;
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struct aiNode;
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namespace Assimp
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{
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/// Helper class to export a given scene to a Collada file. Just for my personal
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/// comfort when implementing it.
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class ColladaExporter
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{
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public:
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/// Constructor for a specific scene to export
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ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
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/// Destructor
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virtual ~ColladaExporter();
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protected:
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/// Starts writing the contents
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void WriteFile();
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/// Writes the asset header
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void WriteHeader();
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/// Writes the embedded textures
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void WriteTextures();
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/// Writes the material setup
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void WriteMaterials();
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/// Writes the cameras library
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void WriteCamerasLibrary();
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// Write a camera entry
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void WriteCamera(size_t pIndex);
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/// Writes the cameras library
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void WriteLightsLibrary();
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// Write a camera entry
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void WriteLight(size_t pIndex);
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void WritePointLight(const aiLight *const light);
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void WriteDirectionalLight(const aiLight *const light);
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void WriteSpotLight(const aiLight *const light);
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void WriteAmbienttLight(const aiLight *const light);
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/// Writes the controller library
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void WriteControllerLibrary();
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/// Writes a skin controller of the given mesh
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void WriteController( size_t pIndex);
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/// Writes the geometry library
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void WriteGeometryLibrary();
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/// Writes the given mesh
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void WriteGeometry( size_t pIndex);
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//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
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// customized to add animation related type
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enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
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/// Writes a float array of the given type
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void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
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/// Writes the scene library
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void WriteSceneLibrary();
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// customized, Writes the animation library
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void WriteAnimationsLibrary();
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void WriteAnimationLibrary( size_t pIndex);
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std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
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/// Recursively writes the given node
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void WriteNode( const aiScene* scene, aiNode* pNode);
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/// Enters a new xml element, which increases the indentation
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void PushTag() { startstr.append( " "); }
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/// Leaves an element, decreasing the indentation
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void PopTag() {
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ai_assert( startstr.length() > 1);
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startstr.erase( startstr.length() - 2);
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}
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/// Creates a mesh ID for the given mesh
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std::string GetMeshId( size_t pIndex) const {
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return std::string( "meshId" ) + to_string(pIndex);
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}
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public:
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/// Stringstream to write all output into
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std::stringstream mOutput;
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/// The IOSystem for output
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IOSystem* mIOSystem;
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/// Path of the directory where the scene will be exported
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const std::string mPath;
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/// Name of the file (without extension) where the scene will be exported
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const std::string mFile;
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/// The scene to be written
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const aiScene* mScene;
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bool mSceneOwned;
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/// current line start string, contains the current indentation for simple stream insertion
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std::string startstr;
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/// current line end string for simple stream insertion
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std::string endstr;
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// pair of color and texture - texture precedences color
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struct Surface
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{
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bool exist;
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aiColor4D color;
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std::string texture;
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size_t channel;
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Surface() { exist = false; channel = 0; }
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};
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struct Property
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{
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bool exist;
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ai_real value;
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Property()
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: exist(false)
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, value(0.0)
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{}
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};
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// summarize a material in an convenient way.
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struct Material
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{
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std::string name;
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std::string shading_model;
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Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
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Property shininess, transparency, index_refraction;
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Material() {}
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};
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std::vector<Material> materials;
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std::map<unsigned int, std::string> textures;
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public:
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/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
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/// Reads a single surface entry from the given material keys
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void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
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/// Writes an image entry for the given surface
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void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
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/// Writes the two parameters necessary for referencing a texture in an effect entry
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void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
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/// Writes a color-or-texture entry into an effect definition
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void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
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/// Writes a scalar property
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void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
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};
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}
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#endif // !! AI_COLLADAEXPORTER_H_INC
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