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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
184 lines
6 KiB
C++
184 lines
6 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 Defines a helper class for the ASE and 3DS loaders to
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help them compute camera and spot light animation channels */
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#ifndef AI_TARGET_ANIMATION_H_INC
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#define AI_TARGET_ANIMATION_H_INC
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#include <assimp/anim.h>
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#include <vector>
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** Helper class to iterate through all keys in an animation channel.
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*
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* Missing tracks are interpolated. This is a helper class for
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* TargetAnimationHelper, but it can be freely used for other purposes.
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*/
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class KeyIterator
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{
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public:
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// ------------------------------------------------------------------
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/** Constructs a new key iterator
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*
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* @param _objPos Object position track. May be NULL.
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* @param _targetObjPos Target object position track. May be NULL.
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* @param defaultObjectPos Default object position to be used if
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* no animated track is available. May be NULL.
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* @param defaultTargetPos Default target position to be used if
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* no animated track is available. May be NULL.
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*/
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KeyIterator(const std::vector<aiVectorKey>* _objPos,
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const std::vector<aiVectorKey>* _targetObjPos,
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const aiVector3D* defaultObjectPos = NULL,
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const aiVector3D* defaultTargetPos = NULL);
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// ------------------------------------------------------------------
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/** Returns true if all keys have been processed
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*/
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bool Finished() const
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{return reachedEnd;}
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// ------------------------------------------------------------------
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/** Increment the iterator
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*/
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void operator++();
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inline void operator++(int)
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{return ++(*this);}
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// ------------------------------------------------------------------
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/** Getters to retrieve the current state of the iterator
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*/
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inline const aiVector3D& GetCurPosition() const
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{return curPosition;}
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inline const aiVector3D& GetCurTargetPosition() const
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{return curTargetPosition;}
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inline double GetCurTime() const
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{return curTime;}
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private:
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//! Did we reach the end?
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bool reachedEnd;
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//! Represents the current position of the iterator
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aiVector3D curPosition, curTargetPosition;
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double curTime;
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//! Input tracks and the next key to process
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const std::vector<aiVectorKey>* objPos,*targetObjPos;
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unsigned int nextObjPos, nextTargetObjPos;
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std::vector<aiVectorKey> defaultObjPos,defaultTargetObjPos;
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};
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// ---------------------------------------------------------------------------
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/** Helper class for the 3DS and ASE loaders to compute camera and spot light
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* animations.
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*
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* 3DS and ASE store the differently to Assimp - there is an animation
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* channel for the camera/spot light itself and a separate position
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* animation channels specifying the position of the camera/spot light
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* look-at target */
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class TargetAnimationHelper
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{
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public:
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TargetAnimationHelper()
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: targetPositions (NULL)
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, objectPositions (NULL)
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{}
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// ------------------------------------------------------------------
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/** Sets the target animation channel
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*
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* This channel specifies the position of the camera/spot light
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* target at a specific position.
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*
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* @param targetPositions Translation channel*/
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void SetTargetAnimationChannel (const
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std::vector<aiVectorKey>* targetPositions);
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// ------------------------------------------------------------------
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/** Sets the main animation channel
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*
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* @param objectPositions Translation channel */
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void SetMainAnimationChannel ( const
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std::vector<aiVectorKey>* objectPositions);
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// ------------------------------------------------------------------
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/** Sets the main animation channel to a fixed value
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*
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* @param fixed Fixed value for the main animation channel*/
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void SetFixedMainAnimationChannel(const aiVector3D& fixed);
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// ------------------------------------------------------------------
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/** Computes final animation channels
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* @param distanceTrack Receive camera translation keys ... != NULL. */
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void Process( std::vector<aiVectorKey>* distanceTrack );
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private:
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const std::vector<aiVectorKey>* targetPositions,*objectPositions;
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aiVector3D fixedMain;
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};
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} // ! end namespace Assimp
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#endif // include guard
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