mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
468 lines
13 KiB
C++
468 lines
13 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 MD5Parser.h
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* @brief Definition of the .MD5 parser class.
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* http://www.modwiki.net/wiki/MD5_(file_format)
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*/
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#ifndef AI_MD5PARSER_H_INCLUDED
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#define AI_MD5PARSER_H_INCLUDED
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#include <assimp/types.h>
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#include <assimp/ParsingUtils.h>
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#include <vector>
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#include <stdint.h>
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struct aiFace;
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namespace Assimp {
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namespace MD5 {
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// ---------------------------------------------------------------------------
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/** Represents a single element in a MD5 file
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*
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* Elements are always contained in sections.
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*/
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struct Element
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{
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//! Points to the starting point of the element
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//! Whitespace at the beginning and at the end have been removed,
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//! Elements are terminated with \0
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char* szStart;
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//! Original line number (can be used in error messages
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//! if a parsing error occurs)
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unsigned int iLineNumber;
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};
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typedef std::vector< Element > ElementList;
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// ---------------------------------------------------------------------------
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/** Represents a section of a MD5 file (such as the mesh or the joints section)
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*
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* A section is always enclosed in { and } brackets.
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*/
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struct Section
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{
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//! Original line number (can be used in error messages
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//! if a parsing error occurs)
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unsigned int iLineNumber;
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//! List of all elements which have been parsed in this section.
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ElementList mElements;
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//! Name of the section
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std::string mName;
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//! For global elements: the value of the element as string
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//! Iif !length() the section is not a global element
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std::string mGlobalValue;
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};
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typedef std::vector< Section> SectionList;
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// ---------------------------------------------------------------------------
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/** Basic information about a joint
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*/
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struct BaseJointDescription
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{
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//! Name of the bone
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aiString mName;
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//! Parent index of the bone
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int mParentIndex;
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};
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// ---------------------------------------------------------------------------
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/** Represents a bone (joint) descriptor in a MD5Mesh file
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*/
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struct BoneDesc : BaseJointDescription
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{
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//! Absolute position of the bone
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aiVector3D mPositionXYZ;
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//! Absolute rotation of the bone
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aiVector3D mRotationQuat;
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aiQuaternion mRotationQuatConverted;
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//! Absolute transformation of the bone
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//! (temporary)
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aiMatrix4x4 mTransform;
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//! Inverse transformation of the bone
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//! (temporary)
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aiMatrix4x4 mInvTransform;
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//! Internal
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unsigned int mMap;
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};
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typedef std::vector< BoneDesc > BoneList;
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// ---------------------------------------------------------------------------
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/** Represents a bone (joint) descriptor in a MD5Anim file
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*/
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struct AnimBoneDesc : BaseJointDescription
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{
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//! Flags (AI_MD5_ANIMATION_FLAG_xxx)
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unsigned int iFlags;
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//! Index of the first key that corresponds to this anim bone
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unsigned int iFirstKeyIndex;
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};
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typedef std::vector< AnimBoneDesc > AnimBoneList;
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// ---------------------------------------------------------------------------
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/** Represents a base frame descriptor in a MD5Anim file
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*/
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struct BaseFrameDesc
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{
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aiVector3D vPositionXYZ;
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aiVector3D vRotationQuat;
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};
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typedef std::vector< BaseFrameDesc > BaseFrameList;
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// ---------------------------------------------------------------------------
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/** Represents a camera animation frame in a MDCamera file
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*/
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struct CameraAnimFrameDesc : BaseFrameDesc
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{
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float fFOV;
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};
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typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
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// ---------------------------------------------------------------------------
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/** Represents a frame descriptor in a MD5Anim file
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*/
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struct FrameDesc
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{
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//! Index of the frame
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unsigned int iIndex;
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//! Animation keyframes - a large blob of data at first
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std::vector< float > mValues;
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};
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typedef std::vector< FrameDesc > FrameList;
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// ---------------------------------------------------------------------------
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/** Represents a vertex descriptor in a MD5 file
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*/
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struct VertexDesc {
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VertexDesc() AI_NO_EXCEPT
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: mFirstWeight(0)
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, mNumWeights(0) {
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// empty
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}
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//! UV coordinate of the vertex
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aiVector2D mUV;
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//! Index of the first weight of the vertex in
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//! the vertex weight list
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unsigned int mFirstWeight;
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//! Number of weights assigned to this vertex
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unsigned int mNumWeights;
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};
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typedef std::vector< VertexDesc > VertexList;
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// ---------------------------------------------------------------------------
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/** Represents a vertex weight descriptor in a MD5 file
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*/
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struct WeightDesc
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{
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//! Index of the bone to which this weight refers
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unsigned int mBone;
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//! The weight value
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float mWeight;
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//! The offset position of this weight
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// ! (in the coordinate system defined by the parent bone)
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aiVector3D vOffsetPosition;
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};
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typedef std::vector< WeightDesc > WeightList;
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typedef std::vector< aiFace > FaceList;
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// ---------------------------------------------------------------------------
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/** Represents a mesh in a MD5 file
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*/
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struct MeshDesc
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{
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//! Weights of the mesh
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WeightList mWeights;
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//! Vertices of the mesh
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VertexList mVertices;
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//! Faces of the mesh
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FaceList mFaces;
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//! Name of the shader (=texture) to be assigned to the mesh
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aiString mShader;
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};
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typedef std::vector< MeshDesc > MeshList;
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// ---------------------------------------------------------------------------
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// Convert a quaternion to its usual representation
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inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
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out.x = in.x;
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out.y = in.y;
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out.z = in.z;
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const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
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if (t < 0.0f)
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out.w = 0.0f;
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else out.w = std::sqrt (t);
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// Assimp convention.
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out.w *= -1.f;
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}
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// ---------------------------------------------------------------------------
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/** Parses the data sections of a MD5 mesh file
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*/
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class MD5MeshParser
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{
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public:
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// -------------------------------------------------------------------
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/** Constructs a new MD5MeshParser instance from an existing
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* preparsed list of file sections.
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*
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* @param mSections List of file sections (output of MD5Parser)
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*/
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explicit MD5MeshParser(SectionList& mSections);
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//! List of all meshes
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MeshList mMeshes;
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//! List of all joints
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BoneList mJoints;
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};
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// remove this flag if you need to the bounding box data
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#define AI_MD5_PARSE_NO_BOUNDS
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// ---------------------------------------------------------------------------
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/** Parses the data sections of a MD5 animation file
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*/
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class MD5AnimParser
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{
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public:
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// -------------------------------------------------------------------
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/** Constructs a new MD5AnimParser instance from an existing
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* preparsed list of file sections.
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*
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* @param mSections List of file sections (output of MD5Parser)
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*/
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explicit MD5AnimParser(SectionList& mSections);
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//! Output frame rate
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float fFrameRate;
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//! List of animation bones
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AnimBoneList mAnimatedBones;
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//! List of base frames
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BaseFrameList mBaseFrames;
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//! List of animation frames
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FrameList mFrames;
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//! Number of animated components
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unsigned int mNumAnimatedComponents;
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};
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// ---------------------------------------------------------------------------
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/** Parses the data sections of a MD5 camera animation file
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*/
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class MD5CameraParser
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{
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public:
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// -------------------------------------------------------------------
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/** Constructs a new MD5CameraParser instance from an existing
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* preparsed list of file sections.
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*
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* @param mSections List of file sections (output of MD5Parser)
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*/
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explicit MD5CameraParser(SectionList& mSections);
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//! Output frame rate
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float fFrameRate;
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//! List of cuts
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std::vector<unsigned int> cuts;
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//! Frames
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CameraFrameList frames;
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};
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// ---------------------------------------------------------------------------
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/** Parses the block structure of MD5MESH and MD5ANIM files (but does no
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* further processing)
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*/
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class MD5Parser
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{
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public:
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// -------------------------------------------------------------------
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/** Constructs a new MD5Parser instance from an existing buffer.
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*
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* @param buffer File buffer
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* @param fileSize Length of the file in bytes (excluding a terminal 0)
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*/
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MD5Parser(char* buffer, unsigned int fileSize);
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// -------------------------------------------------------------------
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/** Report a specific error message and throw an exception
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* @param error Error message to be reported
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* @param line Index of the line where the error occurred
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*/
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AI_WONT_RETURN static void ReportError (const char* error, unsigned int line) AI_WONT_RETURN_SUFFIX;
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// -------------------------------------------------------------------
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/** Report a specific warning
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* @param warn Warn message to be reported
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* @param line Index of the line where the error occurred
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*/
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static void ReportWarning (const char* warn, unsigned int line);
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void ReportError (const char* error) {
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return ReportError(error, lineNumber);
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}
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void ReportWarning (const char* warn) {
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return ReportWarning(warn, lineNumber);
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}
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public:
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//! List of all sections which have been read
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SectionList mSections;
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private:
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// -------------------------------------------------------------------
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/** Parses a file section. The current file pointer must be outside
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* of a section.
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* @param out Receives the section data
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* @return true if the end of the file has been reached
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* @throws ImportErrorException if an error occurs
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*/
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bool ParseSection(Section& out);
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// -------------------------------------------------------------------
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/** Parses the file header
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* @throws ImportErrorException if an error occurs
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*/
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void ParseHeader();
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// override these functions to make sure the line counter gets incremented
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// -------------------------------------------------------------------
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bool SkipLine( const char* in, const char** out)
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{
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++lineNumber;
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return Assimp::SkipLine(in,out);
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}
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// -------------------------------------------------------------------
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bool SkipLine( )
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{
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return SkipLine(buffer,(const char**)&buffer);
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}
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// -------------------------------------------------------------------
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bool SkipSpacesAndLineEnd( const char* in, const char** out)
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{
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bool bHad = false;
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bool running = true;
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while (running) {
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if( *in == '\r' || *in == '\n') {
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// we open files in binary mode, so there could be \r\n sequences ...
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if (!bHad) {
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bHad = true;
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++lineNumber;
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}
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}
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else if (*in == '\t' || *in == ' ')bHad = false;
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else break;
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in++;
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}
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*out = in;
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return *in != '\0';
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}
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// -------------------------------------------------------------------
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bool SkipSpacesAndLineEnd( )
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{
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return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
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}
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// -------------------------------------------------------------------
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bool SkipSpaces( )
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{
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return Assimp::SkipSpaces((const char**)&buffer);
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}
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char* buffer;
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unsigned int fileSize;
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unsigned int lineNumber;
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};
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}}
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#endif // AI_MD5PARSER_H_INCLUDED
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