mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
377 lines
9.9 KiB
C++
377 lines
9.9 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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#pragma once
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#include <vector>
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#include <string>
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#include <memory>
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#include <iostream>
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#include <fstream>
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#include <ostream>
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#include "MMDCpp14.h"
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namespace vmd
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{
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class VmdBoneFrame
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{
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public:
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std::string name;
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int frame;
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float position[3];
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float orientation[4];
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char interpolation[4][4][4];
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void Read(std::istream* stream)
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{
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char buffer[15];
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stream->read((char*) buffer, sizeof(char)*15);
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name = std::string(buffer);
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stream->read((char*) &frame, sizeof(int));
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stream->read((char*) position, sizeof(float)*3);
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stream->read((char*) orientation, sizeof(float)*4);
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stream->read((char*) interpolation, sizeof(char) * 4 * 4 * 4);
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}
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void Write(std::ostream* stream)
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{
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stream->write((char*)name.c_str(), sizeof(char) * 15);
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stream->write((char*)&frame, sizeof(int));
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stream->write((char*)position, sizeof(float) * 3);
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stream->write((char*)orientation, sizeof(float) * 4);
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stream->write((char*)interpolation, sizeof(char) * 4 * 4 * 4);
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}
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};
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class VmdFaceFrame
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{
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public:
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std::string face_name;
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float weight;
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uint32_t frame;
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void Read(std::istream* stream)
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{
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char buffer[15];
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stream->read((char*) &buffer, sizeof(char) * 15);
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face_name = std::string(buffer);
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stream->read((char*) &frame, sizeof(int));
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stream->read((char*) &weight, sizeof(float));
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}
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void Write(std::ostream* stream)
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{
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stream->write((char*)face_name.c_str(), sizeof(char) * 15);
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stream->write((char*)&frame, sizeof(int));
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stream->write((char*)&weight, sizeof(float));
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}
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};
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class VmdCameraFrame
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{
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public:
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int frame;
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float distance;
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float position[3];
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float orientation[3];
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char interpolation[6][4];
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float angle;
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char unknown[3];
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void Read(std::istream *stream)
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{
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stream->read((char*) &frame, sizeof(int));
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stream->read((char*) &distance, sizeof(float));
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stream->read((char*) position, sizeof(float) * 3);
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stream->read((char*) orientation, sizeof(float) * 3);
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stream->read((char*) interpolation, sizeof(char) * 24);
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stream->read((char*) &angle, sizeof(float));
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stream->read((char*) unknown, sizeof(char) * 3);
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}
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void Write(std::ostream *stream)
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{
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stream->write((char*)&frame, sizeof(int));
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stream->write((char*)&distance, sizeof(float));
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stream->write((char*)position, sizeof(float) * 3);
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stream->write((char*)orientation, sizeof(float) * 3);
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stream->write((char*)interpolation, sizeof(char) * 24);
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stream->write((char*)&angle, sizeof(float));
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stream->write((char*)unknown, sizeof(char) * 3);
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}
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};
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class VmdLightFrame
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{
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public:
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int frame;
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float color[3];
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float position[3];
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void Read(std::istream* stream)
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{
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stream->read((char*) &frame, sizeof(int));
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stream->read((char*) color, sizeof(float) * 3);
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stream->read((char*) position, sizeof(float) * 3);
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}
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void Write(std::ostream* stream)
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{
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stream->write((char*)&frame, sizeof(int));
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stream->write((char*)color, sizeof(float) * 3);
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stream->write((char*)position, sizeof(float) * 3);
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}
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};
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class VmdIkEnable
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{
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public:
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std::string ik_name;
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bool enable;
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};
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class VmdIkFrame
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{
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public:
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int frame;
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bool display;
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std::vector<VmdIkEnable> ik_enable;
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void Read(std::istream *stream)
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{
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char buffer[20];
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stream->read((char*) &frame, sizeof(int));
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stream->read((char*) &display, sizeof(uint8_t));
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int ik_count;
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stream->read((char*) &ik_count, sizeof(int));
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ik_enable.resize(ik_count);
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for (int i = 0; i < ik_count; i++)
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{
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stream->read(buffer, 20);
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ik_enable[i].ik_name = std::string(buffer);
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stream->read((char*) &ik_enable[i].enable, sizeof(uint8_t));
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}
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}
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void Write(std::ostream *stream)
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{
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stream->write((char*)&frame, sizeof(int));
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stream->write((char*)&display, sizeof(uint8_t));
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int ik_count = static_cast<int>(ik_enable.size());
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stream->write((char*)&ik_count, sizeof(int));
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for (int i = 0; i < ik_count; i++)
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{
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const VmdIkEnable& ik_enable = this->ik_enable.at(i);
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stream->write(ik_enable.ik_name.c_str(), 20);
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stream->write((char*)&ik_enable.enable, sizeof(uint8_t));
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}
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}
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};
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class VmdMotion
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{
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public:
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std::string model_name;
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int version;
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std::vector<VmdBoneFrame> bone_frames;
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std::vector<VmdFaceFrame> face_frames;
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std::vector<VmdCameraFrame> camera_frames;
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std::vector<VmdLightFrame> light_frames;
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std::vector<VmdIkFrame> ik_frames;
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static std::unique_ptr<VmdMotion> LoadFromFile(char const *filename)
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{
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std::ifstream stream(filename, std::ios::binary);
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auto result = LoadFromStream(&stream);
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stream.close();
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return result;
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}
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static std::unique_ptr<VmdMotion> LoadFromStream(std::ifstream *stream)
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{
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char buffer[30];
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auto result = mmd::make_unique<VmdMotion>();
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// magic and version
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stream->read((char*) buffer, 30);
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if (strncmp(buffer, "Vocaloid Motion Data", 20))
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{
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std::cerr << "invalid vmd file." << std::endl;
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return nullptr;
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}
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result->version = std::atoi(buffer + 20);
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// name
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stream->read(buffer, 20);
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result->model_name = std::string(buffer);
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// bone frames
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int bone_frame_num;
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stream->read((char*) &bone_frame_num, sizeof(int));
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result->bone_frames.resize(bone_frame_num);
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for (int i = 0; i < bone_frame_num; i++)
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{
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result->bone_frames[i].Read(stream);
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}
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// face frames
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int face_frame_num;
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stream->read((char*) &face_frame_num, sizeof(int));
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result->face_frames.resize(face_frame_num);
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for (int i = 0; i < face_frame_num; i++)
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{
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result->face_frames[i].Read(stream);
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}
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// camera frames
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int camera_frame_num;
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stream->read((char*) &camera_frame_num, sizeof(int));
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result->camera_frames.resize(camera_frame_num);
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for (int i = 0; i < camera_frame_num; i++)
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{
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result->camera_frames[i].Read(stream);
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}
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// light frames
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int light_frame_num;
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stream->read((char*) &light_frame_num, sizeof(int));
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result->light_frames.resize(light_frame_num);
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for (int i = 0; i < light_frame_num; i++)
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{
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result->light_frames[i].Read(stream);
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}
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// unknown2
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stream->read(buffer, 4);
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// ik frames
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if (stream->peek() != std::ios::traits_type::eof())
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{
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int ik_num;
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stream->read((char*) &ik_num, sizeof(int));
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result->ik_frames.resize(ik_num);
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for (int i = 0; i < ik_num; i++)
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{
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result->ik_frames[i].Read(stream);
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}
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}
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if (stream->peek() != std::ios::traits_type::eof())
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{
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std::cerr << "vmd stream has unknown data." << std::endl;
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}
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return result;
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}
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bool SaveToFile(const std::u16string& /*filename*/)
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{
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// TODO: How to adapt u16string to string?
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/*
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std::ofstream stream(filename.c_str(), std::ios::binary);
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auto result = SaveToStream(&stream);
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stream.close();
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return result;
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*/
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return false;
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}
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bool SaveToStream(std::ofstream *stream)
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{
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std::string magic = "Vocaloid Motion Data 0002\0";
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magic.resize(30);
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// magic and version
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stream->write(magic.c_str(), 30);
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// name
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stream->write(model_name.c_str(), 20);
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// bone frames
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const int bone_frame_num = static_cast<int>(bone_frames.size());
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stream->write(reinterpret_cast<const char*>(&bone_frame_num), sizeof(int));
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for (int i = 0; i < bone_frame_num; i++)
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{
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bone_frames[i].Write(stream);
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}
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// face frames
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const int face_frame_num = static_cast<int>(face_frames.size());
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stream->write(reinterpret_cast<const char*>(&face_frame_num), sizeof(int));
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for (int i = 0; i < face_frame_num; i++)
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{
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face_frames[i].Write(stream);
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}
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// camera frames
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const int camera_frame_num = static_cast<int>(camera_frames.size());
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stream->write(reinterpret_cast<const char*>(&camera_frame_num), sizeof(int));
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for (int i = 0; i < camera_frame_num; i++)
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{
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camera_frames[i].Write(stream);
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}
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// light frames
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const int light_frame_num = static_cast<int>(light_frames.size());
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stream->write(reinterpret_cast<const char*>(&light_frame_num), sizeof(int));
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for (int i = 0; i < light_frame_num; i++)
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{
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light_frames[i].Write(stream);
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}
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// self shadow datas
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const int self_shadow_num = 0;
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stream->write(reinterpret_cast<const char*>(&self_shadow_num), sizeof(int));
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// ik frames
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const int ik_num = static_cast<int>(ik_frames.size());
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stream->write(reinterpret_cast<const char*>(&ik_num), sizeof(int));
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for (int i = 0; i < ik_num; i++)
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{
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ik_frames[i].Write(stream);
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}
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return true;
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}
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};
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}
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