mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
166 lines
5.9 KiB
C++
166 lines
5.9 KiB
C++
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, assimp team
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
#ifndef OBJ_FILEPARSER_H_INC
|
|
#define OBJ_FILEPARSER_H_INC
|
|
|
|
#include <vector>
|
|
#include <string>
|
|
#include <map>
|
|
#include <memory>
|
|
#include <assimp/vector2.h>
|
|
#include <assimp/vector3.h>
|
|
#include <assimp/mesh.h>
|
|
#include <assimp/IOStreamBuffer.h>
|
|
|
|
namespace Assimp {
|
|
|
|
namespace ObjFile {
|
|
struct Model;
|
|
struct Object;
|
|
struct Material;
|
|
struct Point3;
|
|
struct Point2;
|
|
}
|
|
|
|
class ObjFileImporter;
|
|
class IOSystem;
|
|
class ProgressHandler;
|
|
|
|
/// \class ObjFileParser
|
|
/// \brief Parser for a obj waveform file
|
|
class ASSIMP_API ObjFileParser {
|
|
public:
|
|
static const size_t Buffersize = 4096;
|
|
typedef std::vector<char> DataArray;
|
|
typedef std::vector<char>::iterator DataArrayIt;
|
|
typedef std::vector<char>::const_iterator ConstDataArrayIt;
|
|
|
|
public:
|
|
/// @brief The default constructor.
|
|
ObjFileParser();
|
|
/// @brief Constructor with data array.
|
|
ObjFileParser(IOStreamBuffer<char> &streamBuffer, const std::string &modelName, IOSystem* io, ProgressHandler* progress, std::string originalObjFileName);
|
|
/// @brief Destructor
|
|
~ObjFileParser();
|
|
/// @brief If you want to load in-core data.
|
|
void setBuffer( std::vector<char> &buffer );
|
|
/// @brief Model getter.
|
|
ObjFile::Model *GetModel() const;
|
|
|
|
protected:
|
|
/// Parse the loaded file
|
|
void parseFile( IOStreamBuffer<char> &streamBuffer );
|
|
/// Method to copy the new delimited word in the current line.
|
|
void copyNextWord(char *pBuffer, size_t length);
|
|
/// Method to copy the new line.
|
|
// void copyNextLine(char *pBuffer, size_t length);
|
|
/// Get the number of components in a line.
|
|
size_t getNumComponentsInDataDefinition();
|
|
/// Stores the vector
|
|
size_t getTexCoordVector( std::vector<aiVector3D> &point3d_array );
|
|
/// Stores the following 3d vector.
|
|
void getVector3( std::vector<aiVector3D> &point3d_array );
|
|
/// Stores the following homogeneous vector as a 3D vector
|
|
void getHomogeneousVector3( std::vector<aiVector3D> &point3d_array );
|
|
/// Stores the following two 3d vectors on the line.
|
|
void getTwoVectors3( std::vector<aiVector3D> &point3d_array_a, std::vector<aiVector3D> &point3d_array_b );
|
|
/// Stores the following 3d vector.
|
|
void getVector2(std::vector<aiVector2D> &point2d_array);
|
|
/// Stores the following face.
|
|
void getFace(aiPrimitiveType type);
|
|
/// Reads the material description.
|
|
void getMaterialDesc();
|
|
/// Gets a comment.
|
|
void getComment();
|
|
/// Gets a a material library.
|
|
void getMaterialLib();
|
|
/// Creates a new material.
|
|
void getNewMaterial();
|
|
/// Gets the group name from file.
|
|
void getGroupName();
|
|
/// Gets the group number from file.
|
|
void getGroupNumber();
|
|
/// Gets the group number and resolution from file.
|
|
void getGroupNumberAndResolution();
|
|
/// Returns the index of the material. Is -1 if not material was found.
|
|
int getMaterialIndex( const std::string &strMaterialName );
|
|
/// Parse object name
|
|
void getObjectName();
|
|
/// Creates a new object.
|
|
void createObject( const std::string &strObjectName );
|
|
/// Creates a new mesh.
|
|
void createMesh( const std::string &meshName );
|
|
/// Returns true, if a new mesh instance must be created.
|
|
bool needsNewMesh( const std::string &rMaterialName );
|
|
/// Error report in token
|
|
void reportErrorTokenInFace();
|
|
|
|
private:
|
|
// Copy and assignment constructor should be private
|
|
// because the class contains pointer to allocated memory
|
|
ObjFileParser(const ObjFileParser& rhs);
|
|
ObjFileParser& operator=(const ObjFileParser& rhs);
|
|
|
|
/// Default material name
|
|
static const std::string DEFAULT_MATERIAL;
|
|
//! Iterator to current position in buffer
|
|
DataArrayIt m_DataIt;
|
|
//! Iterator to end position of buffer
|
|
DataArrayIt m_DataItEnd;
|
|
//! Pointer to model instance
|
|
std::unique_ptr<ObjFile::Model> m_pModel;
|
|
//! Current line (for debugging)
|
|
unsigned int m_uiLine;
|
|
//! Helper buffer
|
|
char m_buffer[Buffersize];
|
|
/// Pointer to IO system instance.
|
|
IOSystem *m_pIO;
|
|
//! Pointer to progress handler
|
|
ProgressHandler* m_progress;
|
|
/// Path to the current model, name of the obj file where the buffer comes from
|
|
const std::string m_originalObjFileName;
|
|
};
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif
|