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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
309 lines
8.7 KiB
C++
309 lines
8.7 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 ObjTools.h
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* @brief Some helpful templates for text parsing
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*/
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#ifndef OBJ_TOOLS_H_INC
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#define OBJ_TOOLS_H_INC
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#include <assimp/fast_atof.h>
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#include <assimp/ParsingUtils.h>
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#include <vector>
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namespace Assimp {
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/** @brief Returns true, if the last entry of the buffer is reached.
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* @param it Iterator of current position.
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* @param end Iterator with end of buffer.
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* @return true, if the end of the buffer is reached.
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*/
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template<class char_t>
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inline bool isEndOfBuffer( char_t it, char_t end ) {
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if ( it == end )
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{
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return true;
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}
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else
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{
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--end;
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}
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return ( it == end );
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}
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/** @brief Returns next word separated by a space
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* @param pBuffer Pointer to data buffer
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* @param pEnd Pointer to end of buffer
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* @return Pointer to next space
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*/
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template<class Char_T>
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inline Char_T getNextWord( Char_T pBuffer, Char_T pEnd )
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{
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while ( !isEndOfBuffer( pBuffer, pEnd ) )
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{
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if ( !IsSpaceOrNewLine( *pBuffer ) || IsLineEnd( *pBuffer ) ) {
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//if ( *pBuffer != '\\' )
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break;
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}
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pBuffer++;
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}
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return pBuffer;
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}
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/** @brief Returns pointer a next token
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* @param pBuffer Pointer to data buffer
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* @param pEnd Pointer to end of buffer
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* @return Pointer to next token
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*/
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template<class Char_T>
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inline Char_T getNextToken( Char_T pBuffer, Char_T pEnd )
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{
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while ( !isEndOfBuffer( pBuffer, pEnd ) )
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{
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if( IsSpaceOrNewLine( *pBuffer ) )
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break;
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pBuffer++;
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}
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return getNextWord( pBuffer, pEnd );
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}
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/** @brief Skips a line
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* @param it Iterator set to current position
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* @param end Iterator set to end of scratch buffer for readout
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* @param uiLine Current line number in format
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* @return Current-iterator with new position
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*/
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template<class char_t>
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inline char_t skipLine( char_t it, char_t end, unsigned int &uiLine ) {
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while( !isEndOfBuffer( it, end ) && !IsLineEnd( *it ) ) {
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++it;
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}
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if ( it != end ) {
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++it;
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++uiLine;
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}
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// fix .. from time to time there are spaces at the beginning of a material line
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while ( it != end && ( *it == '\t' || *it == ' ' ) ) {
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++it;
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}
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return it;
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}
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/** @brief Get a name from the current line. Preserve space in the middle,
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* but trim it at the end.
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* @param it set to current position
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* @param end set to end of scratch buffer for readout
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* @param name Separated name
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* @return Current-iterator with new position
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*/
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template<class char_t>
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inline char_t getName( char_t it, char_t end, std::string &name )
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{
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name = "";
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if( isEndOfBuffer( it, end ) ) {
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return end;
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}
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char *pStart = &( *it );
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while( !isEndOfBuffer( it, end ) && !IsLineEnd( *it )) {
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++it;
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}
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while(IsSpace( *it ) ) {
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--it;
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}
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// Get name
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// if there is no name, and the previous char is a separator, come back to start
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while (&(*it) < pStart) {
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++it;
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}
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std::string strName( pStart, &(*it) );
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if ( strName.empty() )
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return it;
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else
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name = strName;
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return it;
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}
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/** @brief Get a name from the current line. Do not preserve space
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* in the middle, but trim it at the end.
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* @param it set to current position
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* @param end set to end of scratch buffer for readout
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* @param name Separated name
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* @return Current-iterator with new position
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*/
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template<class char_t>
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inline char_t getNameNoSpace( char_t it, char_t end, std::string &name )
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{
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name = "";
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if( isEndOfBuffer( it, end ) ) {
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return end;
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}
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char *pStart = &( *it );
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while( !isEndOfBuffer( it, end ) && !IsLineEnd( *it )
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&& !IsSpaceOrNewLine( *it ) ) {
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++it;
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}
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while( isEndOfBuffer( it, end ) || IsLineEnd( *it )
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|| IsSpaceOrNewLine( *it ) ) {
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--it;
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}
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++it;
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// Get name
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// if there is no name, and the previous char is a separator, come back to start
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while (&(*it) < pStart) {
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++it;
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}
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std::string strName( pStart, &(*it) );
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if ( strName.empty() )
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return it;
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else
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name = strName;
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return it;
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}
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/** @brief Get next word from given line
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* @param it set to current position
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* @param end set to end of scratch buffer for readout
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* @param pBuffer Buffer for next word
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* @param length Buffer length
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* @return Current-iterator with new position
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*/
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template<class char_t>
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inline char_t CopyNextWord( char_t it, char_t end, char *pBuffer, size_t length )
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{
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size_t index = 0;
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it = getNextWord<char_t>( it, end );
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while( !IsSpaceOrNewLine( *it ) && !isEndOfBuffer( it, end ) )
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{
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pBuffer[index] = *it ;
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index++;
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if (index == length-1)
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break;
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++it;
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}
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pBuffer[ index ] = '\0';
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return it;
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}
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/** @brief Get next float from given line
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* @param it set to current position
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* @param end set to end of scratch buffer for readout
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* @param value Separated float value.
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* @return Current-iterator with new position
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*/
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template<class char_t>
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inline char_t getFloat( char_t it, char_t end, ai_real &value )
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{
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static const size_t BUFFERSIZE = 1024;
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char buffer[ BUFFERSIZE ];
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it = CopyNextWord<char_t>( it, end, buffer, BUFFERSIZE );
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value = (ai_real) fast_atof( buffer );
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return it;
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}
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/** @brief Will perform a simple tokenize.
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* @param str String to tokenize.
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* @param tokens Array with tokens, will be empty if no token was found.
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* @param delimiters Delimiter for tokenize.
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* @return Number of found token.
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*/
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template<class string_type>
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unsigned int tokenize( const string_type& str, std::vector<string_type>& tokens,
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const string_type& delimiters )
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{
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// Skip delimiters at beginning.
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typename string_type::size_type lastPos = str.find_first_not_of( delimiters, 0 );
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// Find first "non-delimiter".
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typename string_type::size_type pos = str.find_first_of( delimiters, lastPos );
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while ( string_type::npos != pos || string_type::npos != lastPos )
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{
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// Found a token, add it to the vector.
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string_type tmp = str.substr(lastPos, pos - lastPos);
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if ( !tmp.empty() && ' ' != tmp[ 0 ] )
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tokens.push_back( tmp );
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// Skip delimiters. Note the "not_of"
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lastPos = str.find_first_not_of( delimiters, pos );
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// Find next "non-delimiter"
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pos = str.find_first_of( delimiters, lastPos );
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}
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return static_cast<unsigned int>( tokens.size() );
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}
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template <class string_type>
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string_type trim_whitespaces(string_type str)
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{
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while (!str.empty() && IsSpace(str[0])) str.erase(0);
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while (!str.empty() && IsSpace(str[str.length() - 1])) str.erase(str.length() - 1);
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return str;
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}
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template<class T>
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bool hasLineEnd( T it, T end ) {
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bool hasLineEnd( false );
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while ( !isEndOfBuffer( it, end ) ) {
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it++;
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if ( IsLineEnd( it ) ) {
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hasLineEnd = true;
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break;
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}
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}
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return hasLineEnd;
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}
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} // Namespace Assimp
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#endif // OBJ_TOOLS_H_INC
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