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https://github.com/TorqueGameEngines/Torque3D.git
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fix animation export filename eroneous append
add ::canLoadCachedDSQ(const Torque::Path& path) methods to dae and assimp chains
SPECIAL NOTE:
as the above leads to dsqs not being previewable in editor, nor being able to understand they shouldn't be filtering out bones, for the block
bool readSuccess = false;
if (canLoadCached)
{
readSuccess = shape->read(&cachedStream);
}
else
{
readSuccess = shape->importSequences(&cachedStream, cachedPath);
}
we'll be wanting to inject an armature proxy method to fill out TSShape *shape = new TSShape;
untill such time as that's sorted, there's a bool gTryUseDSQs = false; killswitch in for dsqs
87 lines
3 KiB
C++
87 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _ASSIMP_SHAPELOADER_H_
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#define _ASSIMP_SHAPELOADER_H_
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#ifndef _TSSHAPELOADER_H_
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#include "ts/loader/tsShapeLoader.h"
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#endif
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#ifndef _ASSIMP_APPNODE_H_
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#include "ts/assimp/assimpAppNode.h"
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#endif
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#include <assimp/Importer.hpp>
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#include <assimp/texture.h>
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class GuiTreeViewCtrl;
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struct aiNode;
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struct aiMetadata;
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//-----------------------------------------------------------------------------
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class AssimpShapeLoader : public TSShapeLoader
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{
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friend TSShape* assimpLoadShape(const Torque::Path &path);
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protected:
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Assimp::Importer mImporter;
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const aiScene* mScene;
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// internal helpers
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void getRootAxisTransform();
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//bool processNode(AppNode* node) override;
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bool ignoreNode(const String& name) override;
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bool ignoreMesh(const String& name) override;
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void detectDetails();
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void extractTexture(U32 index, aiTexture* pTex);
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private:
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void addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount);
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void addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree);
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bool getMetabool(const char* key, bool& boolVal);
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bool getMetaInt(const char* key, S32& intVal);
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bool getMetaFloat(const char* key, F32& floatVal);
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bool getMetaDouble(const char* key, F64& doubleVal);
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bool getMetaString(const char* key, String& stringVal);
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public:
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AssimpShapeLoader();
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~AssimpShapeLoader();
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void releaseImport();
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void enumerateScene() override;
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void configureImportUnits();
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void processAnimations();
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void computeBounds(Box3F& bounds) override;
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bool fillGuiTreeView(const char* shapePath, GuiTreeViewCtrl* tree);
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static bool canLoadCachedDTS(const Torque::Path& path);
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static bool canLoadCachedDSQ(const Torque::Path& path);
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static void assimpLogCallback(const char* message, char* user);
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};
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#endif // _ASSIMP_SHAPELOADER_H_
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