mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 06:33:49 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
148 lines
4.4 KiB
C++
148 lines
4.4 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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#ifndef INCLUDED_AI_STRINGUTILS_H
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#define INCLUDED_AI_STRINGUTILS_H
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#ifdef __GNUC__
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# pragma GCC system_header
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#endif
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#include <assimp/defs.h>
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#include <sstream>
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#include <stdarg.h>
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#include <cstdlib>
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/// @fn ai_snprintf
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/// @brief The portable version of the function snprintf ( C99 standard ), which works on visual studio compilers 2013 and earlier.
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/// @param outBuf The buffer to write in
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/// @param size The buffer size
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/// @param format The format string
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/// @param ap The additional arguments.
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/// @return The number of written characters if the buffer size was big enough. If an encoding error occurs, a negative number is returned.
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#if defined(_MSC_VER) && _MSC_VER < 1900
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AI_FORCE_INLINE
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int c99_ai_vsnprintf(char *outBuf, size_t size, const char *format, va_list ap) {
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int count(-1);
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if (0 != size) {
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count = _vsnprintf_s(outBuf, size, _TRUNCATE, format, ap);
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}
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if (count == -1) {
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count = _vscprintf(format, ap);
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}
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return count;
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}
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AI_FORCE_INLINE
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int ai_snprintf(char *outBuf, size_t size, const char *format, ...) {
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int count;
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va_list ap;
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va_start(ap, format);
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count = c99_ai_vsnprintf(outBuf, size, format, ap);
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va_end(ap);
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return count;
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}
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#else
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# define ai_snprintf snprintf
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#endif
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/// @fn to_string
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/// @brief The portable version of to_string ( some gcc-versions on embedded devices are not supporting this).
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/// @param value The value to write into the std::string.
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/// @return The value as a std::string
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template <typename T>
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AI_FORCE_INLINE
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std::string to_string( T value ) {
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std::ostringstream os;
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os << value;
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return os.str();
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}
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/// @fn ai_strtof
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/// @brief The portable version of strtof.
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/// @param begin The first character of the string.
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/// @param end The last character
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/// @return The float value, 0.0f in cas of an error.
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AI_FORCE_INLINE
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float ai_strtof( const char *begin, const char *end ) {
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if ( nullptr == begin ) {
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return 0.0f;
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}
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float val( 0.0f );
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if ( nullptr == end ) {
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val = static_cast< float >( ::atof( begin ) );
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} else {
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std::string::size_type len( end - begin );
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std::string token( begin, len );
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val = static_cast< float >( ::atof( token.c_str() ) );
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}
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return val;
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}
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/// @fn DecimalToHexa
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/// @brief The portable to convert a decimal value into a hexadecimal string.
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/// @param toConvert Value to convert
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/// @return The hexadecimal string, is empty in case of an error.
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template<class T>
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AI_FORCE_INLINE
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std::string DecimalToHexa( T toConvert ) {
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std::string result;
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std::stringstream ss;
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ss << std::hex << toConvert;
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ss >> result;
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for ( size_t i = 0; i < result.size(); ++i ) {
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result[ i ] = toupper( result[ i ] );
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}
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return result;
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}
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#endif // INCLUDED_AI_STRINGUTILS_H
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