mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
653 lines
20 KiB
C++
653 lines
20 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 Defines helper data structures for the import of 3DS files */
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#ifndef AI_3DSFILEHELPER_H_INC
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#define AI_3DSFILEHELPER_H_INC
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#include <assimp/SpatialSort.h>
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#include <assimp/SmoothingGroups.h>
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#include <assimp/StringUtils.h>
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#include <assimp/qnan.h>
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#include <assimp/material.h>
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#include <assimp/camera.h>
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#include <assimp/light.h>
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#include <assimp/anim.h>
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#include <stdio.h> //sprintf
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namespace Assimp {
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namespace D3DS {
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#include <assimp/Compiler/pushpack1.h>
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// ---------------------------------------------------------------------------
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/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
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* and data structures.
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*/
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class Discreet3DS {
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private:
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Discreet3DS() AI_NO_EXCEPT {
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// empty
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}
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~Discreet3DS() {
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// empty
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}
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public:
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//! data structure for a single chunk in a .3ds file
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struct Chunk {
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uint16_t Flag;
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uint32_t Size;
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} PACK_STRUCT;
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//! Used for shading field in material3ds structure
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//! From AutoDesk 3ds SDK
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typedef enum
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{
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// translated to gouraud shading with wireframe active
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Wire = 0x0,
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// if this material is set, no vertex normals will
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// be calculated for the model. Face normals + gouraud
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Flat = 0x1,
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// standard gouraud shading
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Gouraud = 0x2,
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// phong shading
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Phong = 0x3,
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// cooktorrance or anistropic phong shading ...
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// the exact meaning is unknown, if you know it
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// feel free to tell me ;-)
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Metal = 0x4,
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// required by the ASE loader
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Blinn = 0x5
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} shadetype3ds;
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// Flags for animated keys
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enum
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{
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KEY_USE_TENS = 0x1,
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KEY_USE_CONT = 0x2,
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KEY_USE_BIAS = 0x4,
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KEY_USE_EASE_TO = 0x8,
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KEY_USE_EASE_FROM = 0x10
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} ;
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enum
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{
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// ********************************************************************
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// Basic chunks which can be found everywhere in the file
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CHUNK_VERSION = 0x0002,
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CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
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CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
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// Linear color values (gamma = 2.2?)
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CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
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CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
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CHUNK_PERCENTW = 0x0030, // int2 percentage
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CHUNK_PERCENTF = 0x0031, // float4 percentage
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CHUNK_PERCENTD = 0x0032, // float8 percentage
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// ********************************************************************
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// Prj master chunk
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CHUNK_PRJ = 0xC23D,
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// MDLI master chunk
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CHUNK_MLI = 0x3DAA,
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// Primary main chunk of the .3ds file
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CHUNK_MAIN = 0x4D4D,
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// Mesh main chunk
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CHUNK_OBJMESH = 0x3D3D,
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// Specifies the background color of the .3ds file
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// This is passed through the material system for
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// viewing purposes.
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CHUNK_BKGCOLOR = 0x1200,
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// Specifies the ambient base color of the scene.
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// This is added to all materials in the file
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CHUNK_AMBCOLOR = 0x2100,
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// Specifies the background image for the whole scene
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// This value is passed through the material system
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// to the viewer
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CHUNK_BIT_MAP = 0x1100,
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CHUNK_BIT_MAP_EXISTS = 0x1101,
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// ********************************************************************
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// Viewport related stuff. Ignored
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CHUNK_DEFAULT_VIEW = 0x3000,
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CHUNK_VIEW_TOP = 0x3010,
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CHUNK_VIEW_BOTTOM = 0x3020,
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CHUNK_VIEW_LEFT = 0x3030,
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CHUNK_VIEW_RIGHT = 0x3040,
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CHUNK_VIEW_FRONT = 0x3050,
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CHUNK_VIEW_BACK = 0x3060,
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CHUNK_VIEW_USER = 0x3070,
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CHUNK_VIEW_CAMERA = 0x3080,
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// ********************************************************************
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// Mesh chunks
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CHUNK_OBJBLOCK = 0x4000,
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CHUNK_TRIMESH = 0x4100,
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CHUNK_VERTLIST = 0x4110,
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CHUNK_VERTFLAGS = 0x4111,
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CHUNK_FACELIST = 0x4120,
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CHUNK_FACEMAT = 0x4130,
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CHUNK_MAPLIST = 0x4140,
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CHUNK_SMOOLIST = 0x4150,
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CHUNK_TRMATRIX = 0x4160,
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CHUNK_MESHCOLOR = 0x4165,
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CHUNK_TXTINFO = 0x4170,
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CHUNK_LIGHT = 0x4600,
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CHUNK_CAMERA = 0x4700,
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CHUNK_HIERARCHY = 0x4F00,
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// Specifies the global scaling factor. This is applied
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// to the root node's transformation matrix
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CHUNK_MASTER_SCALE = 0x0100,
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// ********************************************************************
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// Material chunks
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CHUNK_MAT_MATERIAL = 0xAFFF,
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// asciiz containing the name of the material
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CHUNK_MAT_MATNAME = 0xA000,
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CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
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CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
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CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
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// Specifies the shininess of the material
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// followed by percentage chunk
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CHUNK_MAT_SHININESS = 0xA040,
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CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
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// Specifies the shading mode to be used
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// followed by a short
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CHUNK_MAT_SHADING = 0xA100,
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// NOTE: Emissive color (self illumination) seems not
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// to be a color but a single value, type is unknown.
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// Make the parser accept both of them.
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// followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILLUM = 0xA080,
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// Always followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILPCT = 0xA084,
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// Always followed by percentage chunk
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CHUNK_MAT_TRANSPARENCY = 0xA050,
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// Diffuse texture channel 0
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CHUNK_MAT_TEXTURE = 0xA200,
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// Contains opacity information for each texel
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CHUNK_MAT_OPACMAP = 0xA210,
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// Contains a reflection map to be used to reflect
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// the environment. This is partially supported.
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CHUNK_MAT_REFLMAP = 0xA220,
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// Self Illumination map (emissive colors)
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CHUNK_MAT_SELFIMAP = 0xA33d,
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// Bumpmap. Not specified whether it is a heightmap
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// or a normal map. Assme it is a heightmap since
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// artist normally prefer this format.
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CHUNK_MAT_BUMPMAP = 0xA230,
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// Specular map. Seems to influence the specular color
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CHUNK_MAT_SPECMAP = 0xA204,
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// Holds shininess data.
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CHUNK_MAT_MAT_SHINMAP = 0xA33C,
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// Scaling in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_USCALE = 0xA354,
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CHUNK_MAT_MAP_VSCALE = 0xA356,
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// Translation in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_UOFFSET = 0xA358,
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CHUNK_MAT_MAP_VOFFSET = 0xA35a,
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// UV-coordinates rotation around the z-axis
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// Assumed to be in radians.
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CHUNK_MAT_MAP_ANG = 0xA35C,
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// Tiling flags for 3DS files
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CHUNK_MAT_MAP_TILING = 0xa351,
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// Specifies the file name of a texture
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CHUNK_MAPFILE = 0xA300,
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// Specifies whether a materail requires two-sided rendering
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CHUNK_MAT_TWO_SIDE = 0xA081,
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// ********************************************************************
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// Main keyframer chunk. Contains translation/rotation/scaling data
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CHUNK_KEYFRAMER = 0xB000,
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// Supported sub chunks
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CHUNK_TRACKINFO = 0xB002,
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CHUNK_TRACKOBJNAME = 0xB010,
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CHUNK_TRACKDUMMYOBJNAME = 0xB011,
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CHUNK_TRACKPIVOT = 0xB013,
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CHUNK_TRACKPOS = 0xB020,
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CHUNK_TRACKROTATE = 0xB021,
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CHUNK_TRACKSCALE = 0xB022,
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// ********************************************************************
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// Keyframes for various other stuff in the file
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// Partially ignored
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CHUNK_AMBIENTKEY = 0xB001,
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CHUNK_TRACKMORPH = 0xB026,
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CHUNK_TRACKHIDE = 0xB029,
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CHUNK_OBJNUMBER = 0xB030,
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CHUNK_TRACKCAMERA = 0xB003,
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CHUNK_TRACKFOV = 0xB023,
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CHUNK_TRACKROLL = 0xB024,
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CHUNK_TRACKCAMTGT = 0xB004,
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CHUNK_TRACKLIGHT = 0xB005,
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CHUNK_TRACKLIGTGT = 0xB006,
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CHUNK_TRACKSPOTL = 0xB007,
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CHUNK_FRAMES = 0xB008,
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// ********************************************************************
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// light sub-chunks
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CHUNK_DL_OFF = 0x4620,
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CHUNK_DL_OUTER_RANGE = 0x465A,
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CHUNK_DL_INNER_RANGE = 0x4659,
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CHUNK_DL_MULTIPLIER = 0x465B,
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CHUNK_DL_EXCLUDE = 0x4654,
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CHUNK_DL_ATTENUATE = 0x4625,
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CHUNK_DL_SPOTLIGHT = 0x4610,
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// camera sub-chunks
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CHUNK_CAM_RANGES = 0x4720
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};
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};
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds mesh face */
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struct Face : public FaceWithSmoothingGroup
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{
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};
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// ---------------------------------------------------------------------------
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/** Helper structure representing a texture */
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struct Texture {
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//! Default constructor
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Texture() AI_NO_EXCEPT
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: mOffsetU (0.0)
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, mOffsetV (0.0)
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, mScaleU (1.0)
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, mScaleV (1.0)
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, mRotation (0.0)
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, mMapMode (aiTextureMapMode_Wrap)
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, bPrivate()
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, iUVSrc (0) {
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mTextureBlend = get_qnan();
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}
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//! Specifies the blend factor for the texture
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ai_real mTextureBlend;
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//! Specifies the filename of the texture
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std::string mMapName;
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//! Specifies texture coordinate offsets/scaling/rotations
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ai_real mOffsetU;
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ai_real mOffsetV;
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ai_real mScaleU;
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ai_real mScaleV;
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ai_real mRotation;
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//! Specifies the mapping mode to be used for the texture
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aiTextureMapMode mMapMode;
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//! Used internally
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bool bPrivate;
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int iUVSrc;
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};
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#include <assimp/Compiler/poppack1.h>
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds material */
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struct Material
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{
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//! Default constructor has been deleted
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Material() = delete;
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//! Constructor with explicit name
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explicit Material(const std::string &name)
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: mName(name)
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, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
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, mSpecularExponent ( ai_real( 0.0 ) )
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, mShininessStrength ( ai_real( 1.0 ) )
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, mShading(Discreet3DS::Gouraud)
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, mTransparency ( ai_real( 1.0 ) )
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, mBumpHeight ( ai_real( 1.0 ) )
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, mTwoSided (false)
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{
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}
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Material(const Material &other) = default;
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Material &operator=(const Material &other) = default;
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other) AI_NO_EXCEPT
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: mName(std::move(other.mName))
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, mDiffuse(std::move(other.mDiffuse))
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, mSpecularExponent(std::move(other.mSpecularExponent))
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, mShininessStrength(std::move(other.mShininessStrength))
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, mSpecular(std::move(other.mSpecular))
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, mAmbient(std::move(other.mAmbient))
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, mShading(std::move(other.mShading))
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, mTransparency(std::move(other.mTransparency))
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, sTexDiffuse(std::move(other.sTexDiffuse))
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, sTexOpacity(std::move(other.sTexOpacity))
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, sTexSpecular(std::move(other.sTexSpecular))
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, sTexReflective(std::move(other.sTexReflective))
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, sTexBump(std::move(other.sTexBump))
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, sTexEmissive(std::move(other.sTexEmissive))
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, sTexShininess(std::move(other.sTexShininess))
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, mBumpHeight(std::move(other.mBumpHeight))
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, mEmissive(std::move(other.mEmissive))
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, sTexAmbient(std::move(other.sTexAmbient))
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, mTwoSided(std::move(other.mTwoSided))
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{
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}
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Material &operator=(Material &&other) AI_NO_EXCEPT {
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if (this == &other) {
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return *this;
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}
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mName = std::move(other.mName);
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mDiffuse = std::move(other.mDiffuse);
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mSpecularExponent = std::move(other.mSpecularExponent);
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mShininessStrength = std::move(other.mShininessStrength),
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mSpecular = std::move(other.mSpecular);
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mAmbient = std::move(other.mAmbient);
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mShading = std::move(other.mShading);
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mTransparency = std::move(other.mTransparency);
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sTexDiffuse = std::move(other.sTexDiffuse);
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sTexOpacity = std::move(other.sTexOpacity);
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sTexSpecular = std::move(other.sTexSpecular);
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sTexReflective = std::move(other.sTexReflective);
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sTexBump = std::move(other.sTexBump);
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sTexEmissive = std::move(other.sTexEmissive);
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sTexShininess = std::move(other.sTexShininess);
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mBumpHeight = std::move(other.mBumpHeight);
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mEmissive = std::move(other.mEmissive);
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sTexAmbient = std::move(other.sTexAmbient);
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mTwoSided = std::move(other.mTwoSided);
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return *this;
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}
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virtual ~Material() {}
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//! Name of the material
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std::string mName;
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//! Diffuse color of the material
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aiColor3D mDiffuse;
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//! Specular exponent
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ai_real mSpecularExponent;
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//! Shininess strength, in percent
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ai_real mShininessStrength;
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//! Specular color of the material
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aiColor3D mSpecular;
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//! Ambient color of the material
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aiColor3D mAmbient;
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//! Shading type to be used
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Discreet3DS::shadetype3ds mShading;
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//! Opacity of the material
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ai_real mTransparency;
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//! Diffuse texture channel
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Texture sTexDiffuse;
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//! Opacity texture channel
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Texture sTexOpacity;
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//! Specular texture channel
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Texture sTexSpecular;
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//! Reflective texture channel
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Texture sTexReflective;
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//! Bump texture channel
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Texture sTexBump;
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//! Emissive texture channel
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Texture sTexEmissive;
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//! Shininess texture channel
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Texture sTexShininess;
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//! Scaling factor for the bump values
|
|
ai_real mBumpHeight;
|
|
//! Emissive color
|
|
aiColor3D mEmissive;
|
|
//! Ambient texture channel
|
|
//! (used by the ASE format)
|
|
Texture sTexAmbient;
|
|
//! True if the material must be rendered from two sides
|
|
bool mTwoSided;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Helper structure to represent a 3ds file mesh */
|
|
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
|
|
{
|
|
//! Default constructor has been deleted
|
|
Mesh() = delete;
|
|
|
|
//! Constructor with explicit name
|
|
explicit Mesh(const std::string &name)
|
|
: mName(name)
|
|
{
|
|
}
|
|
|
|
|
|
//! Name of the mesh
|
|
std::string mName;
|
|
|
|
//! Texture coordinates
|
|
std::vector<aiVector3D> mTexCoords;
|
|
|
|
//! Face materials
|
|
std::vector<unsigned int> mFaceMaterials;
|
|
|
|
//! Local transformation matrix
|
|
aiMatrix4x4 mMat;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
|
|
C-API, so it would be difficult to make them a template. */
|
|
struct aiFloatKey
|
|
{
|
|
double mTime; ///< The time of this key
|
|
ai_real mValue; ///< The value of this key
|
|
|
|
#ifdef __cplusplus
|
|
|
|
// time is not compared
|
|
bool operator == (const aiFloatKey& o) const
|
|
{return o.mValue == this->mValue;}
|
|
|
|
bool operator != (const aiFloatKey& o) const
|
|
{return o.mValue != this->mValue;}
|
|
|
|
// Only time is compared. This operator is defined
|
|
// for use with std::sort
|
|
bool operator < (const aiFloatKey& o) const
|
|
{return mTime < o.mTime;}
|
|
|
|
bool operator > (const aiFloatKey& o) const
|
|
{return mTime > o.mTime;}
|
|
|
|
#endif
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Helper structure to represent a 3ds file node */
|
|
struct Node
|
|
{
|
|
Node() = delete;
|
|
|
|
explicit Node(const std::string &name)
|
|
: mParent(NULL)
|
|
, mName(name)
|
|
, mInstanceNumber(0)
|
|
, mHierarchyPos (0)
|
|
, mHierarchyIndex (0)
|
|
, mInstanceCount (1)
|
|
{
|
|
aRotationKeys.reserve (20);
|
|
aPositionKeys.reserve (20);
|
|
aScalingKeys.reserve (20);
|
|
}
|
|
|
|
|
|
~Node()
|
|
{
|
|
for (unsigned int i = 0; i < mChildren.size();++i)
|
|
delete mChildren[i];
|
|
}
|
|
|
|
//! Pointer to the parent node
|
|
Node* mParent;
|
|
|
|
//! Holds all child nodes
|
|
std::vector<Node*> mChildren;
|
|
|
|
//! Name of the node
|
|
std::string mName;
|
|
|
|
//! InstanceNumber of the node
|
|
int32_t mInstanceNumber;
|
|
|
|
//! Dummy nodes: real name to be combined with the $$$DUMMY
|
|
std::string mDummyName;
|
|
|
|
//! Position of the node in the hierarchy (tree depth)
|
|
int16_t mHierarchyPos;
|
|
|
|
//! Index of the node
|
|
int16_t mHierarchyIndex;
|
|
|
|
//! Rotation keys loaded from the file
|
|
std::vector<aiQuatKey> aRotationKeys;
|
|
|
|
//! Position keys loaded from the file
|
|
std::vector<aiVectorKey> aPositionKeys;
|
|
|
|
//! Scaling keys loaded from the file
|
|
std::vector<aiVectorKey> aScalingKeys;
|
|
|
|
|
|
// For target lights (spot lights and directional lights):
|
|
// The position of the target
|
|
std::vector< aiVectorKey > aTargetPositionKeys;
|
|
|
|
// For cameras: the camera roll angle
|
|
std::vector< aiFloatKey > aCameraRollKeys;
|
|
|
|
//! Pivot position loaded from the file
|
|
aiVector3D vPivot;
|
|
|
|
//instance count, will be kept only for the first node
|
|
int32_t mInstanceCount;
|
|
|
|
//! Add a child node, setup the right parent node for it
|
|
//! \param pc Node to be 'adopted'
|
|
inline Node& push_back(Node* pc)
|
|
{
|
|
mChildren.push_back(pc);
|
|
pc->mParent = this;
|
|
return *this;
|
|
}
|
|
};
|
|
// ---------------------------------------------------------------------------
|
|
/** Helper structure analogue to aiScene */
|
|
struct Scene
|
|
{
|
|
//! List of all materials loaded
|
|
//! NOTE: 3ds references materials globally
|
|
std::vector<Material> mMaterials;
|
|
|
|
//! List of all meshes loaded
|
|
std::vector<Mesh> mMeshes;
|
|
|
|
//! List of all cameras loaded
|
|
std::vector<aiCamera*> mCameras;
|
|
|
|
//! List of all lights loaded
|
|
std::vector<aiLight*> mLights;
|
|
|
|
//! Pointer to the root node of the scene
|
|
// --- moved to main class
|
|
// Node* pcRootNode;
|
|
};
|
|
|
|
|
|
} // end of namespace D3DS
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_XFILEHELPER_H_INC
|