mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
177 lines
5.3 KiB
C++
177 lines
5.3 KiB
C++
/** Defines the BHV motion capturing loader class */
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/*
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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 BVHLoader.h
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* @brief Biovision BVH import
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*/
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#ifndef AI_BVHLOADER_H_INC
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#define AI_BVHLOADER_H_INC
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#include <assimp/BaseImporter.h>
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struct aiNode;
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namespace Assimp
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{
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// --------------------------------------------------------------------------------
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/** Loader class to read Motion Capturing data from a .bvh file.
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*
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* This format only contains a hierarchy of joints and a series of keyframes for
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* the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
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* inside the loader just to be able to see something.
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*/
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class BVHLoader : public BaseImporter
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{
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/** Possible animation channels for which the motion data holds the values */
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enum ChannelType
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{
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Channel_PositionX,
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Channel_PositionY,
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Channel_PositionZ,
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Channel_RotationX,
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Channel_RotationY,
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Channel_RotationZ
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};
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/** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
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struct Node
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{
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const aiNode* mNode;
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std::vector<ChannelType> mChannels;
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std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
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Node()
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: mNode(nullptr)
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{ }
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explicit Node( const aiNode* pNode) : mNode( pNode) { }
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};
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public:
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BVHLoader();
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~BVHLoader();
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public:
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const;
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void SetupProperties(const Importer* pImp);
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const aiImporterDesc* GetInfo () const;
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protected:
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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protected:
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/** Reads the file */
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void ReadStructure( aiScene* pScene);
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/** Reads the hierarchy */
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void ReadHierarchy( aiScene* pScene);
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/** Reads a node and recursively its childs and returns the created node. */
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aiNode* ReadNode();
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/** Reads an end node and returns the created node. */
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aiNode* ReadEndSite( const std::string& pParentName);
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/** Reads a node offset for the given node */
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void ReadNodeOffset( aiNode* pNode);
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/** Reads the animation channels into the given node */
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void ReadNodeChannels( BVHLoader::Node& pNode);
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/** Reads the motion data */
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void ReadMotion( aiScene* pScene);
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/** Retrieves the next token */
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std::string GetNextToken();
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/** Reads the next token as a float */
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float GetNextTokenAsFloat();
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/** Aborts the file reading with an exception */
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AI_WONT_RETURN void ThrowException( const std::string& pError) AI_WONT_RETURN_SUFFIX;
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/** Constructs an animation for the motion data and stores it in the given scene */
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void CreateAnimation( aiScene* pScene);
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protected:
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/** Filename, for a verbose error message */
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std::string mFileName;
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/** Buffer to hold the loaded file */
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std::vector<char> mBuffer;
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/** Next char to read from the buffer */
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std::vector<char>::const_iterator mReader;
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/** Current line, for error messages */
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unsigned int mLine;
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/** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
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* Also contain the motion data for the node's channels
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*/
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std::vector<Node> mNodes;
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/** basic Animation parameters */
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float mAnimTickDuration;
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unsigned int mAnimNumFrames;
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bool noSkeletonMesh;
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};
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} // end of namespace Assimp
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#endif // AI_BVHLOADER_H_INC
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