mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
173 lines
5.6 KiB
C++
173 lines
5.6 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 MakeLeftHandedProcess.h
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* @brief Defines a bunch of post-processing steps to handle
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* coordinate system conversions.
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*
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* - LH to RH
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* - UV origin upper-left to lower-left
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* - face order cw to ccw
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*/
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#ifndef AI_CONVERTTOLHPROCESS_H_INC
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#define AI_CONVERTTOLHPROCESS_H_INC
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#include <assimp/types.h>
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#include "Common/BaseProcess.h"
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struct aiMesh;
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struct aiNodeAnim;
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struct aiNode;
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struct aiMaterial;
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namespace Assimp {
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// -----------------------------------------------------------------------------------
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/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
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* coordinate system.
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*
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* This implies a mirroring of the Z axis of the coordinate system. But to keep
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* transformation matrices free from reflections we shift the reflection to other
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* places. We mirror the meshes and adapt the rotations.
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*
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* @note RH-LH and LH-RH is the same, so this class can be used for both
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*/
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class MakeLeftHandedProcess : public BaseProcess
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{
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public:
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MakeLeftHandedProcess();
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~MakeLeftHandedProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Recursively converts a node and all of its children
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*/
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void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
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// -------------------------------------------------------------------
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/** Converts a single mesh to left handed coordinates.
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* This means that positions, normals and tangents are mirrored at
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* the local Z axis and the order of all faces are inverted.
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* @param pMesh The mesh to convert.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Converts a single material to left-handed coordinates
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* @param pMat Material to convert
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*/
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void ProcessMaterial( aiMaterial* pMat);
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// -------------------------------------------------------------------
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/** Converts the given animation to LH coordinates.
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* The rotation and translation keys are transformed, the scale keys
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* work in local space and can therefore be left untouched.
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* @param pAnim The bone animation to transform
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*/
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void ProcessAnimation( aiNodeAnim* pAnim);
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};
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the face order of the imported data
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*/
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class FlipWindingOrderProcess : public BaseProcess
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{
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipWindingOrderProcess();
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/** Destructor, private as well */
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~FlipWindingOrderProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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public:
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/** Some other types of post-processing require winding order flips */
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static void ProcessMesh( aiMesh* pMesh);
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};
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the UV coordinate system of the import data
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*/
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class FlipUVsProcess : public BaseProcess
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{
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipUVsProcess();
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/** Destructor, private as well */
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~FlipUVsProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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void ProcessMesh( aiMesh* pMesh);
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void ProcessMaterial( aiMaterial* mat);
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};
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} // end of namespace Assimp
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#endif // AI_CONVERTTOLHPROCESS_H_INC
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