Torque3D/Engine/lib/assimp/code/PostProcessing/ValidateDataStructure.h
Areloch 6ade6f08ce Updated Assimp
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Cleaned up a bunch of old, outdated code in the asset importer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
2020-03-19 09:47:38 -05:00

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6.7 KiB
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a (dummy) post processing step to validate the loader's
* output data structure (for debugging)
*/
#ifndef AI_VALIDATEPROCESS_H_INC
#define AI_VALIDATEPROCESS_H_INC
#include <assimp/types.h>
#include <assimp/material.h>
#include "Common/BaseProcess.h"
struct aiBone;
struct aiMesh;
struct aiAnimation;
struct aiNodeAnim;
struct aiMeshMorphAnim;
struct aiTexture;
struct aiMaterial;
struct aiNode;
struct aiString;
struct aiCamera;
struct aiLight;
namespace Assimp {
// --------------------------------------------------------------------------------------
/** Validates the whole ASSIMP scene data structure for correctness.
* ImportErrorException is thrown of the scene is corrupt.*/
// --------------------------------------------------------------------------------------
class ValidateDSProcess : public BaseProcess
{
public:
ValidateDSProcess();
~ValidateDSProcess();
public:
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
// -------------------------------------------------------------------
/** Report a validation error. This will throw an exception,
* control won't return.
* @param msg Format string for sprintf().*/
AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
/** Report a validation warning. This won't throw an exception,
* control will return to the caller.
* @param msg Format string for sprintf().*/
void ReportWarning(const char* msg,...);
// -------------------------------------------------------------------
/** Validates a mesh
* @param pMesh Input mesh*/
void Validate( const aiMesh* pMesh);
// -------------------------------------------------------------------
/** Validates a bone
* @param pMesh Input mesh
* @param pBone Input bone*/
void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
// -------------------------------------------------------------------
/** Validates an animation
* @param pAnimation Input animation*/
void Validate( const aiAnimation* pAnimation);
// -------------------------------------------------------------------
/** Validates a material
* @param pMaterial Input material*/
void Validate( const aiMaterial* pMaterial);
// -------------------------------------------------------------------
/** Search the material data structure for invalid or corrupt
* texture keys.
* @param pMaterial Input material
* @param type Type of the texture*/
void SearchForInvalidTextures(const aiMaterial* pMaterial,
aiTextureType type);
// -------------------------------------------------------------------
/** Validates a texture
* @param pTexture Input texture*/
void Validate( const aiTexture* pTexture);
// -------------------------------------------------------------------
/** Validates a light source
* @param pLight Input light
*/
void Validate( const aiLight* pLight);
// -------------------------------------------------------------------
/** Validates a camera
* @param pCamera Input camera*/
void Validate( const aiCamera* pCamera);
// -------------------------------------------------------------------
/** Validates a bone animation channel
* @param pAnimation Animation channel.
* @param pBoneAnim Input bone animation */
void Validate( const aiAnimation* pAnimation,
const aiNodeAnim* pBoneAnim);
/** Validates a mesh morph animation channel.
* @param pAnimation Input animation.
* @param pMeshMorphAnim Mesh morph animation channel.
* */
void Validate( const aiAnimation* pAnimation,
const aiMeshMorphAnim* pMeshMorphAnim);
// -------------------------------------------------------------------
/** Validates a node and all of its subnodes
* @param Node Input node*/
void Validate( const aiNode* pNode);
// -------------------------------------------------------------------
/** Validates a string
* @param pString Input string*/
void Validate( const aiString* pString);
private:
// template to validate one of the aiScene::mXXX arrays
template <typename T>
inline void DoValidation(T** array, unsigned int size,
const char* firstName, const char* secondName);
// extended version: checks whether T::mName occurs twice
template <typename T>
inline void DoValidationEx(T** array, unsigned int size,
const char* firstName, const char* secondName);
// extension to the first template which does also search
// the nodegraph for an item with the same name
template <typename T>
inline void DoValidationWithNameCheck(T** array, unsigned int size,
const char* firstName, const char* secondName);
aiScene* mScene;
};
} // end of namespace Assimp
#endif // AI_VALIDATEPROCESS_H_INC