mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 05:04:45 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
272 lines
9.1 KiB
C++
272 lines
9.1 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 FBXExportNode.h
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* Declares the FBX::Node helper class for fbx export.
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*/
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#ifndef AI_FBXEXPORTNODE_H_INC
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#define AI_FBXEXPORTNODE_H_INC
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExportProperty.h"
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <string>
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#include <vector>
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namespace Assimp {
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namespace FBX {
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class Node;
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}
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class FBX::Node {
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public:
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// TODO: accessors
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std::string name; // node name
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std::vector<FBX::FBXExportProperty> properties; // node properties
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std::vector<FBX::Node> children; // child nodes
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// some nodes always pretend they have children...
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bool force_has_children = false;
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public: // constructors
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/// The default class constructor.
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Node() = default;
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/// The class constructor with the name.
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Node(const std::string& n)
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: name(n)
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, properties()
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, children()
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, force_has_children( false ) {
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// empty
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}
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// convenience template to construct with properties directly
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template <typename... More>
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Node(const std::string& n, const More... more)
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: name(n)
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, properties()
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, children()
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, force_has_children(false) {
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AddProperties(more...);
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}
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public: // functions to add properties or children
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// add a single property to the node
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template <typename T>
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void AddProperty(T value) {
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properties.emplace_back(value);
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}
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// convenience function to add multiple properties at once
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template <typename T, typename... More>
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void AddProperties(T value, More... more) {
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properties.emplace_back(value);
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AddProperties(more...);
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}
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void AddProperties() {}
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// add a child node directly
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void AddChild(const Node& node) { children.push_back(node); }
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// convenience function to add a child node with a single property
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template <typename... More>
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void AddChild(
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const std::string& name,
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More... more
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) {
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FBX::Node c(name);
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c.AddProperties(more...);
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children.push_back(c);
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}
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public: // support specifically for dealing with Properties70 nodes
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// it really is simpler to make these all separate functions.
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// the versions with 'A' suffixes are for animatable properties.
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// those often follow a completely different format internally in FBX.
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void AddP70int(const std::string& name, int32_t value);
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void AddP70bool(const std::string& name, bool value);
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void AddP70double(const std::string& name, double value);
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void AddP70numberA(const std::string& name, double value);
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void AddP70color(const std::string& name, double r, double g, double b);
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void AddP70colorA(const std::string& name, double r, double g, double b);
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void AddP70vector(const std::string& name, double x, double y, double z);
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void AddP70vectorA(const std::string& name, double x, double y, double z);
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void AddP70string(const std::string& name, const std::string& value);
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void AddP70enum(const std::string& name, int32_t value);
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void AddP70time(const std::string& name, int64_t value);
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// template for custom P70 nodes.
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// anything that doesn't fit in the above can be created manually.
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template <typename... More>
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void AddP70(
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const std::string& name,
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const std::string& type,
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const std::string& type2,
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const std::string& flags,
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More... more
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) {
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Node n("P");
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n.AddProperties(name, type, type2, flags, more...);
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AddChild(n);
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}
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public: // member functions for writing data to a file or stream
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// write the full node to the given file or stream
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void Dump(
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std::shared_ptr<Assimp::IOStream> outfile,
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bool binary, int indent
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);
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void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);
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// these other functions are for writing data piece by piece.
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// they must be used carefully.
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// for usage examples see FBXExporter.cpp.
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void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
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void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
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void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
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void EndProperties(
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Assimp::StreamWriterLE &s, bool binary, int indent,
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size_t num_properties
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);
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void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
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void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
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void End(
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Assimp::StreamWriterLE &s, bool binary, int indent,
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bool has_children
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);
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private: // internal functions used for writing
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void DumpBinary(Assimp::StreamWriterLE &s);
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void DumpAscii(Assimp::StreamWriterLE &s, int indent);
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void DumpAscii(std::ostream &s, int indent);
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void BeginBinary(Assimp::StreamWriterLE &s);
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void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
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void EndPropertiesBinary(Assimp::StreamWriterLE &s);
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void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
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void DumpChildrenBinary(Assimp::StreamWriterLE& s);
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void EndBinary(Assimp::StreamWriterLE &s, bool has_children);
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void BeginAscii(std::ostream &s, int indent);
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void DumpPropertiesAscii(std::ostream &s, int indent);
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void BeginChildrenAscii(std::ostream &s, int indent);
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void DumpChildrenAscii(std::ostream &s, int indent);
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void EndAscii(std::ostream &s, int indent, bool has_children);
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private: // data used for binary dumps
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size_t start_pos; // starting position in stream
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size_t end_pos; // ending position in stream
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size_t property_start; // starting position of property section
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public: // static member functions
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// convenience function to create a node with a single property,
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// and write it to the stream.
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template <typename T>
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static void WritePropertyNode(
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const std::string& name,
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const T value,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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FBX::FBXExportProperty p(value);
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FBX::Node node(name, p);
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node.Dump(s, binary, indent);
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}
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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static void WritePropertyNode(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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);
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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static void WritePropertyNode(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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);
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private: // static helper functions
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static void WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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int indent
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);
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static void WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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int indent
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);
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static void WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s
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);
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static void WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s
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);
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};
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}
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // AI_FBXEXPORTNODE_H_INC
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