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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
179 lines
6.4 KiB
C++
179 lines
6.4 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 FBXExporter.h
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* Declares the exporter class to write a scene to an fbx file
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*/
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#ifndef AI_FBXEXPORTER_H_INC
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#define AI_FBXEXPORTER_H_INC
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExportNode.h" // FBX::Node
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#include "FBXCommon.h" // FBX::TransformInheritance
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#include <assimp/types.h>
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//#include <assimp/material.h>
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <vector>
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#include <map>
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#include <unordered_set>
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#include <memory> // shared_ptr
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#include <sstream> // stringstream
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struct aiScene;
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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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class IOSystem;
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class IOStream;
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class ExportProperties;
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// ---------------------------------------------------------------------
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/** Helper class to export a given scene to an FBX file. */
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// ---------------------------------------------------------------------
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class FBXExporter
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{
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public:
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/// Constructor for a specific scene to export
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FBXExporter(const aiScene* pScene, const ExportProperties* pProperties);
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// call one of these methods to export
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void ExportBinary(const char* pFile, IOSystem* pIOSystem);
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void ExportAscii(const char* pFile, IOSystem* pIOSystem);
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private:
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bool binary; // whether current export is in binary or ascii format
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const aiScene* mScene; // the scene to export
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const ExportProperties* mProperties; // currently unused
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std::shared_ptr<IOStream> outfile; // file to write to
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std::vector<FBX::Node> connections; // connection storage
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std::vector<int64_t> mesh_uids;
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std::vector<int64_t> material_uids;
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std::map<const aiNode*,int64_t> node_uids;
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// this crude unique-ID system is actually fine
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int64_t last_uid = 999999;
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int64_t generate_uid() { return ++last_uid; }
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// binary files have a specific header and footer,
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// in addition to the actual data
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void WriteBinaryHeader();
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void WriteBinaryFooter();
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// ascii files have a comment at the top
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void WriteAsciiHeader();
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// WriteAllNodes does the actual export.
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// It just calls all the Write<Section> methods below in order.
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void WriteAllNodes();
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// Methods to write individual sections.
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// The order here matches the order inside an FBX file.
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// Each method corresponds to a top-level FBX section,
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// except WriteHeader which also includes some binary-only sections
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// and WriteFooter which is binary data only.
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void WriteHeaderExtension();
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// WriteFileId(); // binary-only, included in WriteHeader
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// WriteCreationTime(); // binary-only, included in WriteHeader
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// WriteCreator(); // binary-only, included in WriteHeader
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void WriteGlobalSettings();
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void WriteDocuments();
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void WriteReferences();
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void WriteDefinitions();
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void WriteObjects();
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void WriteConnections();
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// WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
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// helpers
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void WriteAsciiSectionHeader(const std::string& title);
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void WriteModelNodes(
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Assimp::StreamWriterLE& s,
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const aiNode* node,
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int64_t parent_uid,
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const std::unordered_set<const aiNode*>& limbnodes
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);
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void WriteModelNodes( // usually don't call this directly
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StreamWriterLE& s,
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const aiNode* node,
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int64_t parent_uid,
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const std::unordered_set<const aiNode*>& limbnodes,
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std::vector<std::pair<std::string,aiVector3D>>& transform_chain
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);
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void WriteModelNode( // nor this
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StreamWriterLE& s,
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bool binary,
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const aiNode* node,
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int64_t node_uid,
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const std::string& type,
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const std::vector<std::pair<std::string,aiVector3D>>& xfm_chain,
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FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs
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);
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void WriteAnimationCurveNode(
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StreamWriterLE& outstream,
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int64_t uid,
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const std::string& name, // "T", "R", or "S"
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aiVector3D default_value,
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std::string property_name, // "Lcl Translation" etc
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int64_t animation_layer_uid,
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int64_t node_uid
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);
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void WriteAnimationCurve(
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StreamWriterLE& outstream,
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double default_value,
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const std::vector<int64_t>& times,
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const std::vector<float>& values,
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int64_t curvenode_id,
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const std::string& property_link // "d|X", "d|Y", etc
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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_FBXEXPORTER_H_INC
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