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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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
165 lines
5.2 KiB
C++
165 lines
5.2 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 FBXImportSettings.h
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* @brief FBX importer runtime configuration
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*/
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#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
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#define INCLUDED_AI_FBX_IMPORTSETTINGS_H
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namespace Assimp {
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namespace FBX {
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/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
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struct ImportSettings
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{
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ImportSettings()
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: strictMode(true)
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, readAllLayers(true)
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, readAllMaterials(false)
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, readMaterials(true)
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, readTextures(true)
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, readCameras(true)
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, readLights(true)
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, readAnimations(true)
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, readWeights(true)
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, preservePivots(true)
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, optimizeEmptyAnimationCurves(true)
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, useLegacyEmbeddedTextureNaming(false)
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, removeEmptyBones( true )
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, convertToMeters( false ) {
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// empty
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}
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/** enable strict mode:
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* - only accept fbx 2012, 2013 files
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* - on the slightest error, give up.
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*
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* Basically, strict mode means that the fbx file will actually
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* be validated. Strict mode is off by default. */
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bool strictMode;
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/** specifies whether all geometry layers are read and scanned for
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* usable data channels. The FBX spec indicates that many readers
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* will only read the first channel and that this is in some way
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* the recommended way- in reality, however, it happens a lot that
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* vertex data is spread among multiple layers. The default
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* value for this option is true.*/
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bool readAllLayers;
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/** specifies whether all materials are read, or only those that
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* are referenced by at least one mesh. Reading all materials
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* may make FBX reading a lot slower since all objects
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* need to be processed .
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* This bit is ignored unless readMaterials=true*/
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bool readAllMaterials;
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/** import materials (true) or skip them and assign a default
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* material. The default value is true.*/
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bool readMaterials;
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/** import embedded textures? Default value is true.*/
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bool readTextures;
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/** import cameras? Default value is true.*/
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bool readCameras;
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/** import light sources? Default value is true.*/
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bool readLights;
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/** import animations (i.e. animation curves, the node
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* skeleton is always imported). Default value is true. */
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bool readAnimations;
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/** read bones (vertex weights and deform info).
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* Default value is true. */
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bool readWeights;
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/** preserve transformation pivots and offsets. Since these can
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* not directly be represented in assimp, additional dummy
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* nodes will be generated. Note that settings this to false
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* can make animation import a lot slower. The default value
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* is true.
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*
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* The naming scheme for the generated nodes is:
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* <OriginalName>_$AssimpFbx$_<TransformName>
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*
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* where <TransformName> is one of
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* RotationPivot
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* RotationOffset
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* PreRotation
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* PostRotation
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* ScalingPivot
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* ScalingOffset
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* Translation
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* Scaling
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* Rotation
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**/
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bool preservePivots;
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/** do not import animation curves that specify a constant
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* values matching the corresponding node transformation.
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* The default value is true. */
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bool optimizeEmptyAnimationCurves;
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/** use legacy naming for embedded textures eg: (*0, *1, *2)
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*/
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bool useLegacyEmbeddedTextureNaming;
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/** Empty bones shall be removed
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*/
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bool removeEmptyBones;
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/** Set to true to perform a conversion from cm to meter after the import
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*/
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bool convertToMeters;
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};
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} // !FBX
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} // !Assimp
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#endif
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