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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
236 lines
6.9 KiB
C++
236 lines
6.9 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 FBXParser.h
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* @brief FBX parsing code
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*/
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#ifndef INCLUDED_AI_FBX_PARSER_H
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#define INCLUDED_AI_FBX_PARSER_H
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#include <stdint.h>
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#include <map>
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#include <memory>
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#include <assimp/LogAux.h>
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#include <assimp/fast_atof.h>
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#include "FBXCompileConfig.h"
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#include "FBXTokenizer.h"
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namespace Assimp {
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namespace FBX {
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class Scope;
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class Parser;
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class Element;
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// XXX should use C++11's unique_ptr - but assimp's need to keep working with 03
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typedef std::vector< Scope* > ScopeList;
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typedef std::fbx_unordered_multimap< std::string, Element* > ElementMap;
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typedef std::pair<ElementMap::const_iterator,ElementMap::const_iterator> ElementCollection;
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# define new_Scope new Scope
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# define new_Element new Element
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/** FBX data entity that consists of a key:value tuple.
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*
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* Example:
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* @verbatim
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* AnimationCurve: 23, "AnimCurve::", "" {
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* [..]
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* }
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* @endverbatim
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*
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* As can be seen in this sample, elements can contain nested #Scope
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* as their trailing member. **/
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class Element
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{
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public:
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Element(const Token& key_token, Parser& parser);
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~Element();
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const Scope* Compound() const {
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return compound.get();
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}
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const Token& KeyToken() const {
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return key_token;
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}
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const TokenList& Tokens() const {
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return tokens;
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}
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private:
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const Token& key_token;
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TokenList tokens;
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std::unique_ptr<Scope> compound;
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};
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/** FBX data entity that consists of a 'scope', a collection
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* of not necessarily unique #Element instances.
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*
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* Example:
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* @verbatim
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* GlobalSettings: {
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* Version: 1000
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* Properties70:
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* [...]
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* }
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* @endverbatim */
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class Scope
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{
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public:
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Scope(Parser& parser, bool topLevel = false);
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~Scope();
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const Element* operator[] (const std::string& index) const {
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ElementMap::const_iterator it = elements.find(index);
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return it == elements.end() ? NULL : (*it).second;
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}
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const Element* FindElementCaseInsensitive(const std::string& elementName) const {
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const char* elementNameCStr = elementName.c_str();
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for (auto element = elements.begin(); element != elements.end(); ++element)
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{
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if (!ASSIMP_strincmp(element->first.c_str(), elementNameCStr, MAXLEN)) {
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return element->second;
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}
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}
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return NULL;
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}
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ElementCollection GetCollection(const std::string& index) const {
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return elements.equal_range(index);
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}
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const ElementMap& Elements() const {
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return elements;
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}
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private:
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ElementMap elements;
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};
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/** FBX parsing class, takes a list of input tokens and generates a hierarchy
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* of nested #Scope instances, representing the fbx DOM.*/
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class Parser
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{
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public:
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/** Parse given a token list. Does not take ownership of the tokens -
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* the objects must persist during the entire parser lifetime */
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Parser (const TokenList& tokens,bool is_binary);
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~Parser();
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const Scope& GetRootScope() const {
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return *root.get();
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}
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bool IsBinary() const {
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return is_binary;
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}
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private:
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friend class Scope;
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friend class Element;
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TokenPtr AdvanceToNextToken();
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TokenPtr LastToken() const;
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TokenPtr CurrentToken() const;
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private:
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const TokenList& tokens;
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TokenPtr last, current;
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TokenList::const_iterator cursor;
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std::unique_ptr<Scope> root;
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const bool is_binary;
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};
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/* token parsing - this happens when building the DOM out of the parse-tree*/
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uint64_t ParseTokenAsID(const Token& t, const char*& err_out);
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size_t ParseTokenAsDim(const Token& t, const char*& err_out);
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float ParseTokenAsFloat(const Token& t, const char*& err_out);
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int ParseTokenAsInt(const Token& t, const char*& err_out);
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int64_t ParseTokenAsInt64(const Token& t, const char*& err_out);
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std::string ParseTokenAsString(const Token& t, const char*& err_out);
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/* wrapper around ParseTokenAsXXX() with DOMError handling */
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uint64_t ParseTokenAsID(const Token& t);
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size_t ParseTokenAsDim(const Token& t);
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float ParseTokenAsFloat(const Token& t);
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int ParseTokenAsInt(const Token& t);
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int64_t ParseTokenAsInt64(const Token& t);
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std::string ParseTokenAsString(const Token& t);
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/* read data arrays */
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void ParseVectorDataArray(std::vector<aiVector3D>& out, const Element& el);
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void ParseVectorDataArray(std::vector<aiColor4D>& out, const Element& el);
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void ParseVectorDataArray(std::vector<aiVector2D>& out, const Element& el);
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void ParseVectorDataArray(std::vector<int>& out, const Element& el);
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void ParseVectorDataArray(std::vector<float>& out, const Element& el);
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void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el);
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void ParseVectorDataArray(std::vector<uint64_t>& out, const Element& e);
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void ParseVectorDataArray(std::vector<int64_t>& out, const Element& el);
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bool HasElement( const Scope& sc, const std::string& index );
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// extract a required element from a scope, abort if the element cannot be found
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const Element& GetRequiredElement(const Scope& sc, const std::string& index, const Element* element = NULL);
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// extract required compound scope
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const Scope& GetRequiredScope(const Element& el);
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// get token at a particular index
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const Token& GetRequiredToken(const Element& el, unsigned int index);
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// read a 4x4 matrix from an array of 16 floats
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aiMatrix4x4 ReadMatrix(const Element& element);
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} // ! FBX
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} // ! Assimp
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#endif // ! INCLUDED_AI_FBX_PARSER_H
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