mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
297 lines
8.8 KiB
C++
297 lines
8.8 KiB
C++
/*
|
|
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 IRRLoader.h
|
|
* @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format)
|
|
* importer class.
|
|
*/
|
|
#ifndef AI_IRRLOADER_H_INCLUDED
|
|
#define AI_IRRLOADER_H_INCLUDED
|
|
|
|
#include "Irr/IRRShared.h"
|
|
#include "Common/Importer.h"
|
|
|
|
#include <assimp/SceneCombiner.h>
|
|
#include <assimp/StringUtils.h>
|
|
#include <assimp/anim.h>
|
|
|
|
namespace Assimp {
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Irr importer class.
|
|
*
|
|
* Irr is the native scene file format of the Irrlight engine and its editor
|
|
* irrEdit. As IrrEdit itself is capable of importing quite many file formats,
|
|
* it might be a good file format for data exchange.
|
|
*/
|
|
class IRRImporter : public BaseImporter, public IrrlichtBase {
|
|
public:
|
|
IRRImporter();
|
|
~IRRImporter();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Returns whether the class can handle the format of the given file.
|
|
* See BaseImporter::CanRead() for details.
|
|
*/
|
|
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
|
|
bool checkSig) const;
|
|
|
|
protected:
|
|
const aiImporterDesc* GetInfo () const;
|
|
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
|
|
void SetupProperties(const Importer* pImp);
|
|
|
|
private:
|
|
|
|
/** Data structure for a scenegraph node animator
|
|
*/
|
|
struct Animator {
|
|
// Type of the animator
|
|
enum AT {
|
|
UNKNOWN = 0x0,
|
|
ROTATION = 0x1,
|
|
FLY_CIRCLE = 0x2,
|
|
FLY_STRAIGHT = 0x3,
|
|
FOLLOW_SPLINE = 0x4,
|
|
OTHER = 0x5
|
|
|
|
} type;
|
|
|
|
explicit Animator(AT t = UNKNOWN)
|
|
: type (t)
|
|
, speed ( ai_real( 0.001 ) )
|
|
, direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
|
|
, circleRadius ( ai_real( 1.0) )
|
|
, tightness ( ai_real( 0.5 ) )
|
|
, loop (true)
|
|
, timeForWay (100)
|
|
{
|
|
}
|
|
|
|
|
|
// common parameters
|
|
ai_real speed;
|
|
aiVector3D direction;
|
|
|
|
// FLY_CIRCLE
|
|
aiVector3D circleCenter;
|
|
ai_real circleRadius;
|
|
|
|
// FOLLOW_SPLINE
|
|
ai_real tightness;
|
|
std::vector<aiVectorKey> splineKeys;
|
|
|
|
// ROTATION (angles given in direction)
|
|
|
|
// FLY STRAIGHT
|
|
// circleCenter = start, direction = end
|
|
bool loop;
|
|
int timeForWay;
|
|
};
|
|
|
|
/** Data structure for a scenegraph node in an IRR file
|
|
*/
|
|
struct Node
|
|
{
|
|
// Type of the node
|
|
enum ET
|
|
{
|
|
LIGHT,
|
|
CUBE,
|
|
MESH,
|
|
SKYBOX,
|
|
DUMMY,
|
|
CAMERA,
|
|
TERRAIN,
|
|
SPHERE,
|
|
ANIMMESH
|
|
} type;
|
|
|
|
explicit Node(ET t)
|
|
: type (t)
|
|
, scaling (1.0,1.0,1.0) // assume uniform scaling by default
|
|
, parent()
|
|
, framesPerSecond (0.0)
|
|
, id()
|
|
, sphereRadius (1.0)
|
|
, spherePolyCountX (100)
|
|
, spherePolyCountY (100)
|
|
{
|
|
|
|
// Generate a default name for the node
|
|
char buffer[128];
|
|
static int cnt;
|
|
ai_snprintf(buffer, 128, "IrrNode_%i",cnt++);
|
|
name = std::string(buffer);
|
|
|
|
// reserve space for up to 5 materials
|
|
materials.reserve(5);
|
|
|
|
// reserve space for up to 5 children
|
|
children.reserve(5);
|
|
}
|
|
|
|
// Transformation of the node
|
|
aiVector3D position, rotation, scaling;
|
|
|
|
// Name of the node
|
|
std::string name;
|
|
|
|
// List of all child nodes
|
|
std::vector<Node*> children;
|
|
|
|
// Parent node
|
|
Node* parent;
|
|
|
|
// Animated meshes: frames per second
|
|
// 0.f if not specified
|
|
ai_real framesPerSecond;
|
|
|
|
// Meshes: path to the mesh to be loaded
|
|
std::string meshPath;
|
|
unsigned int id;
|
|
|
|
// Meshes: List of materials to be assigned
|
|
// along with their corresponding material flags
|
|
std::vector< std::pair<aiMaterial*, unsigned int> > materials;
|
|
|
|
// Spheres: radius of the sphere to be generates
|
|
ai_real sphereRadius;
|
|
|
|
// Spheres: Number of polygons in the x,y direction
|
|
unsigned int spherePolyCountX,spherePolyCountY;
|
|
|
|
// List of all animators assigned to the node
|
|
std::list<Animator> animators;
|
|
};
|
|
|
|
/** Data structure for a vertex in an IRR skybox
|
|
*/
|
|
struct SkyboxVertex
|
|
{
|
|
SkyboxVertex()
|
|
{}
|
|
|
|
//! Construction from single vertex components
|
|
SkyboxVertex(ai_real px, ai_real py, ai_real pz,
|
|
ai_real nx, ai_real ny, ai_real nz,
|
|
ai_real uvx, ai_real uvy)
|
|
|
|
: position (px,py,pz)
|
|
, normal (nx,ny,nz)
|
|
, uv (uvx,uvy,0.0)
|
|
{}
|
|
|
|
aiVector3D position, normal, uv;
|
|
};
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Fill the scenegraph recursively
|
|
*/
|
|
void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|
BatchLoader& batch,
|
|
std::vector<aiMesh*>& meshes,
|
|
std::vector<aiNodeAnim*>& anims,
|
|
std::vector<AttachmentInfo>& attach,
|
|
std::vector<aiMaterial*>& materials,
|
|
unsigned int& defaultMatIdx);
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Generate a mesh that consists of just a single quad
|
|
*/
|
|
aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
|
|
const SkyboxVertex& v2,
|
|
const SkyboxVertex& v3,
|
|
const SkyboxVertex& v4);
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Build a skybox
|
|
*
|
|
* @param meshes Receives 6 output meshes
|
|
* @param materials The last 6 materials are assigned to the newly
|
|
* created meshes. The names of the materials are adjusted.
|
|
*/
|
|
void BuildSkybox(std::vector<aiMesh*>& meshes,
|
|
std::vector<aiMaterial*> materials);
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Copy a material for a mesh to the output material list
|
|
*
|
|
* @param materials Receives an output material
|
|
* @param inmaterials List of input materials
|
|
* @param defMatIdx Default material index - UINT_MAX if not present
|
|
* @param mesh Mesh to work on
|
|
*/
|
|
void CopyMaterial(std::vector<aiMaterial*>& materials,
|
|
std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
|
|
unsigned int& defMatIdx,
|
|
aiMesh* mesh);
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Compute animations for a specific node
|
|
*
|
|
* @param root Node to be processed
|
|
* @param anims The list of output animations
|
|
*/
|
|
void ComputeAnimations(Node* root, aiNode* real,
|
|
std::vector<aiNodeAnim*>& anims);
|
|
|
|
|
|
private:
|
|
|
|
/** Configuration option: desired output FPS */
|
|
double fps;
|
|
|
|
/** Configuration option: speed flag was set? */
|
|
bool configSpeedFlag;
|
|
};
|
|
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_IRRIMPORTER_H_INC
|