Torque3D/Engine/lib/assimp/code/MD5/MD5Loader.h
Areloch 6ade6f08ce Updated Assimp
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Cleaned up a bunch of old, outdated code in the asset importer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
2020-03-19 09:47:38 -05:00

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/*
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 MD5Loader.h
* @brief Definition of the .MD5 importer class.
* http://www.modwiki.net/wiki/MD5_(file_format)
*/
#ifndef AI_MD5LOADER_H_INCLUDED
#define AI_MD5LOADER_H_INCLUDED
#include <assimp/BaseImporter.h>
#include "MD5Parser.h"
#include <assimp/types.h>
struct aiNode;
struct aiNodeAnim;
namespace Assimp {
class IOStream;
using namespace Assimp::MD5;
// ---------------------------------------------------------------------------
/** Importer class for the MD5 file format
*/
class MD5Importer : public BaseImporter
{
public:
MD5Importer();
~MD5Importer();
public:
// -------------------------------------------------------------------
/** 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:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp);
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
protected:
// -------------------------------------------------------------------
/** Load a *.MD5MESH file.
*/
void LoadMD5MeshFile ();
// -------------------------------------------------------------------
/** Load a *.MD5ANIM file.
*/
void LoadMD5AnimFile ();
// -------------------------------------------------------------------
/** Load a *.MD5CAMERA file.
*/
void LoadMD5CameraFile ();
// -------------------------------------------------------------------
/** Construct node hierarchy from a given MD5ANIM
* @param iParentID Current parent ID
* @param piParent Parent node to attach to
* @param bones Input bones
* @param node_anims Generated node animations
*/
void AttachChilds_Anim(int iParentID,aiNode* piParent,
AnimBoneList& bones,const aiNodeAnim** node_anims);
// -------------------------------------------------------------------
/** Construct node hierarchy from a given MD5MESH
* @param iParentID Current parent ID
* @param piParent Parent node to attach to
* @param bones Input bones
*/
void AttachChilds_Mesh(int iParentID,aiNode* piParent,BoneList& bones);
// -------------------------------------------------------------------
/** Build unique vertex buffers from a given MD5ANIM
* @param meshSrc Input data
*/
void MakeDataUnique (MD5::MeshDesc& meshSrc);
// -------------------------------------------------------------------
/** Load the contents of a specific file into memory and
* allocates a buffer to keep it.
*
* mBuffer is modified to point to this buffer.
* @param pFile File stream to be read
*/
void LoadFileIntoMemory (IOStream* pFile);
void UnloadFileFromMemory ();
/** IOSystem to be used to access files */
IOSystem* mIOHandler;
/** Path to the file, excluding the file extension but
with the dot */
std::string mFile;
/** Buffer to hold the loaded file */
char* mBuffer;
/** Size of the file */
unsigned int fileSize;
/** Current line number. For debugging purposes */
unsigned int iLineNumber;
/** Scene to be filled */
aiScene* pScene;
/** (Custom) I/O handler implementation */
IOSystem* pIOHandler;
/** true if a MD5MESH file has already been parsed */
bool bHadMD5Mesh;
/** true if a MD5ANIM file has already been parsed */
bool bHadMD5Anim;
/** true if a MD5CAMERA file has already been parsed */
bool bHadMD5Camera;
/** configuration option: prevent anim autoload */
bool configNoAutoLoad;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC