mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
490 lines
15 KiB
C++
490 lines
15 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 Defines the helper data structures for importing PLY files */
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#pragma once
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#ifndef AI_PLYFILEHELPER_H_INC
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#define AI_PLYFILEHELPER_H_INC
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#include <assimp/ParsingUtils.h>
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#include <assimp/IOStreamBuffer.h>
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#include <vector>
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namespace Assimp
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{
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//pre-declaration
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class PLYImporter;
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// http://local.wasp.uwa.edu.au/~pbourke/dataformats/ply/
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// http://w3.impa.br/~lvelho/outgoing/sossai/old/ViHAP_D4.4.2_PLY_format_v1.1.pdf
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// http://www.okino.com/conv/exp_ply.htm
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namespace PLY {
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// ---------------------------------------------------------------------------------
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/*
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name type number of bytes
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---------------------------------------
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char character 1
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uchar unsigned character 1
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short short integer 2
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ushort unsigned short integer 2
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int integer 4
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uint unsigned integer 4
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float single-precision float 4
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double double-precision float 8
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int8
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int16
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uint8 ... forms are also used
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*/
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enum EDataType {
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EDT_Char = 0x0u,
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EDT_UChar,
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EDT_Short,
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EDT_UShort,
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EDT_Int,
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EDT_UInt,
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EDT_Float,
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EDT_Double,
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// Marks invalid entries
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EDT_INVALID
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};
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// ---------------------------------------------------------------------------------
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/** \brief Specifies semantics for PLY element properties
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*
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* Semantics define the usage of a property, e.g. x coordinate
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*/
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enum ESemantic {
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//! vertex position x coordinate
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EST_XCoord = 0x0u,
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//! vertex position x coordinate
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EST_YCoord,
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//! vertex position x coordinate
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EST_ZCoord,
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//! vertex normal x coordinate
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EST_XNormal,
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//! vertex normal y coordinate
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EST_YNormal,
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//! vertex normal z coordinate
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EST_ZNormal,
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//! u texture coordinate
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EST_UTextureCoord,
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//! v texture coordinate
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EST_VTextureCoord,
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//! vertex colors, red channel
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EST_Red,
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//! vertex colors, green channel
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EST_Green,
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//! vertex colors, blue channel
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EST_Blue,
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//! vertex colors, alpha channel
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EST_Alpha,
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//! vertex index list
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EST_VertexIndex,
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//! texture index
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EST_TextureIndex,
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//! texture coordinates (stored as element of a face)
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EST_TextureCoordinates,
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//! material index
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EST_MaterialIndex,
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//! ambient color, red channel
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EST_AmbientRed,
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//! ambient color, green channel
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EST_AmbientGreen,
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//! ambient color, blue channel
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EST_AmbientBlue,
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//! ambient color, alpha channel
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EST_AmbientAlpha,
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//! diffuse color, red channel
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EST_DiffuseRed,
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//! diffuse color, green channel
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EST_DiffuseGreen,
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//! diffuse color, blue channel
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EST_DiffuseBlue,
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//! diffuse color, alpha channel
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EST_DiffuseAlpha,
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//! specular color, red channel
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EST_SpecularRed,
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//! specular color, green channel
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EST_SpecularGreen,
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//! specular color, blue channel
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EST_SpecularBlue,
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//! specular color, alpha channel
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EST_SpecularAlpha,
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//! specular power for phong shading
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EST_PhongPower,
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//! opacity between 0 and 1
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EST_Opacity,
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//! Marks invalid entries
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EST_INVALID
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};
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// ---------------------------------------------------------------------------------
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/** \brief Specifies semantics for PLY elements
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*
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* Semantics define the usage of an element, e.g. vertex or material
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*/
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enum EElementSemantic {
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//! The element is a vertex
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EEST_Vertex = 0x0u,
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//! The element is a face description (index table)
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EEST_Face,
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//! The element is a triangle-strip description (index table)
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EEST_TriStrip,
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//! The element is an edge description (ignored)
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EEST_Edge,
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//! The element is a material description
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EEST_Material,
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//! texture path
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EEST_TextureFile,
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//! Marks invalid entries
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EEST_INVALID
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};
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// ---------------------------------------------------------------------------------
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/** \brief Helper class for a property in a PLY file.
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*
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* This can e.g. be a part of the vertex declaration
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*/
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class Property {
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public:
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//! Default constructor
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Property() AI_NO_EXCEPT
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: eType (EDT_Int)
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, Semantic()
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, bIsList(false)
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, eFirstType(EDT_UChar) {
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// empty
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}
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//! Data type of the property
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EDataType eType;
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//! Semantical meaning of the property
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ESemantic Semantic;
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//! Of the semantic of the property could not be parsed:
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//! Contains the semantic specified in the file
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std::string szName;
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//! Specifies whether the data type is a list where
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//! the first element specifies the size of the list
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bool bIsList;
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EDataType eFirstType;
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// -------------------------------------------------------------------
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//! Parse a property from a string. The end of the
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//! string is either '\n', '\r' or '\0'. Return value is false
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//! if the input string is NOT a valid property (E.g. does
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//! not start with the "property" keyword)
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static bool ParseProperty(std::vector<char> &buffer, Property* pOut);
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// -------------------------------------------------------------------
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//! Parse a data type from a string
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static EDataType ParseDataType(std::vector<char> &buffer);
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// -------------------------------------------------------------------
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//! Parse a semantic from a string
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static ESemantic ParseSemantic(std::vector<char> &buffer);
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};
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// ---------------------------------------------------------------------------------
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/** \brief Helper class for an element in a PLY file.
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*
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* This can e.g. be the vertex declaration. Elements contain a
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* well-defined number of properties.
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*/
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class Element {
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public:
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//! Default constructor
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Element() AI_NO_EXCEPT
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: eSemantic (EEST_INVALID)
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, NumOccur(0) {
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// empty
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}
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//! List of properties assigned to the element
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//! std::vector to support operator[]
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std::vector<Property> alProperties;
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//! Semantic of the element
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EElementSemantic eSemantic;
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//! Of the semantic of the element could not be parsed:
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//! Contains the semantic specified in the file
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std::string szName;
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//! How many times will the element occur?
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unsigned int NumOccur;
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// -------------------------------------------------------------------
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//! Parse an element from a string.
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//! The function will parse all properties contained in the
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//! element, too.
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static bool ParseElement(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer, Element* pOut);
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// -------------------------------------------------------------------
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//! Parse a semantic from a string
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static EElementSemantic ParseSemantic(std::vector<char> &buffer);
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};
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// ---------------------------------------------------------------------------------
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/** \brief Instance of a property in a PLY file
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*/
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class PropertyInstance
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{
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public:
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//! Default constructor
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PropertyInstance() AI_NO_EXCEPT {
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// empty
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}
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union ValueUnion
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{
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//! uInt32 representation of the property. All
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// uint types are automatically converted to uint32
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uint32_t iUInt;
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//! Int32 representation of the property. All
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// int types are automatically converted to int32
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int32_t iInt;
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//! Float32 representation of the property
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float fFloat;
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//! Float64 representation of the property
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double fDouble;
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};
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// -------------------------------------------------------------------
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//! List of all values parsed. Contains only one value
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// for non-list properties
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std::vector<ValueUnion> avList;
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// -------------------------------------------------------------------
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//! Parse a property instance
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static bool ParseInstance(const char* &pCur,
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const Property* prop, PropertyInstance* p_pcOut);
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// -------------------------------------------------------------------
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//! Parse a property instance in binary format
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static bool ParseInstanceBinary(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer,
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const char* &pCur, unsigned int &bufferSize, const Property* prop, PropertyInstance* p_pcOut, bool p_bBE);
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// -------------------------------------------------------------------
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//! Get the default value for a given data type
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static ValueUnion DefaultValue(EDataType eType);
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// -------------------------------------------------------------------
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//! Parse a value
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static bool ParseValue(const char* &pCur, EDataType eType, ValueUnion* out);
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// -------------------------------------------------------------------
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//! Parse a binary value
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static bool ParseValueBinary(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer,
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const char* &pCur, unsigned int &bufferSize, EDataType eType, ValueUnion* out, bool p_bBE);
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// -------------------------------------------------------------------
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//! Convert a property value to a given type TYPE
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template <typename TYPE>
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static TYPE ConvertTo(ValueUnion v, EDataType eType);
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};
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// ---------------------------------------------------------------------------------
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/** \brief Class for an element instance in a PLY file
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*/
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class ElementInstance {
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public:
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//! Default constructor
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ElementInstance() AI_NO_EXCEPT
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: alProperties() {
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// empty
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}
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//! List of all parsed properties
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std::vector< PropertyInstance > alProperties;
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// -------------------------------------------------------------------
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//! Parse an element instance
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static bool ParseInstance(const char* &pCur,
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const Element* pcElement, ElementInstance* p_pcOut);
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// -------------------------------------------------------------------
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//! Parse a binary element instance
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static bool ParseInstanceBinary(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer,
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const char* &pCur, unsigned int &bufferSize, const Element* pcElement, ElementInstance* p_pcOut, bool p_bBE);
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};
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// ---------------------------------------------------------------------------------
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/** \brief Class for an element instance list in a PLY file
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*/
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class ElementInstanceList
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{
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public:
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//! Default constructor
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ElementInstanceList() AI_NO_EXCEPT
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: alInstances() {
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// empty
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}
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//! List of all element instances
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std::vector< ElementInstance > alInstances;
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// -------------------------------------------------------------------
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//! Parse an element instance list
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static bool ParseInstanceList(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer,
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const Element* pcElement, ElementInstanceList* p_pcOut, PLYImporter* loader);
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// -------------------------------------------------------------------
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//! Parse a binary element instance list
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static bool ParseInstanceListBinary(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer,
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const char* &pCur, unsigned int &bufferSize, const Element* pcElement, ElementInstanceList* p_pcOut, PLYImporter* loader, bool p_bBE);
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};
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// ---------------------------------------------------------------------------------
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/** \brief Class to represent the document object model of an ASCII or binary
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* (both little and big-endian) PLY file
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*/
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class DOM
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{
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public:
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//! Default constructor
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DOM() AI_NO_EXCEPT
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: alElements()
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, alElementData() {
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}
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//! Contains all elements of the file format
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std::vector<Element> alElements;
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//! Contains the real data of each element's instance list
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std::vector<ElementInstanceList> alElementData;
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//! Parse the DOM for a PLY file. The input string is assumed
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//! to be terminated with zero
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static bool ParseInstance(IOStreamBuffer<char> &streamBuffer, DOM* p_pcOut, PLYImporter* loader);
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static bool ParseInstanceBinary(IOStreamBuffer<char> &streamBuffer, DOM* p_pcOut, PLYImporter* loader, bool p_bBE);
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//! Skip all comment lines after this
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static bool SkipComments(std::vector<char> &buffer);
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static bool SkipSpaces(std::vector<char> &buffer);
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static bool SkipLine(std::vector<char> &buffer);
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static bool TokenMatch(std::vector<char> &buffer, const char* token, unsigned int len);
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static bool SkipSpacesAndLineEnd(std::vector<char> &buffer);
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private:
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// -------------------------------------------------------------------
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//! Handle the file header and read all element descriptions
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bool ParseHeader(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer, bool p_bBE);
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// -------------------------------------------------------------------
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//! Read in all element instance lists
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bool ParseElementInstanceLists(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer, PLYImporter* loader);
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// -------------------------------------------------------------------
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//! Read in all element instance lists for a binary file format
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bool ParseElementInstanceListsBinary(IOStreamBuffer<char> &streamBuffer, std::vector<char> &buffer, const char* &pCur, unsigned int &bufferSize, PLYImporter* loader, bool p_bBE);
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};
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// ---------------------------------------------------------------------------------
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template <typename TYPE>
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inline TYPE PLY::PropertyInstance::ConvertTo(
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PLY::PropertyInstance::ValueUnion v, PLY::EDataType eType)
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{
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switch (eType)
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{
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case EDT_Float:
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return (TYPE)v.fFloat;
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case EDT_Double:
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return (TYPE)v.fDouble;
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case EDT_UInt:
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case EDT_UShort:
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case EDT_UChar:
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return (TYPE)v.iUInt;
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case EDT_Int:
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case EDT_Short:
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case EDT_Char:
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return (TYPE)v.iInt;
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default: ;
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};
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return (TYPE)0;
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}
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} // Namespace PLY
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} // Namespace AssImp
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#endif // !! include guard
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