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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
167 lines
5.8 KiB
C++
167 lines
5.8 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 PretransformVertices.h
|
|
* @brief Defines a post processing step to pretransform all
|
|
* vertices in the scenegraph
|
|
*/
|
|
#ifndef AI_PRETRANSFORMVERTICES_H_INC
|
|
#define AI_PRETRANSFORMVERTICES_H_INC
|
|
|
|
#include "Common/BaseProcess.h"
|
|
|
|
#include <assimp/mesh.h>
|
|
|
|
#include <list>
|
|
#include <vector>
|
|
|
|
// Forward declarations
|
|
struct aiNode;
|
|
|
|
class PretransformVerticesTest;
|
|
|
|
namespace Assimp {
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** The PretransformVertices pre-transforms all vertices in the node tree
|
|
* and removes the whole graph. The output is a list of meshes, one for
|
|
* each material.
|
|
*/
|
|
class ASSIMP_API PretransformVertices : public BaseProcess {
|
|
public:
|
|
PretransformVertices();
|
|
~PretransformVertices();
|
|
|
|
// -------------------------------------------------------------------
|
|
// Check whether step is active
|
|
bool IsActive(unsigned int pFlags) const override;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Execute step on a given scene
|
|
void Execute(aiScene *pScene) override;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Setup import settings
|
|
void SetupProperties(const Importer *pImp) override;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** @brief Toggle the 'keep hierarchy' option
|
|
* @param keep true for keep configuration.
|
|
*/
|
|
void KeepHierarchy(bool keep) {
|
|
configKeepHierarchy = keep;
|
|
}
|
|
|
|
// -------------------------------------------------------------------
|
|
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
|
* @return ...
|
|
*/
|
|
bool IsHierarchyKept() const {
|
|
return configKeepHierarchy;
|
|
}
|
|
|
|
private:
|
|
// -------------------------------------------------------------------
|
|
// Count the number of nodes
|
|
unsigned int CountNodes(const aiNode *pcNode) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Get a bitwise combination identifying the vertex format of a mesh
|
|
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Count the number of vertices in the whole scene and a given
|
|
// material index
|
|
void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
|
|
unsigned int iMat,
|
|
unsigned int iVFormat,
|
|
unsigned int *piFaces,
|
|
unsigned int *piVertices) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Collect vertex/face data
|
|
void CollectData(const aiScene *pcScene, const aiNode *pcNode,
|
|
unsigned int iMat,
|
|
unsigned int iVFormat,
|
|
aiMesh *pcMeshOut,
|
|
unsigned int aiCurrent[2],
|
|
unsigned int *num_refs) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Get a list of all vertex formats that occur for a given material
|
|
// The output list contains duplicate elements
|
|
void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
|
std::list<unsigned int> &aiOut) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Compute the absolute transformation matrices of each node
|
|
void ComputeAbsoluteTransform(aiNode *pcNode);
|
|
|
|
// -------------------------------------------------------------------
|
|
// Simple routine to build meshes in worldspace, no further optimization
|
|
void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
|
|
unsigned int numIn, aiNode *node) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Apply the node transformation to a mesh
|
|
void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Reset transformation matrices to identity
|
|
void MakeIdentityTransform(aiNode *nd) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
// Build reference counters for all meshes
|
|
void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
|
|
|
|
//! Configuration option: keep scene hierarchy as long as possible
|
|
bool configKeepHierarchy;
|
|
bool configNormalize;
|
|
bool configTransform;
|
|
aiMatrix4x4 configTransformation;
|
|
bool mConfigPointCloud;
|
|
};
|
|
|
|
} // end of namespace Assimp
|
|
|
|
#endif // !!AI_GENFACENORMALPROCESS_H_INC
|