Torque3D/Engine/lib/assimp/code/Q3BSP/Q3BSPFileData.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Cleaned up a bunch of old, outdated code in the asset importer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.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_Q3BSPFILEDATA_H_INC
#define ASSIMP_Q3BSPFILEDATA_H_INC
#include <vector>
#include <string.h>
#include <string>
namespace Assimp {
namespace Q3BSP {
static const unsigned int CE_BSP_LIGHTMAPWIDTH = 128;
static const unsigned int CE_BSP_LIGHTMAPHEIGHT = 128;
static const unsigned int CE_BSP_LIGHTMAPSIZE = 128*128*3; ///< = 128( width ) * 128 ( height ) * 3 ( channels / RGB ).
static const int VERION_Q3LEVEL = 46; ///< Supported version.
/// Geometric type enumeration
enum Q3BSPGeoType {
Polygon = 1,
Patch,
TriangleMesh,
Billboard
};
/// Integer vector.
struct ceVec3i {
int x, y, z;
ceVec3i(): x( 0 ), y( 0 ), z( 0 ) { /* empty */ }
ceVec3i( int iX, int iY=0, int iZ=0) : x( iX ), y( iY ), z( iZ ) { /* empty */ }
};
/// the file header
struct sQ3BSPHeader {
char strID[ 4 ]; ///< Should be "IBSP"
int iVersion; ///< 46 for standard levels
};
/// Describes an entry.
struct sQ3BSPLump {
int iOffset; ///< Offset from start pointer of file
int iSize; ///< Size of part
};
struct vec2f {
float x,y;
};
struct vec3f {
float x, y, z;
};
/// Vertex of a Q3 level
struct sQ3BSPVertex {
vec3f vPosition; ///< Position of vertex
vec2f vTexCoord; ///< (u,v) Texturecoordinate of detailtexture
vec2f vLightmap; ///< (u,v) Texturecoordinate of lightmap
vec3f vNormal; ///< vertex normale
unsigned char bColor[ 4 ]; ///< Color in RGBA
};
/// A face in bsp format info
struct sQ3BSPFace {
int iTextureID; ///< Index in texture array
int iEffect; ///< Index in effect array (-1 = no effect)
int iType; ///< 1=Polygon, 2=Patch, 3=Mesh, 4=Billboard
int iVertexIndex; ///< Start index of polygon
int iNumOfVerts; ///< Number of vertices
int iFaceVertexIndex; ///< Index of first mesh vertex
int iNumOfFaceVerts; ///< number of mesh vertices
int iLightmapID; ///< Index to the light-map array
int iLMapCorner[ 2 ]; ///< edge of the light-map in texture
int iLMapSize[ 2 ]; ///< Size of the light-map stored on the texture
vec3f vLMapPos; ///< 3D origin of the light-map
vec3f vLMapVecs[ 2 ]; ///< 3D-s-t-vectors
vec3f vNormal; ///< Polygon normals
int patchWidth, patchHeight; ///< bezier patch
};
/// A quake3 texture name.
struct sQ3BSPTexture {
char strName[ 64 ]; ///< Name of the texture without extension
int iFlags; ///< Not used
int iContents; ///< Not used
};
/// A light-map of the level, size 128 x 128, RGB components.
struct sQ3BSPLightmap {
unsigned char bLMapData[ CE_BSP_LIGHTMAPSIZE ];
sQ3BSPLightmap() {
::memset(bLMapData, 0, CE_BSP_LIGHTMAPSIZE );
}
};
struct SubPatch {
std::vector<size_t> indices;
int lightmapID;
};
enum eLumps {
kEntities = 0,
kTextures,
kPlanes,
kNodes,
kLeafs,
kLeafFaces,
kLeafBrushes,
kModels,
kBrushes,
kBrushSides,
kVertices,
kMeshVerts,
kShaders,
kFaces,
kLightmaps,
kLightVolumes,
kVisData,
kMaxLumps
};
struct Q3BSPModel {
std::vector<unsigned char> m_Data;
std::vector<sQ3BSPLump*> m_Lumps;
std::vector<sQ3BSPVertex*> m_Vertices;
std::vector<sQ3BSPFace*> m_Faces;
std::vector<int> m_Indices;
std::vector<sQ3BSPTexture*> m_Textures;
std::vector<sQ3BSPLightmap*> m_Lightmaps;
std::vector<char> m_EntityData;
std::string m_ModelName;
Q3BSPModel() :
m_Data(),
m_Lumps(),
m_Vertices(),
m_Faces(),
m_Indices(),
m_Textures(),
m_Lightmaps(),
m_EntityData(),
m_ModelName( "" )
{
// empty
}
~Q3BSPModel() {
for ( unsigned int i=0; i<m_Lumps.size(); i++ ) {
delete m_Lumps[ i ];
}
for ( unsigned int i=0; i<m_Vertices.size(); i++ ) {
delete m_Vertices[ i ];
}
for ( unsigned int i=0; i<m_Faces.size(); i++ ) {
delete m_Faces[ i ];
}
for ( unsigned int i=0; i<m_Textures.size(); i++ ) {
delete m_Textures[ i ];
}
for ( unsigned int i=0; i<m_Lightmaps.size(); i++ ) {
delete m_Lightmaps[ i ];
}
m_Lumps.clear();
m_Vertices.clear();
m_Faces.clear();
m_Textures.clear();
m_Lightmaps.clear();
}
};
} // Namespace Q3BSP
} // Namespace Assimp
#endif // ASSIMP_Q3BSPFILEDATA_H_INC