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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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