mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
139 lines
5 KiB
C++
139 lines
5 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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/** Defines a post processing step to limit the number of bones affecting a single vertex. */
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#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC
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#define AI_LIMITBONEWEIGHTSPROCESS_H_INC
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#include "Common/BaseProcess.h"
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// Forward declarations
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struct aiMesh;
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class LimitBoneWeightsTest;
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namespace Assimp {
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// NOTE: If you change these limits, don't forget to change the
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// corresponding values in all Assimp ports
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// **********************************************************
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// Java: ConfigProperty.java,
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// ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT
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// **********************************************************
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#if (!defined AI_LMW_MAX_WEIGHTS)
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# define AI_LMW_MAX_WEIGHTS 0x4
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#endif // !! AI_LMW_MAX_WEIGHTS
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// ---------------------------------------------------------------------------
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/** This post processing step limits the number of bones affecting a vertex
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* to a certain maximum value. If a vertex is affected by more than that number
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* of bones, the bone weight with the least influence on this vertex are removed.
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* The other weights on this bone are then renormalized to assure the sum weight
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* to be 1.
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*/
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class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
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public:
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LimitBoneWeightsProcess();
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~LimitBoneWeightsProcess();
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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* @param pFlags The processing flags the importer was called with.
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* A bitwise combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** Limits the bone weight count for all vertices in the given mesh.
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* @param pMesh The mesh to process.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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/** Describes a bone weight on a vertex */
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struct Weight {
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unsigned int mBone; ///< Index of the bone
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float mWeight; ///< Weight of that bone on this vertex
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Weight() AI_NO_EXCEPT
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: mBone(0)
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, mWeight(0.0f) {
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// empty
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}
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Weight( unsigned int pBone, float pWeight)
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: mBone(pBone)
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, mWeight(pWeight) {
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// empty
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}
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/** Comparison operator to sort bone weights by descending weight */
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bool operator < (const Weight& pWeight) const {
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return mWeight > pWeight.mWeight;
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}
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};
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/** Maximum number of bones influencing any single vertex. */
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unsigned int mMaxWeights;
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};
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} // end of namespace Assimp
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#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC
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