Not everything, and especially not several hundred megabytes of
animation track data. This also prepares it for recording names of
custom animation track targets that were added in the previous commits.
The `Type` was suggesting it'd be some C++ type, definitely not values
like Scaling3D or Translation2D, resulting in a significant "brain
autocompletion error" every time I was using that type.
Unfortunately on AnimationData the trackTargetType() couldn't similarly
get renamed to trackTarget() as there's already trackTarget() that
contains the node ID the target points to, so it's trackTargetName()
instead. Renaming trackTarget() to trackTargetId() wasn't an option as
that would be inconsistent with everything else (TextureTools::image(),
MaterialAttribute::BaseColorTexture, SceneField::Mesh are all IDs but
they don't have an `Id` suffix); renaming to AnimationTrackTargetName
would keep it insanely long and wouldn't make it consistent either
(MeshAttribute, SceneFIeld, MaterialAttribute are all referred to as
"names" yet they don't have a `Name` suffix).
If it crashes or does some other shit, it'll cause the tool to not work
at all. If it fails to load due to whatever other issue, it'll spam the
output for no reason.
Exposes MaterialTools::phongToPbrMetallicRoughness() that got added some
time ago. Most of the code and tests is scaffolding needed for direct
material import and processing outside of the addImporterContents()
automagic, similar to what was already done for meshes and images.
In particular, adding more material conversion options such as
canonicalization or deduplication will be significantly easier now that
the basics are done and tested.
The number of items is known beforehand, so avoid unnecessary
reallocations. When mesh LODs are supported this won't be that clear
anymore, nevertheless it's never bad to pre-reserve.
Using the InPlaceInit constructor instead of an unnecessarily verbose
array<T>({...}) helper, indenting the command-line arguments so they're
easier to distinguish from the rest.
The main property of this feature is that it prints the bounds *in a
canonical type*, not of the actual type that's used. Yet however that
wasn't ever tested. Now it is, and it's also testing behavior for custom
attributes, which don't get their bounds printed (because the canonical
type isn't known for those).
Sometimes it's a vital piece of information, e.g. the file having no
default might lead to it being not displayed correctly as some end-user
application might think it has no scene.
Otherwise it's really, REALLY hard to discover which data are missing in
the output. Especially for files with 1700 meshes, 800 materials, 3600
textures and such.
It doesn't discard meshes that are not a part of the hierarchy, but that
was the plan in the beginning. However, over the time I realized that a
better property for it is that the output is guaranteed to be in the
same order and size as the mesh field in the scene. Because that's what
I relied on in every use case, and every time I had to dig that property
out of the sources because it was deliberately not documented *because*
it was meant to change.
No longer. The compatibility with the mesh field ordering is now
documented, the behavior regarding loose objects also, and if there's
ever a need to discard everything that's not in the reachable hierarchy,
it'll probably get its own API. Because it's useful for general
asset cleanup and other use cases, not just meshes.
I'm still keeping the experimental tag here though, tp be sure.
Lists features, aliases as well as documented contents of the whole
configuration file. Useful to not need to look up online docs when
working on the command line.
They're each a totally different beast and putting them into the same
test file doesn't really make sense:
- We want to link certain plugins statically on static builds to test
certain code paths in the implementation. However this is
counter-productive for the executable tests because there we are
checking for plugin presence from the test with the assumption that
the executable and the test have the exact same set of plugins
available (or linked statically).
- The executable tests are implemented on Unix only at the moment,
thus it's wasteful to try to build it on any other platforms. Having
it in a separate file makes it much easier to deal with.
Because storing arbitrary data as a string was not good:
- It *never* followed alignment requirements due to the last byte being
used for size. Instead the size is now stored before the data, and
thus the data is always on the 64 byte boundary.
- As it could contain arbitrary binary data, it could cause
magnum-sceneconverter --material-info to print garbage, corrupt the
terminal or, worst case, crash. Not good.
- It stored an implicit \0, which was unnecessary.