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Cleaned up a bunch of old, outdated code in the asset importer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
This commit is contained in:
Areloch 2020-03-19 09:47:38 -05:00
parent 2d015bc426
commit 6ade6f08ce
545 changed files with 15077 additions and 8437 deletions

View file

@ -3,9 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -78,7 +76,6 @@ static const aiImporterDesc desc = {
"b3d"
};
// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
#ifdef _MSC_VER
# pragma warning (disable: 4018)
#endif
@ -86,10 +83,8 @@ static const aiImporterDesc desc = {
//#define DEBUG_B3D
template<typename T>
void DeleteAllBarePointers(std::vector<T>& x)
{
for(auto p : x)
{
void DeleteAllBarePointers(std::vector<T>& x) {
for(auto p : x) {
delete p;
}
}
@ -102,10 +97,14 @@ B3DImporter::~B3DImporter()
bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
size_t pos=pFile.find_last_of( '.' );
if( pos==string::npos ) return false;
if( pos==string::npos ) {
return false;
}
string ext=pFile.substr( pos+1 );
if( ext.size()!=3 ) return false;
if( ext.size()!=3 ) {
return false;
}
return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
}
@ -117,30 +116,21 @@ const aiImporterDesc* B3DImporter::GetInfo () const
return &desc;
}
#ifdef DEBUG_B3D
extern "C"{ void _stdcall AllocConsole(); }
#endif
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
#ifdef DEBUG_B3D
AllocConsole();
freopen( "conin$","r",stdin );
freopen( "conout$","w",stdout );
freopen( "conout$","w",stderr );
cout<<"Hello world from the B3DImporter!"<<endl;
#endif
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
if( file.get() == nullptr) {
throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
}
// check whether the .b3d file is large enough to contain
// at least one chunk.
size_t fileSize = file->FileSize();
if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
if( fileSize<8 ) {
throw DeadlyImportError( "B3D File is too small.");
}
_pos=0;
_buf.resize( fileSize );
@ -158,14 +148,17 @@ AI_WONT_RETURN void B3DImporter::Oops(){
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Fail( string str ){
#ifdef DEBUG_B3D
cout<<"Error in B3D file data: "<<str<<endl;
ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str);
#endif
throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte(){
if( _pos<_buf.size() ) return _buf[_pos++];
if( _pos<_buf.size() ) {
return _buf[_pos++];
}
Fail( "EOF" );
return 0;
}
@ -224,7 +217,9 @@ string B3DImporter::ReadString(){
string str;
while( _pos<_buf.size() ){
char c=(char)ReadByte();
if( !c ) return str;
if( !c ) {
return str;
}
str+=c;
}
Fail( "EOF" );
@ -238,7 +233,7 @@ string B3DImporter::ReadChunk(){
tag+=char( ReadByte() );
}
#ifdef DEBUG_B3D
// cout<<"ReadChunk:"<<tag<<endl;
ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag);
#endif
unsigned sz=(unsigned)ReadInt();
_stack.push_back( _pos+sz );
@ -269,7 +264,6 @@ T *B3DImporter::to_array( const vector<T> &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
template<class T>
T **unique_to_array( vector<std::unique_ptr<T> > &v ){
@ -283,7 +277,6 @@ T **unique_to_array( vector<std::unique_ptr<T> > &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
while( ChunkSize() ){
@ -376,9 +369,13 @@ void B3DImporter::ReadVRTS(){
v.vertex=ReadVec3();
if( _vflags & 1 ) v.normal=ReadVec3();
if( _vflags & 1 ) {
v.normal=ReadVec3();
}
if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
if( _vflags & 2 ) {
ReadQuat(); //skip v 4bytes...
}
for( int i=0;i<_tcsets;++i ){
float t[4]={0,0,0,0};
@ -386,53 +383,55 @@ void B3DImporter::ReadVRTS(){
t[j]=ReadFloat();
}
t[1]=1-t[1];
if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
if( !i ) {
v.texcoords=aiVector3D( t[0],t[1],t[2] );
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS( int v0 ){
int matid=ReadInt();
if( matid==-1 ){
matid=0;
}else if( matid<0 || matid>=(int)_materials.size() ){
void B3DImporter::ReadTRIS(int v0) {
int matid = ReadInt();
if (matid == -1) {
matid = 0;
} else if (matid < 0 || matid >= (int)_materials.size()) {
#ifdef DEBUG_B3D
cout<<"material id="<<matid<<endl;
ASSIMP_LOG_ERROR_F("material id=", matid);
#endif
Fail( "Bad material id" );
}
Fail("Bad material id");
}
std::unique_ptr<aiMesh> mesh(new aiMesh);
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mMaterialIndex=matid;
mesh->mNumFaces=0;
mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
mesh->mMaterialIndex = matid;
mesh->mNumFaces = 0;
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
int n_tris=ChunkSize()/12;
aiFace *face=mesh->mFaces=new aiFace[n_tris];
int n_tris = ChunkSize() / 12;
aiFace *face = mesh->mFaces = new aiFace[n_tris];
for( int i=0;i<n_tris;++i ){
int i0=ReadInt()+v0;
int i1=ReadInt()+v0;
int i2=ReadInt()+v0;
if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
for (int i = 0; i < n_tris; ++i) {
int i0 = ReadInt() + v0;
int i1 = ReadInt() + v0;
int i2 = ReadInt() + v0;
if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
#ifdef DEBUG_B3D
cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
#endif
Fail( "Bad triangle index" );
continue;
}
face->mNumIndices=3;
face->mIndices=new unsigned[3];
face->mIndices[0]=i0;
face->mIndices[1]=i1;
face->mIndices[2]=i2;
++mesh->mNumFaces;
++face;
}
Fail("Bad triangle index");
continue;
}
face->mNumIndices = 3;
face->mIndices = new unsigned[3];
face->mIndices[0] = i0;
face->mIndices[1] = i1;
face->mIndices[2] = i2;
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back( std::move(mesh) );
_meshes.emplace_back(std::move(mesh));
}
// ------------------------------------------------------------------------------------------------
@ -453,29 +452,23 @@ void B3DImporter::ReadMESH(){
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE( int id ){
while( ChunkSize() ){
int vertex=ReadInt();
float weight=ReadFloat();
if( vertex<0 || vertex>=(int)_vertices.size() ){
Fail( "Bad vertex index" );
}
void B3DImporter::ReadBONE(int id) {
while (ChunkSize()) {
int vertex = ReadInt();
float weight = ReadFloat();
if (vertex < 0 || vertex >= (int)_vertices.size()) {
Fail("Bad vertex index");
}
Vertex &v=_vertices[vertex];
int i;
for( i=0;i<4;++i ){
if( !v.weights[i] ){
v.bones[i]=id;
v.weights[i]=weight;
break;
}
}
#ifdef DEBUG_B3D
if( i==4 ){
cout<<"Too many bone weights"<<endl;
}
#endif
}
Vertex &v = _vertices[vertex];
for (int i = 0; i < 4; ++i) {
if (!v.weights[i]) {
v.bones[i] = id;
v.weights[i] = weight;
break;
}
}
}
}
// ------------------------------------------------------------------------------------------------
@ -633,11 +626,15 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
}
ExitChunk();
if( !_nodes.size() ) Fail( "No nodes" );
if( !_nodes.size() ) {
Fail( "No nodes" );
}
if( !_meshes.size() ) Fail( "No meshes" );
if( !_meshes.size() ) {
Fail( "No meshes" );
}
//Fix nodes/meshes/bones
// Fix nodes/meshes/bones
for(size_t i=0;i<_nodes.size();++i ){
aiNode *node=_nodes[i];
@ -648,8 +645,12 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
int n_verts=mesh->mNumVertices=n_tris * 3;
aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
if( _vflags & 1 ) {
mn=mesh->mNormals=new aiVector3D[ n_verts ];
}
if( _tcsets ) {
mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
}
aiFace *face=mesh->mFaces;