mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
466 lines
16 KiB
C++
466 lines
16 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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/// @file DeboneProcess.cpp
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/** Implementation of the DeboneProcess post processing step */
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// internal headers of the post-processing framework
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#include "ProcessHelper.h"
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#include "DeboneProcess.h"
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DeboneProcess::DeboneProcess()
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{
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mNumBones = 0;
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mNumBonesCanDoWithout = 0;
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mThreshold = AI_DEBONE_THRESHOLD;
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mAllOrNone = false;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DeboneProcess::~DeboneProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool DeboneProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_Debone) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void DeboneProcess::SetupProperties(const Importer* pImp)
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{
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// get the current value of the property
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mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
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mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void DeboneProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("DeboneProcess begin");
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if(!pScene->mNumMeshes) {
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return;
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}
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std::vector<bool> splitList(pScene->mNumMeshes);
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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splitList[a] = ConsiderMesh( pScene->mMeshes[a] );
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}
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int numSplits = 0;
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if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
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for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if(splitList[a]) {
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numSplits++;
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}
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}
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}
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if(numSplits) {
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// we need to do something. Let's go.
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//mSubMeshIndices.clear(); // really needed?
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mSubMeshIndices.resize(pScene->mNumMeshes); // because we're doing it here anyway
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// build a new array of meshes for the scene
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std::vector<aiMesh*> meshes;
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for(unsigned int a=0;a<pScene->mNumMeshes;a++)
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{
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aiMesh* srcMesh = pScene->mMeshes[a];
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std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
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if(splitList[a]) {
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SplitMesh(srcMesh,newMeshes);
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}
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// mesh was split
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if(!newMeshes.empty()) {
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unsigned int out = 0, in = srcMesh->mNumBones;
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// store new meshes and indices of the new meshes
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for(unsigned int b=0;b<newMeshes.size();b++) {
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const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
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aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
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std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
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mSubMeshIndices[a].push_back(push_pair);
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meshes.push_back(newMeshes[b].first);
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out+=newMeshes[b].first->mNumBones;
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}
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if(!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_INFO_F("Removed %u bones. Input bones:", in - out, ". Output bones: ", out);
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}
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// and destroy the source mesh. It should be completely contained inside the new submeshes
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delete srcMesh;
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}
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else {
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// Mesh is kept unchanged - store it's new place in the mesh array
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mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(static_cast<unsigned int>(meshes.size()),(aiNode*)0));
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meshes.push_back(srcMesh);
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}
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}
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// rebuild the scene's mesh array
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pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
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delete [] pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
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// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
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UpdateNode( pScene->mRootNode);
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}
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ASSIMP_LOG_DEBUG("DeboneProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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// Counts bones total/removable in a given mesh.
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bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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{
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if(!pMesh->HasBones()) {
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return false;
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}
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bool split = false;
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//interstitial faces not permitted
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bool isInterstitialRequired = false;
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std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
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std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
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const unsigned int cUnowned = UINT_MAX;
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const unsigned int cCoowned = UINT_MAX-1;
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
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float w = pMesh->mBones[i]->mWeights[j].mWeight;
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if(w==0.0f) {
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continue;
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}
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unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
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if(w>=mThreshold) {
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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ASSIMP_LOG_WARN("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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vertexBones[vid] = cCoowned;
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}
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}
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else vertexBones[vid] = i;
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}
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if(!isBoneNecessary[i]) {
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isBoneNecessary[i] = w<mThreshold;
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}
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}
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if(!isBoneNecessary[i]) {
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isInterstitialRequired = true;
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}
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}
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if(isInterstitialRequired) {
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
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for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
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if(v!=w) {
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if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
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if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
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}
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}
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}
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}
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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if(!isBoneNecessary[i]) {
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mNumBonesCanDoWithout++;
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split = true;
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}
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mNumBones++;
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}
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return split;
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}
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// ------------------------------------------------------------------------------------------------
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// Splits the given mesh by bone count.
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void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
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{
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// same deal here as ConsiderMesh basically
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std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
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std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
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const unsigned int cUnowned = UINT_MAX;
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const unsigned int cCoowned = UINT_MAX-1;
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
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float w = pMesh->mBones[i]->mWeights[j].mWeight;
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if(w==0.0f) {
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continue;
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}
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unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
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if(w>=mThreshold) {
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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ASSIMP_LOG_WARN("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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vertexBones[vid] = cCoowned;
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}
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}
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else vertexBones[vid] = i;
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}
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if(!isBoneNecessary[i]) {
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isBoneNecessary[i] = w<mThreshold;
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}
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}
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}
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unsigned int nFacesUnowned = 0;
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std::vector<unsigned int> faceBones(pMesh->mNumFaces,UINT_MAX);
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std::vector<unsigned int> facesPerBone(pMesh->mNumBones,0);
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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unsigned int nInterstitial = 1;
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unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
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for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
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if(v!=w) {
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if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
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if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
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}
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else nInterstitial++;
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}
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if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
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faceBones[i] = v; //primitive belongs to bone #v
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facesPerBone[v]++;
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}
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else nFacesUnowned++;
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}
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// invalidate any "cojoined" faces
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
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{
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ai_assert(facesPerBone[faceBones[i]]>0);
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facesPerBone[faceBones[i]]--;
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nFacesUnowned++;
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faceBones[i] = cUnowned;
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}
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}
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if(nFacesUnowned) {
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std::vector<unsigned int> subFaces;
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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if(faceBones[i]==cUnowned) {
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subFaces.push_back(i);
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}
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}
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aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0);
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std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0);
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poNewMeshes.push_back(push_pair);
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}
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
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std::vector<unsigned int> subFaces;
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for(unsigned int j=0;j<pMesh->mNumFaces;j++) {
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if(faceBones[j]==i) {
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subFaces.push_back(j);
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}
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}
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unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES;
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aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f);
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//Lifted from PretransformVertices.cpp
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ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix);
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std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]);
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poNewMeshes.push_back(push_pair);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the node's mesh list to account for the changed mesh list
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void DeboneProcess::UpdateNode(aiNode* pNode) const
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{
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// rebuild the node's mesh index list
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std::vector<unsigned int> newMeshList;
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// this will require two passes
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unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
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// first pass, look for meshes which have not moved
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for(unsigned int a=0;a<m;a++) {
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unsigned int srcIndex = pNode->mMeshes[a];
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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for(unsigned int b=0;b<nSubmeshes;b++) {
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if(!subMeshes[b].second) {
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newMeshList.push_back(subMeshes[b].first);
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}
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}
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}
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// second pass, collect deboned meshes
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for(unsigned int a=0;a<n;a++)
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{
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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for(unsigned int b=0;b<nSubmeshes;b++) {
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if(subMeshes[b].second == pNode) {
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newMeshList.push_back(subMeshes[b].first);
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}
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}
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}
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if( pNode->mNumMeshes > 0 ) {
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delete [] pNode->mMeshes; pNode->mMeshes = NULL;
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}
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pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
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if(pNode->mNumMeshes) {
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
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}
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// do that also recursively for all children
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for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
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UpdateNode( pNode->mChildren[a]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
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{
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// Check whether we need to transform the coordinates at all
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if (!mat.IsIdentity()) {
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if (mesh->HasPositions()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mVertices[i] = mat * mesh->mVertices[i];
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}
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}
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if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
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aiMatrix4x4 mWorldIT = mat;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (mesh->HasNormals()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
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}
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}
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if (mesh->HasTangentsAndBitangents()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
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mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
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}
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}
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}
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}
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}
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