mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
572 lines
15 KiB
C++
572 lines
15 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_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExportNode.h"
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#include "FBXCommon.h"
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/ai_assert.h>
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#include <assimp/StringUtils.h> // ai_snprintf
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#include <string>
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#include <ostream>
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#include <sstream> // ostringstream
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#include <memory> // shared_ptr
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namespace Assimp {
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// AddP70<type> helpers... there's no usable pattern here,
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// so all are defined as separate functions.
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// Even "animatable" properties are often completely different
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// from the standard (nonanimated) property definition,
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// so they are specified with an 'A' suffix.
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void FBX::Node::AddP70int(
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const std::string& name, int32_t value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "int", "Integer", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70bool(
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const std::string& name, bool value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "bool", "", "", int32_t(value));
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AddChild(n);
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}
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void FBX::Node::AddP70double(
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const std::string& name, double value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "double", "Number", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70numberA(
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const std::string& name, double value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Number", "", "A", value);
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AddChild(n);
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}
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void FBX::Node::AddP70color(
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const std::string& name, double r, double g, double b
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) {
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FBX::Node n("P");
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n.AddProperties(name, "ColorRGB", "Color", "", r, g, b);
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AddChild(n);
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}
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void FBX::Node::AddP70colorA(
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const std::string& name, double r, double g, double b
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Color", "", "A", r, g, b);
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AddChild(n);
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}
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void FBX::Node::AddP70vector(
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const std::string& name, double x, double y, double z
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Vector3D", "Vector", "", x, y, z);
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AddChild(n);
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}
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void FBX::Node::AddP70vectorA(
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const std::string& name, double x, double y, double z
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Vector", "", "A", x, y, z);
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AddChild(n);
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}
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void FBX::Node::AddP70string(
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const std::string& name, const std::string& value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "KString", "", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70enum(
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const std::string& name, int32_t value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "enum", "", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70time(
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const std::string& name, int64_t value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "KTime", "Time", "", value);
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AddChild(n);
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}
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// public member functions for writing nodes to stream
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void FBX::Node::Dump(
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std::shared_ptr<Assimp::IOStream> outfile,
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bool binary, int indent
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) {
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if (binary) {
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Assimp::StreamWriterLE outstream(outfile);
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DumpBinary(outstream);
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} else {
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std::ostringstream ss;
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DumpAscii(ss, indent);
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std::string s = ss.str();
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outfile->Write(s.c_str(), s.size(), 1);
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}
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}
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void FBX::Node::Dump(
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Assimp::StreamWriterLE &outstream,
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bool binary, int indent
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) {
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if (binary) {
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DumpBinary(outstream);
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} else {
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std::ostringstream ss;
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DumpAscii(ss, indent);
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outstream.PutString(ss.str());
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}
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}
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// public member functions for low-level writing
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void FBX::Node::Begin(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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if (binary) {
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BeginBinary(s);
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} else {
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// assume we're at the correct place to start already
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(void)indent;
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std::ostringstream ss;
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BeginAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::DumpProperties(
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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if (binary) {
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DumpPropertiesBinary(s);
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} else {
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std::ostringstream ss;
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DumpPropertiesAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::EndProperties(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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EndProperties(s, binary, indent, properties.size());
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}
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void FBX::Node::EndProperties(
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Assimp::StreamWriterLE &s,
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bool binary, int indent,
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size_t num_properties
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) {
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if (binary) {
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EndPropertiesBinary(s, num_properties);
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} else {
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// nothing to do
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(void)indent;
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}
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}
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void FBX::Node::BeginChildren(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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if (binary) {
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// nothing to do
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} else {
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std::ostringstream ss;
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BeginChildrenAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::DumpChildren(
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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if (binary) {
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DumpChildrenBinary(s);
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} else {
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std::ostringstream ss;
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DumpChildrenAscii(ss, indent);
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if (ss.tellp() > 0)
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s.PutString(ss.str());
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}
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}
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void FBX::Node::End(
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Assimp::StreamWriterLE &s,
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bool binary, int indent,
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bool has_children
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) {
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if (binary) {
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EndBinary(s, has_children);
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} else {
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std::ostringstream ss;
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EndAscii(ss, indent, has_children);
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if (ss.tellp() > 0)
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s.PutString(ss.str());
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}
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}
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// public member functions for writing to binary fbx
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void FBX::Node::DumpBinary(Assimp::StreamWriterLE &s)
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{
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// write header section (with placeholders for some things)
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BeginBinary(s);
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// write properties
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DumpPropertiesBinary(s);
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// go back and fill in property related placeholders
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EndPropertiesBinary(s, properties.size());
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// write children
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DumpChildrenBinary(s);
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// finish, filling in end offset placeholder
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EndBinary(s, force_has_children || !children.empty());
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}
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// public member functions for writing to ascii fbx
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void FBX::Node::DumpAscii(std::ostream &s, int indent)
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{
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// write name
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BeginAscii(s, indent);
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// write properties
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DumpPropertiesAscii(s, indent);
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if (force_has_children || !children.empty()) {
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// begin children (with a '{')
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BeginChildrenAscii(s, indent + 1);
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// write children
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DumpChildrenAscii(s, indent + 1);
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}
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// finish (also closing the children bracket '}')
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EndAscii(s, indent, force_has_children || !children.empty());
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}
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// private member functions for low-level writing to fbx
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void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
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{
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// remember start pos so we can come back and write the end pos
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this->start_pos = s.Tell();
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// placeholders for end pos and property section info
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s.PutU8(0); // end pos
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s.PutU8(0); // number of properties
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s.PutU8(0); // total property section length
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// node name
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s.PutU1(uint8_t(name.size())); // length of node name
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s.PutString(name); // node name as raw bytes
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// property data comes after here
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this->property_start = s.Tell();
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}
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void FBX::Node::DumpPropertiesBinary(Assimp::StreamWriterLE& s)
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{
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for (auto &p : properties) {
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p.DumpBinary(s);
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}
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}
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void FBX::Node::EndPropertiesBinary(
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Assimp::StreamWriterLE &s,
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size_t num_properties
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) {
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if (num_properties == 0) { return; }
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size_t pos = s.Tell();
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ai_assert(pos > property_start);
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size_t property_section_size = pos - property_start;
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s.Seek(start_pos + 8); // 8 bytes of uint64_t of end_pos
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s.PutU8(num_properties);
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s.PutU8(property_section_size);
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s.Seek(pos);
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}
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void FBX::Node::DumpChildrenBinary(Assimp::StreamWriterLE& s)
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{
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for (FBX::Node& child : children) {
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child.DumpBinary(s);
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}
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}
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void FBX::Node::EndBinary(
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Assimp::StreamWriterLE &s,
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bool has_children
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) {
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// if there were children, add a null record
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if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD); }
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// now go back and write initial pos
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this->end_pos = s.Tell();
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s.Seek(start_pos);
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s.PutU8(end_pos);
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s.Seek(end_pos);
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}
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void FBX::Node::BeginAscii(std::ostream& s, int indent)
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{
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s << '\n';
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for (int i = 0; i < indent; ++i) { s << '\t'; }
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s << name << ": ";
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}
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void FBX::Node::DumpPropertiesAscii(std::ostream &s, int indent)
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{
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for (size_t i = 0; i < properties.size(); ++i) {
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if (i > 0) { s << ", "; }
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properties[i].DumpAscii(s, indent);
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}
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}
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void FBX::Node::BeginChildrenAscii(std::ostream& s, int indent)
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{
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// only call this if there are actually children
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s << " {";
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(void)indent;
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}
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void FBX::Node::DumpChildrenAscii(std::ostream& s, int indent)
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{
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// children will need a lot of padding and corralling
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if (children.size() || force_has_children) {
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for (size_t i = 0; i < children.size(); ++i) {
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// no compression in ascii files, so skip this node if it exists
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if (children[i].name == "EncryptionType") { continue; }
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// the child can dump itself
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children[i].DumpAscii(s, indent);
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}
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}
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}
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void FBX::Node::EndAscii(std::ostream& s, int indent, bool has_children)
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{
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if (!has_children) { return; } // nothing to do
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s << '\n';
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for (int i = 0; i < indent; ++i) { s << '\t'; }
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s << "}";
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}
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// private helpers for static member functions
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// ascii property node from vector of doubles
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void FBX::Node::WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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int indent
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){
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char buffer[32];
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FBX::Node node(name);
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node.Begin(s, false, indent);
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std::string vsize = to_string(v.size());
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// *<size> {
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s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
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// indent + 1
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for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
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// a: value,value,value,...
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s.PutString("a: ");
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int count = 0;
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for (size_t i = 0; i < v.size(); ++i) {
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if (i > 0) { s.PutChar(','); }
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int len = ai_snprintf(buffer, sizeof(buffer), "%f", v[i]);
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count += len;
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if (count > 2048) { s.PutChar('\n'); count = 0; }
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if (len < 0 || len > 31) {
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// this should never happen
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throw DeadlyExportError("failed to convert double to string");
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}
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for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
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}
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// }
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s.PutChar('\n');
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for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
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s.PutChar('}'); s.PutChar(' ');
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node.End(s, false, indent, false);
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}
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// ascii property node from vector of int32_t
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void FBX::Node::WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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int indent
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){
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char buffer[32];
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FBX::Node node(name);
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node.Begin(s, false, indent);
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std::string vsize = to_string(v.size());
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// *<size> {
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s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
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// indent + 1
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for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
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// a: value,value,value,...
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s.PutString("a: ");
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int count = 0;
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for (size_t i = 0; i < v.size(); ++i) {
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if (i > 0) { s.PutChar(','); }
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int len = ai_snprintf(buffer, sizeof(buffer), "%d", v[i]);
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count += len;
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if (count > 2048) { s.PutChar('\n'); count = 0; }
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if (len < 0 || len > 31) {
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// this should never happen
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throw DeadlyExportError("failed to convert double to string");
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}
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for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
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}
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// }
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s.PutChar('\n');
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for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
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s.PutChar('}'); s.PutChar(' ');
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node.End(s, false, indent, false);
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}
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// binary property node from vector of doubles
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// TODO: optional zip compression!
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void FBX::Node::WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s
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){
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FBX::Node node(name);
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node.BeginBinary(s);
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s.PutU1('d');
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s.PutU4(uint32_t(v.size())); // number of elements
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s.PutU4(0); // no encoding (1 would be zip-compressed)
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s.PutU4(uint32_t(v.size()) * 8); // data size
|
|
for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
|
|
node.EndPropertiesBinary(s, 1);
|
|
node.EndBinary(s, false);
|
|
}
|
|
|
|
// binary property node from vector of int32_t
|
|
// TODO: optional zip compression!
|
|
void FBX::Node::WritePropertyNodeBinary(
|
|
const std::string& name,
|
|
const std::vector<int32_t>& v,
|
|
Assimp::StreamWriterLE& s
|
|
){
|
|
FBX::Node node(name);
|
|
node.BeginBinary(s);
|
|
s.PutU1('i');
|
|
s.PutU4(uint32_t(v.size())); // number of elements
|
|
s.PutU4(0); // no encoding (1 would be zip-compressed)
|
|
s.PutU4(uint32_t(v.size()) * 4); // data size
|
|
for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
|
|
node.EndPropertiesBinary(s, 1);
|
|
node.EndBinary(s, false);
|
|
}
|
|
|
|
// public static member functions
|
|
|
|
// convenience function to create and write a property node,
|
|
// holding a single property which is an array of values.
|
|
// does not copy the data, so is efficient for large arrays.
|
|
void FBX::Node::WritePropertyNode(
|
|
const std::string& name,
|
|
const std::vector<double>& v,
|
|
Assimp::StreamWriterLE& s,
|
|
bool binary, int indent
|
|
){
|
|
if (binary) {
|
|
FBX::Node::WritePropertyNodeBinary(name, v, s);
|
|
} else {
|
|
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
|
|
}
|
|
}
|
|
|
|
// convenience function to create and write a property node,
|
|
// holding a single property which is an array of values.
|
|
// does not copy the data, so is efficient for large arrays.
|
|
void FBX::Node::WritePropertyNode(
|
|
const std::string& name,
|
|
const std::vector<int32_t>& v,
|
|
Assimp::StreamWriterLE& s,
|
|
bool binary, int indent
|
|
){
|
|
if (binary) {
|
|
FBX::Node::WritePropertyNodeBinary(name, v, s);
|
|
} else {
|
|
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
|
|
}
|
|
}
|
|
}
|
|
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|