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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
536 lines
20 KiB
C++
536 lines
20 KiB
C++
/*
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---------------------------------------------------------------------------
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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 following
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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 Implementation of the IrrMesh importer class */
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#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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#include "IRRMeshLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <memory>
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#include <assimp/IOSystem.hpp>
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#include <assimp/mesh.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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using namespace irr;
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using namespace irr::io;
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static const aiImporterDesc desc = {
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"Irrlicht Mesh Reader",
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"",
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"",
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"http://irrlicht.sourceforge.net/",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"xml irrmesh"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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IRRMeshImporter::~IRRMeshImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool IRRMeshImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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const std::string extension = GetExtension(pFile);
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if (extension == "irrmesh")return true;
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else if (extension == "xml" || checkSig)
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{
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/* If CanRead() is called to check whether the loader
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* supports a specific file extension in general we
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* must return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"irrmesh"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all file extensions which are handled by this class
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const aiImporterDesc* IRRMeshImporter::GetInfo () const
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{
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return &desc;
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}
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static void releaseMaterial( aiMaterial **mat ) {
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if(*mat!= nullptr) {
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delete *mat;
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*mat = nullptr;
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}
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}
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static void releaseMesh( aiMesh **mesh ) {
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if (*mesh != nullptr){
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delete *mesh;
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*mesh = nullptr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void IRRMeshImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw DeadlyImportError( "Failed to open IRRMESH file " + pFile + "");
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// Construct the irrXML parser
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CIrrXML_IOStreamReader st(file.get());
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reader = createIrrXMLReader((IFileReadCallBack*) &st);
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// final data
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std::vector<aiMaterial*> materials;
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std::vector<aiMesh*> meshes;
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materials.reserve (5);
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meshes.reserve(5);
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// temporary data - current mesh buffer
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aiMaterial* curMat = nullptr;
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aiMesh* curMesh = nullptr;
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unsigned int curMatFlags = 0;
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std::vector<aiVector3D> curVertices,curNormals,curTangents,curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs,curUV2s;
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// some temporary variables
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int textMeaning = 0;
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int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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// Parse the XML file
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while (reader->read()) {
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switch (reader->getNodeType()) {
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case EXN_ELEMENT:
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if (!ASSIMP_stricmp(reader->getNodeName(),"buffer") && (curMat || curMesh)) {
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// end of previous buffer. A material and a mesh should be there
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if ( !curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial( &curMat );
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releaseMesh( &curMesh );
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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curMat = nullptr;
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curMesh = nullptr;
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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}
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if (!ASSIMP_stricmp(reader->getNodeName(),"material")) {
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if (curMat) {
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ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
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releaseMaterial( &curMat );
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}
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curMat = ParseMaterial(curMatFlags);
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}
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/* no else here! */ if (!ASSIMP_stricmp(reader->getNodeName(),"vertices"))
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{
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int num = reader->getAttributeValueAsInt("vertexCount");
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if (!num) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
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releaseMaterial( &curMat );
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releaseMesh( &curMesh );
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textMeaning = 0;
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continue;
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}
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curVertices.reserve(num);
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curNormals.reserve(num);
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curColors.reserve(num);
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curUVs.reserve(num);
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// Determine the file format
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const char* t = reader->getAttributeValueSafe("type");
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if (!ASSIMP_stricmp("2tcoords", t)) {
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curUV2s.reserve (num);
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vertexFormat = 1;
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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aiMaterial* mat = ( aiMaterial* ) curMat;
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if (curMatFlags & AI_IRRMESH_MAT_lightmap){
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_LIGHTMAP(0));
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}
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else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid){
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
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}
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else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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}
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else if (!ASSIMP_stricmp("tangents", t)) {
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curTangents.reserve (num);
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curBitangents.reserve (num);
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vertexFormat = 2;
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}
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else if (ASSIMP_stricmp("standard", t)) {
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releaseMaterial( &curMat );
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ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
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}
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else vertexFormat = 0;
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textMeaning = 1;
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"indices")) {
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if (curVertices.empty() && curMat) {
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releaseMaterial( &curMat );
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throw DeadlyImportError("IRRMESH: indices must come after vertices");
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}
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textMeaning = 2;
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// start a new mesh
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curMesh = new aiMesh();
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// allocate storage for all faces
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curMesh->mNumVertices = reader->getAttributeValueAsInt("indexCount");
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if (!curMesh->mNumVertices) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
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// mesh - away
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releaseMesh( &curMesh );
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// material - away
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releaseMaterial( &curMat );
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textMeaning = 0;
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continue;
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}
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if (curMesh->mNumVertices % 3) {
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ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
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}
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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if (curNormals.size() == curVertices.size()) {
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size()) {
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size()) {
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors) {
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curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
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}
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if (curUVs.size() == curVertices.size()) {
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curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
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}
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if (curUV2s.size() == curVertices.size()) {
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curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
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}
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}
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break;
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case EXN_TEXT:
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{
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const char* sz = reader->getNodeData();
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if (textMeaning == 1) {
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textMeaning = 0;
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// read vertices
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do {
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SkipSpacesAndLineEnd(&sz);
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aiVector3D temp;aiColor4D c;
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// Read the vertex position
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sz = fast_atoreal_move<float>(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.y);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.z);
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SkipSpaces(&sz);
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curVertices.push_back(temp);
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// Read the vertex normals
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sz = fast_atoreal_move<float>(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.y);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.z);
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SkipSpaces(&sz);
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curNormals.push_back(temp);
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// read the vertex colors
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uint32_t clr = strtoul16(sz,&sz);
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ColorFromARGBPacked(clr,c);
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if (!curColors.empty() && c != *(curColors.end()-1))
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useColors = true;
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curColors.push_back(c);
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SkipSpaces(&sz);
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// read the first UV coordinate set
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sz = fast_atoreal_move<float>(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.y);
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SkipSpaces(&sz);
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temp.z = 0.f;
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temp.y = 1.f - temp.y; // DX to OGL
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curUVs.push_back(temp);
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// read the (optional) second UV coordinate set
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if (vertexFormat == 1) {
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sz = fast_atoreal_move<float>(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.y);
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temp.y = 1.f - temp.y; // DX to OGL
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curUV2s.push_back(temp);
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}
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// read optional tangent and bitangent vectors
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else if (vertexFormat == 2) {
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// tangents
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sz = fast_atoreal_move<float>(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.z);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curTangents.push_back(temp);
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// bitangents
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sz = fast_atoreal_move<float>(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.z);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curBitangents.push_back(temp);
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}
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}
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/* IMPORTANT: We assume that each vertex is specified in one
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line. So we can skip the rest of the line - unknown vertex
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elements are ignored.
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*/
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while (SkipLine(&sz));
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}
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else if (textMeaning == 2) {
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textMeaning = 0;
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// read indices
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aiFace* curFace = curMesh->mFaces;
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aiFace* const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
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aiVector3D* pcV = curMesh->mVertices;
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aiVector3D* pcN = curMesh->mNormals;
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aiVector3D* pcT = curMesh->mTangents;
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aiVector3D* pcB = curMesh->mBitangents;
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aiColor4D* pcC0 = curMesh->mColors[0];
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aiVector3D* pcT0 = curMesh->mTextureCoords[0];
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aiVector3D* pcT1 = curMesh->mTextureCoords[1];
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unsigned int curIdx = 0;
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unsigned int total = 0;
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while(SkipSpacesAndLineEnd(&sz)) {
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if (curFace >= faceEnd) {
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ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
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break;
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}
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if (!curIdx) {
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curFace->mNumIndices = 3;
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curFace->mIndices = new unsigned int[3];
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}
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unsigned int idx = strtoul10(sz,&sz);
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if (idx >= curVertices.size()) {
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ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
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idx = 0;
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}
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curFace->mIndices[curIdx] = total++;
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*pcV++ = curVertices[idx];
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if (pcN)*pcN++ = curNormals[idx];
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if (pcT)*pcT++ = curTangents[idx];
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if (pcB)*pcB++ = curBitangents[idx];
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if (pcC0)*pcC0++ = curColors[idx];
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if (pcT0)*pcT0++ = curUVs[idx];
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if (pcT1)*pcT1++ = curUV2s[idx];
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if (++curIdx == 3) {
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++curFace;
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curIdx = 0;
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}
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}
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if (curFace != faceEnd)
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ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
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// Finish processing the mesh - do some small material workarounds
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if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
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// Take the opacity value of the current material
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// from the common vertex color alpha
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aiMaterial* mat = (aiMaterial*)curMat;
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mat->AddProperty(&curColors[0].a,1,AI_MATKEY_OPACITY);
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}
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}}
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break;
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default:
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// GCC complains here ...
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break;
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};
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}
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// End of the last buffer. A material and a mesh should be there
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if (curMat || curMesh) {
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if ( !curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
|
|
releaseMaterial( &curMat );
|
|
releaseMesh( &curMesh );
|
|
}
|
|
else {
|
|
materials.push_back(curMat);
|
|
meshes.push_back(curMesh);
|
|
}
|
|
}
|
|
|
|
if (materials.empty())
|
|
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
|
|
|
|
|
|
// now generate the output scene
|
|
pScene->mNumMeshes = (unsigned int)meshes.size();
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
|
pScene->mMeshes[i] = meshes[i];
|
|
|
|
// clean this value ...
|
|
pScene->mMeshes[i]->mNumUVComponents[3] = 0;
|
|
}
|
|
|
|
pScene->mNumMaterials = (unsigned int)materials.size();
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
|
::memcpy(pScene->mMaterials,&materials[0],sizeof(void*)*pScene->mNumMaterials);
|
|
|
|
pScene->mRootNode = new aiNode();
|
|
pScene->mRootNode->mName.Set("<IRRMesh>");
|
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
|
|
// clean up and return
|
|
delete reader;
|
|
AI_DEBUG_INVALIDATE_PTR(reader);
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
|