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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
373 lines
14 KiB
C++
373 lines
14 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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#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
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#include "MMD/MMDImporter.h"
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#include "MMD/MMDPmdParser.h"
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#include "MMD/MMDPmxParser.h"
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#include "MMD/MMDVmdParser.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Importer.hpp>
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#include <assimp/ai_assert.h>
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#include <assimp/scene.h>
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#include <fstream>
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#include <iomanip>
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#include <memory>
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static const aiImporterDesc desc = {"MMD Importer",
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"",
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"",
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"surfaces supported?",
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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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"pmx"};
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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MMDImporter::MMDImporter()
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: m_Buffer()
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, m_strAbsPath("") {
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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MMDImporter::~MMDImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an pmx file.
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bool MMDImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler,
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bool checkSig) const {
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if (!checkSig) // Check File Extension
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{
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return SimpleExtensionCheck(pFile, "pmx");
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} else // Check file Header
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{
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static const char *pTokens[] = {"PMX "};
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
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// ------------------------------------------------------------------------------------------------
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// MMD import implementation
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void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
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IOSystem * /*pIOHandler*/) {
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// Read file by istream
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std::filebuf fb;
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if (!fb.open(file, std::ios::in | std::ios::binary)) {
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throw DeadlyImportError("Failed to open file " + file + ".");
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}
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std::istream fileStream(&fb);
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// Get the file-size and validate it, throwing an exception when fails
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fileStream.seekg(0, fileStream.end);
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size_t fileSize = static_cast<size_t>(fileStream.tellg());
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fileStream.seekg(0, fileStream.beg);
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if (fileSize < sizeof(pmx::PmxModel)) {
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throw DeadlyImportError(file + " is too small.");
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}
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pmx::PmxModel model;
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model.Read(&fileStream);
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CreateDataFromImport(&model, pScene);
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}
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// ------------------------------------------------------------------------------------------------
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void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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aiScene *pScene) {
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if (pModel == NULL) {
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return;
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}
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aiNode *pNode = new aiNode;
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if (!pModel->model_name.empty()) {
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pNode->mName.Set(pModel->model_name);
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}
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pScene->mRootNode = pNode;
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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
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// split mesh by materials
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pNode->mNumMeshes = pModel->material_count;
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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for (unsigned int index = 0; index < pNode->mNumMeshes; index++) {
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pNode->mMeshes[index] = index;
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}
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pScene->mNumMeshes = pModel->material_count;
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
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const int indexCount = pModel->materials[i].index_count;
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pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
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pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
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pScene->mMeshes[i]->mMaterialIndex = i;
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indexStart += indexCount;
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}
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// create node hierarchy for bone position
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std::unique_ptr<aiNode *[]> ppNode(new aiNode *[pModel->bone_count]);
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for (auto i = 0; i < pModel->bone_count; i++) {
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ppNode[i] = new aiNode(pModel->bones[i].bone_name);
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}
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for (auto i = 0; i < pModel->bone_count; i++) {
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const pmx::PmxBone &bone = pModel->bones[i];
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if (bone.parent_index < 0) {
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pScene->mRootNode->addChildren(1, ppNode.get() + i);
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} else {
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ppNode[bone.parent_index]->addChildren(1, ppNode.get() + i);
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aiVector3D v3 = aiVector3D(
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bone.position[0] - pModel->bones[bone.parent_index].position[0],
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bone.position[1] - pModel->bones[bone.parent_index].position[1],
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bone.position[2] - pModel->bones[bone.parent_index].position[2]);
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aiMatrix4x4::Translation(v3, ppNode[i]->mTransformation);
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}
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}
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// create materials
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pScene->mNumMaterials = pModel->material_count;
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials; i++) {
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pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
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}
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// Convert everything to OpenGL space
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute(pScene);
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FlipUVsProcess uvFlipper;
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uvFlipper.Execute(pScene);
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FlipWindingOrderProcess windingFlipper;
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windingFlipper.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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const int indexStart, const int indexCount) {
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aiMesh *pMesh = new aiMesh;
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pMesh->mNumVertices = indexCount;
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pMesh->mNumFaces = indexCount / 3;
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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const int numIndices = 3; // triangular face
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for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
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pMesh->mFaces[index].mNumIndices = numIndices;
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unsigned int *indices = new unsigned int[numIndices];
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indices[0] = numIndices * index;
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indices[1] = numIndices * index + 1;
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indices[2] = numIndices * index + 2;
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pMesh->mFaces[index].mIndices = indices;
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}
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNumUVComponents[0] = 2;
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// additional UVs
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for (int i = 1; i <= pModel->setting.uv; i++) {
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pMesh->mTextureCoords[i] = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNumUVComponents[i] = 4;
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}
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map<int, vector<aiVertexWeight>> bone_vertex_map;
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// fill in contents and create bones
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for (int index = 0; index < indexCount; index++) {
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const pmx::PmxVertex *v =
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&pModel->vertices[pModel->indices[indexStart + index]];
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const float *position = v->position;
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pMesh->mVertices[index].Set(position[0], position[1], position[2]);
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const float *normal = v->normal;
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pMesh->mNormals[index].Set(normal[0], normal[1], normal[2]);
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pMesh->mTextureCoords[0][index].x = v->uv[0];
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pMesh->mTextureCoords[0][index].y = v->uv[1];
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for (int i = 1; i <= pModel->setting.uv; i++) {
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// TODO: wrong here? use quaternion transform?
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pMesh->mTextureCoords[i][index].x = v->uva[i][0];
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pMesh->mTextureCoords[i][index].y = v->uva[i][1];
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}
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// handle bone map
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const auto vsBDEF1_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF1 *>(v->skinning.get());
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const auto vsBDEF2_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF2 *>(v->skinning.get());
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const auto vsBDEF4_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF4 *>(v->skinning.get());
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const auto vsSDEF_ptr =
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dynamic_cast<pmx::PmxVertexSkinningSDEF *>(v->skinning.get());
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switch (v->skinning_type) {
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case pmx::PmxVertexSkinningType::BDEF1:
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bone_vertex_map[vsBDEF1_ptr->bone_index].push_back(
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aiVertexWeight(index, 1.0));
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break;
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case pmx::PmxVertexSkinningType::BDEF2:
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bone_vertex_map[vsBDEF2_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsBDEF2_ptr->bone_weight));
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bone_vertex_map[vsBDEF2_ptr->bone_index2].push_back(
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aiVertexWeight(index, 1.0f - vsBDEF2_ptr->bone_weight));
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break;
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case pmx::PmxVertexSkinningType::BDEF4:
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bone_vertex_map[vsBDEF4_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight1));
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bone_vertex_map[vsBDEF4_ptr->bone_index2].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight2));
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bone_vertex_map[vsBDEF4_ptr->bone_index3].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight3));
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bone_vertex_map[vsBDEF4_ptr->bone_index4].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight4));
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break;
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case pmx::PmxVertexSkinningType::SDEF: // TODO: how to use sdef_c, sdef_r0,
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// sdef_r1?
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bone_vertex_map[vsSDEF_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsSDEF_ptr->bone_weight));
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bone_vertex_map[vsSDEF_ptr->bone_index2].push_back(
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aiVertexWeight(index, 1.0f - vsSDEF_ptr->bone_weight));
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break;
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case pmx::PmxVertexSkinningType::QDEF:
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const auto vsQDEF_ptr =
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dynamic_cast<pmx::PmxVertexSkinningQDEF *>(v->skinning.get());
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bone_vertex_map[vsQDEF_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight1));
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bone_vertex_map[vsQDEF_ptr->bone_index2].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight2));
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bone_vertex_map[vsQDEF_ptr->bone_index3].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight3));
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bone_vertex_map[vsQDEF_ptr->bone_index4].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight4));
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break;
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}
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}
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// make all bones for each mesh
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// assign bone weights to skinned bones (otherwise just initialize)
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auto bone_ptr_ptr = new aiBone *[pModel->bone_count];
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pMesh->mNumBones = pModel->bone_count;
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pMesh->mBones = bone_ptr_ptr;
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for (auto ii = 0; ii < pModel->bone_count; ++ii) {
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auto pBone = new aiBone;
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const auto &pmxBone = pModel->bones[ii];
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pBone->mName = pmxBone.bone_name;
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aiVector3D pos(pmxBone.position[0], pmxBone.position[1], pmxBone.position[2]);
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aiMatrix4x4::Translation(-pos, pBone->mOffsetMatrix);
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auto it = bone_vertex_map.find(ii);
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if (it != bone_vertex_map.end()) {
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pBone->mNumWeights = static_cast<unsigned int>(it->second.size());
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pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
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for (unsigned int j = 0; j < pBone->mNumWeights; j++) {
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pBone->mWeights[j] = it->second[j];
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}
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}
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bone_ptr_ptr[ii] = pBone;
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}
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return pMesh;
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial *MMDImporter::CreateMaterial(const pmx::PmxMaterial *pMat,
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const pmx::PmxModel *pModel) {
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aiMaterial *mat = new aiMaterial();
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aiString name(pMat->material_english_name);
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mat->AddProperty(&name, AI_MATKEY_NAME);
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aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
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mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
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mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
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aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
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mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
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float opacity = pMat->diffuse[3];
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mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
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float shininess = pMat->specularlity;
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mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
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if(pMat->diffuse_texture_index >= 0) {
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aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
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mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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}
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int mapping_uvwsrc = 0;
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mat->AddProperty(&mapping_uvwsrc, 1,
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AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
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return mat;
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_MMD_IMPORTER
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