Torque3D/Engine/lib/assimp/code/NDO/NDOLoader.cpp
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file NDOLoader.cpp
* Implementation of the NDO importer class.
*/
#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
#include "NDOLoader.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include <assimp/StreamReader.h>
#include <map>
using namespace Assimp;
static const aiImporterDesc desc = {
"Nendo Mesh Importer",
"",
"",
"http://www.izware.com/nendo/index.htm",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"ndo"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
NDOImporter::NDOImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
NDOImporter::~NDOImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool NDOImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// check file extension
const std::string extension = GetExtension(pFile);
if( extension == "ndo")
return true;
if ((checkSig || !extension.length()) && pIOHandler) {
const char* tokens[] = {"nendo"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,5);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
const aiImporterDesc* NDOImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void NDOImporter::SetupProperties(const Importer* /*pImp*/)
{
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void NDOImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderBE reader(pIOHandler->Open( pFile, "rb"));
// first 9 bytes are nendo file format ("nendo 1.n")
const char* head = (const char*)reader.GetPtr();
reader.IncPtr(9);
if (strncmp("nendo ",head,6)) {
throw DeadlyImportError("Not a Nendo file; magic signature missing");
}
// check if this is a supported version. if not, continue, too -- users,
// please don't complain if it doesn't work then ...
unsigned int file_format = 12;
if (!strncmp("1.0",head+6,3)) {
file_format = 10;
ASSIMP_LOG_INFO("NDO file format is 1.0");
}
else if (!strncmp("1.1",head+6,3)) {
file_format = 11;
ASSIMP_LOG_INFO("NDO file format is 1.1");
}
else if (!strncmp("1.2",head+6,3)) {
file_format = 12;
ASSIMP_LOG_INFO("NDO file format is 1.2");
}
else {
ASSIMP_LOG_WARN_F( "Unrecognized nendo file format version, continuing happily ... :", (head+6));
}
reader.IncPtr(2); /* skip flags */
if (file_format >= 12) {
reader.IncPtr(2);
}
unsigned int temp = reader.GetU1();
std::vector<Object> objects(temp); /* buffer to store all the loaded objects in */
// read all objects
for (unsigned int o = 0; o < objects.size(); ++o) {
// if (file_format < 12) {
if (!reader.GetI1()) {
continue; /* skip over empty object */
}
// reader.GetI2();
// }
Object& obj = objects[o];
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
head = (const char*)reader.GetPtr();
reader.IncPtr(temp + 76); /* skip unknown stuff */
obj.name = std::string(head, temp);
// read edge table
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
obj.edges.reserve(temp);
for (unsigned int e = 0; e < temp; ++e) {
obj.edges.push_back(Edge());
Edge& edge = obj.edges.back();
for (unsigned int i = 0; i< 8; ++i) {
edge.edge[i] = file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
edge.hard = file_format >= 11 ? reader.GetU1() : 0;
for (unsigned int i = 0; i< 8; ++i) {
edge.color[i] = reader.GetU1();
}
}
// read face table
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
obj.faces.reserve(temp);
for (unsigned int e = 0; e < temp; ++e) {
obj.faces.push_back(Face());
Face& face = obj.faces.back();
face.elem = file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
// read vertex table
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
obj.vertices.reserve(temp);
for (unsigned int e = 0; e < temp; ++e) {
obj.vertices.push_back(Vertex());
Vertex& v = obj.vertices.back();
v.num = file_format >= 12 ? reader.GetU4() : reader.GetU2();
v.val.x = reader.GetF4();
v.val.y = reader.GetF4();
v.val.z = reader.GetF4();
}
// read UVs
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
for (unsigned int e = 0; e < temp; ++e) {
file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
for (unsigned int e = 0; e < temp; ++e) {
file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
if (reader.GetU1()) {
const unsigned int x = reader.GetU2(), y = reader.GetU2();
temp = 0;
while (temp < x*y) {
unsigned int repeat = reader.GetU1();
reader.GetU1();
reader.GetU1();
reader.GetU1();
temp += repeat;
}
}
}
// construct a dummy node graph and add all named objects as child nodes
aiNode* root = pScene->mRootNode = new aiNode("$NDODummyRoot");
aiNode** cc = root->mChildren = new aiNode* [ root->mNumChildren = static_cast<unsigned int>( objects.size()) ] ();
pScene->mMeshes = new aiMesh* [ root->mNumChildren] ();
std::vector<aiVector3D> vertices;
std::vector<unsigned int> indices;
for(const Object& obj : objects) {
aiNode* nd = *cc++ = new aiNode(obj.name);
nd->mParent = root;
// translated from a python dict() - a vector might be sufficient as well
typedef std::map<unsigned int, unsigned int> FaceTable;
FaceTable face_table;
unsigned int n = 0;
for(const Edge& edge : obj.edges) {
face_table[edge.edge[2]] = n;
face_table[edge.edge[3]] = n;
++n;
}
aiMesh* mesh = new aiMesh();
mesh->mNumFaces=static_cast<unsigned int>(face_table.size());
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
vertices.clear();
vertices.reserve(4 * face_table.size()); // arbitrarily chosen
for(FaceTable::value_type& v : face_table) {
indices.clear();
aiFace& f = *faces++;
const unsigned int key = v.first;
unsigned int cur_edge = v.second;
while (1) {
unsigned int next_edge, next_vert;
if (key == obj.edges[cur_edge].edge[3]) {
next_edge = obj.edges[cur_edge].edge[5];
next_vert = obj.edges[cur_edge].edge[1];
}
else {
next_edge = obj.edges[cur_edge].edge[4];
next_vert = obj.edges[cur_edge].edge[0];
}
indices.push_back( static_cast<unsigned int>(vertices.size()) );
vertices.push_back(obj.vertices[ next_vert ].val);
cur_edge = next_edge;
if (cur_edge == v.second) {
break;
}
}
f.mIndices = new unsigned int[f.mNumIndices = static_cast<unsigned int>(indices.size())];
std::copy(indices.begin(),indices.end(),f.mIndices);
}
mesh->mVertices = new aiVector3D[mesh->mNumVertices = static_cast<unsigned int>(vertices.size())];
std::copy(vertices.begin(),vertices.end(),mesh->mVertices);
if (mesh->mNumVertices) {
pScene->mMeshes[pScene->mNumMeshes] = mesh;
(nd->mMeshes = new unsigned int[nd->mNumMeshes=1])[0]=pScene->mNumMeshes++;
}else
delete mesh;
}
}
#endif