mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
415 lines
15 KiB
C++
415 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_OBJ_EXPORTER
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#include "ObjExporter.h"
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#include <assimp/Exceptional.h>
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#include <assimp/StringComparison.h>
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
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void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
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// invoke the exporter
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ObjExporter exporter(pFile, pScene);
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if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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}
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// we're still here - export successfully completed. Write both the main OBJ file and the material script
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{
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
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}
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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{
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .mtl file: " + std::string(exporter.GetMaterialLibFileName()));
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}
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outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Wavefront OBJ without the material file. Prototyped and registered in Exporter.cpp
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void ExportSceneObjNoMtl(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) {
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// invoke the exporter
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ObjExporter exporter(pFile, pScene, true);
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if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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}
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// we're still here - export successfully completed. Write both the main OBJ file and the material script
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{
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
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}
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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}
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} // end of namespace Assimp
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static const std::string MaterialExt = ".mtl";
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// ------------------------------------------------------------------------------------------------
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ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
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: filename(_filename)
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, pScene(pScene)
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, vn()
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, vt()
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, vp()
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, useVc(false)
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, mVnMap()
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, mVtMap()
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, mVpMap()
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, mMeshes()
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, endl("\n") {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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const std::locale& l = std::locale("C");
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mOutput.imbue(l);
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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mOutputMat.imbue(l);
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mOutputMat.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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WriteGeometryFile(noMtl);
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if ( !noMtl ) {
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WriteMaterialFile();
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}
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}
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// ------------------------------------------------------------------------------------------------
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ObjExporter::~ObjExporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter::GetMaterialLibName() {
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// within the Obj file, we use just the relative file name with the path stripped
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const std::string& s = GetMaterialLibFileName();
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std::string::size_type il = s.find_last_of("/\\");
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if (il != std::string::npos) {
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return s.substr(il + 1);
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}
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return s;
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter::GetMaterialLibFileName() {
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// Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
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size_t lastdot = filename.find_last_of('.');
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if ( lastdot != std::string::npos ) {
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return filename.substr( 0, lastdot ) + MaterialExt;
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}
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return filename + MaterialExt;
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::WriteHeader(std::ostringstream& out) {
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out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
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out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl << endl;
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter::GetMaterialName(unsigned int index) {
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const aiMaterial* const mat = pScene->mMaterials[index];
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if ( nullptr == mat ) {
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static const std::string EmptyStr;
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return EmptyStr;
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}
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aiString s;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
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return std::string(s.data,s.length);
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}
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char number[ sizeof(unsigned int) * 3 + 1 ];
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ASSIMP_itoa10(number,index);
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return "$Material_" + std::string(number);
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::WriteMaterialFile() {
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WriteHeader(mOutputMat);
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for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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const aiMaterial* const mat = pScene->mMaterials[i];
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int illum = 1;
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mOutputMat << "newmtl " << GetMaterialName(i) << endl;
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aiColor4D c;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
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mOutputMat << "Kd " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
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mOutputMat << "Ka " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
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mOutputMat << "Ks " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_EMISSIVE,c)) {
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mOutputMat << "Ke " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
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mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
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}
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ai_real o;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
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mOutputMat << "d " << o << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_REFRACTI,o)) {
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mOutputMat << "Ni " << o << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
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mOutputMat << "Ns " << o << endl;
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illum = 2;
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}
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mOutputMat << "illum " << illum << endl;
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aiString s;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
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mOutputMat << "map_Kd " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
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mOutputMat << "map_Ka " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
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mOutputMat << "map_Ks " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
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mOutputMat << "map_Ns " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_OPACITY(0),s)) {
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mOutputMat << "map_d " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
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// implementations seem to vary here, so write both variants
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mOutputMat << "bump " << s.data << endl;
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mOutputMat << "map_bump " << s.data << endl;
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}
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mOutputMat << endl;
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}
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}
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void ObjExporter::WriteGeometryFile(bool noMtl) {
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WriteHeader(mOutput);
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if (!noMtl)
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mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
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// collect mesh geometry
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aiMatrix4x4 mBase;
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AddNode(pScene->mRootNode, mBase);
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// write vertex positions with colors, if any
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mVpMap.getKeys( vp );
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if ( !useVc ) {
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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for ( const vertexData& v : vp ) {
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mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << endl;
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}
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} else {
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mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
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for ( const vertexData& v : vp ) {
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mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << " " << v.vc.r << " " << v.vc.g << " " << v.vc.b << endl;
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}
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}
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mOutput << endl;
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// write uv coordinates
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mVtMap.getKeys(vt);
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mOutput << "# " << vt.size() << " UV coordinates" << endl;
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for(const aiVector3D& v : vt) {
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mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// write vertex normals
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mVnMap.getKeys(vn);
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mOutput << "# " << vn.size() << " vertex normals" << endl;
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for(const aiVector3D& v : vn) {
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mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// now write all mesh instances
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for(const MeshInstance& m : mMeshes) {
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mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
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if (!m.name.empty()) {
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mOutput << "g " << m.name << endl;
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}
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if ( !noMtl ) {
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mOutput << "usemtl " << m.matname << endl;
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}
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for(const Face& f : m.faces) {
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mOutput << f.kind << ' ';
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for(const FaceVertex& fv : f.indices) {
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mOutput << ' ' << fv.vp;
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if (f.kind != 'p') {
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if (fv.vt || f.kind == 'f') {
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mOutput << '/';
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}
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if (fv.vt) {
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mOutput << fv.vt;
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}
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if (f.kind == 'f' && fv.vn) {
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mOutput << '/' << fv.vn;
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}
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}
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}
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mOutput << endl;
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}
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mOutput << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
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mMeshes.push_back(MeshInstance() );
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MeshInstance& mesh = mMeshes.back();
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if ( nullptr != m->mColors[ 0 ] ) {
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useVc = true;
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}
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mesh.name = std::string( name.data, name.length );
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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mesh.faces.resize(m->mNumFaces);
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for(unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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Face& face = mesh.faces[i];
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switch (f.mNumIndices) {
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case 1:
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face.kind = 'p';
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break;
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case 2:
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face.kind = 'l';
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break;
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default:
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face.kind = 'f';
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}
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face.indices.resize(f.mNumIndices);
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const unsigned int idx = f.mIndices[a];
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aiVector3D vert = mat * m->mVertices[idx];
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if ( nullptr != m->mColors[ 0 ] ) {
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aiColor4D col4 = m->mColors[ 0 ][ idx ];
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face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(col4.r, col4.g, col4.b)});
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} else {
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face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(0,0,0)});
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}
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if (m->mNormals) {
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aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
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face.indices[a].vn = mVnMap.getIndex(norm);
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} else {
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face.indices[a].vn = 0;
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}
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if ( m->mTextureCoords[ 0 ] ) {
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face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
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} else {
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face.indices[a].vt = 0;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::AddNode(const aiNode* nd, const aiMatrix4x4& mParent) {
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const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
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aiMesh *cm( nullptr );
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for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
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cm = pScene->mMeshes[nd->mMeshes[i]];
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if (nullptr != cm) {
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AddMesh(cm->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
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} else {
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AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
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}
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}
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for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
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AddNode(nd->mChildren[i], mAbs);
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}
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}
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// ------------------------------------------------------------------------------------------------
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#endif // ASSIMP_BUILD_NO_OBJ_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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