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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
333 lines
10 KiB
C++
333 lines
10 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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#pragma once
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#ifndef OBJ_FILEDATA_H_INC
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#define OBJ_FILEDATA_H_INC
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#include <vector>
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#include <map>
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#include <assimp/types.h>
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#include <assimp/mesh.h>
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namespace Assimp {
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namespace ObjFile {
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struct Object;
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struct Face;
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struct Material;
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// ------------------------------------------------------------------------------------------------
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//! \struct Face
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//! \brief Data structure for a simple obj-face, describes discredit,l.ation and materials
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// ------------------------------------------------------------------------------------------------
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struct Face {
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typedef std::vector<unsigned int> IndexArray;
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//! Primitive type
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aiPrimitiveType m_PrimitiveType;
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//! Vertex indices
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IndexArray m_vertices;
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//! Normal indices
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IndexArray m_normals;
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//! Texture coordinates indices
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IndexArray m_texturCoords;
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//! Pointer to assigned material
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Material *m_pMaterial;
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//! \brief Default constructor
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Face( aiPrimitiveType pt = aiPrimitiveType_POLYGON)
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: m_PrimitiveType( pt )
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, m_vertices()
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, m_normals()
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, m_texturCoords()
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, m_pMaterial( 0L ) {
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// empty
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}
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//! \brief Destructor
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~Face() {
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// empty
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}
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Object
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//! \brief Stores all objects of an obj-file object definition
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// ------------------------------------------------------------------------------------------------
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struct Object {
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enum ObjectType {
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ObjType,
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GroupType
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};
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//! Object name
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std::string m_strObjName;
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//! Transformation matrix, stored in OpenGL format
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aiMatrix4x4 m_Transformation;
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//! All sub-objects referenced by this object
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std::vector<Object*> m_SubObjects;
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/// Assigned meshes
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std::vector<unsigned int> m_Meshes;
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//! \brief Default constructor
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Object() = default;
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//! \brief Destructor
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~Object() {
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for ( std::vector<Object*>::iterator it = m_SubObjects.begin(); it != m_SubObjects.end(); ++it) {
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delete *it;
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}
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}
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Material
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//! \brief Data structure to store all material specific data
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// ------------------------------------------------------------------------------------------------
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struct Material {
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//! Name of material description
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aiString MaterialName;
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//! Texture names
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aiString texture;
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aiString textureSpecular;
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aiString textureAmbient;
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aiString textureEmissive;
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aiString textureBump;
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aiString textureNormal;
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aiString textureReflection[6];
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aiString textureSpecularity;
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aiString textureOpacity;
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aiString textureDisp;
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enum TextureType {
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TextureDiffuseType = 0,
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TextureSpecularType,
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TextureAmbientType,
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TextureEmissiveType,
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TextureBumpType,
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TextureNormalType,
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TextureReflectionSphereType,
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TextureReflectionCubeTopType,
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TextureReflectionCubeBottomType,
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TextureReflectionCubeFrontType,
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TextureReflectionCubeBackType,
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TextureReflectionCubeLeftType,
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TextureReflectionCubeRightType,
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TextureSpecularityType,
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TextureOpacityType,
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TextureDispType,
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TextureTypeCount
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};
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bool clamp[TextureTypeCount];
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//! Ambient color
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aiColor3D ambient;
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//! Diffuse color
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aiColor3D diffuse;
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//! Specular color
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aiColor3D specular;
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//! Emissive color
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aiColor3D emissive;
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//! Alpha value
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ai_real alpha;
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//! Shineness factor
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ai_real shineness;
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//! Illumination model
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int illumination_model;
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//! Index of refraction
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ai_real ior;
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//! Transparency color
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aiColor3D transparent;
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//! Constructor
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Material()
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: diffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) )
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, alpha (ai_real( 1.0 ) )
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, shineness ( ai_real( 0.0) )
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, illumination_model (1)
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, ior ( ai_real( 1.0 ) )
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, transparent( ai_real( 1.0), ai_real (1.0), ai_real(1.0)) {
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std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false);
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}
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// Destructor
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~Material() = default;
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Mesh
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//! \brief Data structure to store a mesh
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// ------------------------------------------------------------------------------------------------
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struct Mesh {
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static const unsigned int NoMaterial = ~0u;
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/// The name for the mesh
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std::string m_name;
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/// Array with pointer to all stored faces
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std::vector<Face*> m_Faces;
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/// Assigned material
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Material *m_pMaterial;
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/// Number of stored indices.
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unsigned int m_uiNumIndices;
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/// Number of UV
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unsigned int m_uiUVCoordinates[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
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/// Material index.
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unsigned int m_uiMaterialIndex;
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/// True, if normals are stored.
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bool m_hasNormals;
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/// True, if vertex colors are stored.
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bool m_hasVertexColors;
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/// Constructor
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explicit Mesh( const std::string &name )
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: m_name( name )
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, m_pMaterial(NULL)
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, m_uiNumIndices(0)
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, m_uiMaterialIndex( NoMaterial )
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, m_hasNormals(false) {
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memset(m_uiUVCoordinates, 0, sizeof( unsigned int ) * AI_MAX_NUMBER_OF_TEXTURECOORDS);
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}
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/// Destructor
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~Mesh() {
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for (std::vector<Face*>::iterator it = m_Faces.begin();
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it != m_Faces.end(); ++it)
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{
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delete *it;
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}
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}
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Model
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//! \brief Data structure to store all obj-specific model datas
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// ------------------------------------------------------------------------------------------------
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struct Model {
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typedef std::map<std::string, std::vector<unsigned int>* > GroupMap;
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typedef std::map<std::string, std::vector<unsigned int>* >::iterator GroupMapIt;
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typedef std::map<std::string, std::vector<unsigned int>* >::const_iterator ConstGroupMapIt;
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//! Model name
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std::string m_ModelName;
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//! List ob assigned objects
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std::vector<Object*> m_Objects;
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//! Pointer to current object
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ObjFile::Object *m_pCurrent;
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//! Pointer to current material
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ObjFile::Material *m_pCurrentMaterial;
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//! Pointer to default material
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ObjFile::Material *m_pDefaultMaterial;
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//! Vector with all generated materials
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std::vector<std::string> m_MaterialLib;
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//! Vector with all generated vertices
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std::vector<aiVector3D> m_Vertices;
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//! vector with all generated normals
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std::vector<aiVector3D> m_Normals;
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//! vector with all vertex colors
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std::vector<aiVector3D> m_VertexColors;
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//! Group map
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GroupMap m_Groups;
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//! Group to face id assignment
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std::vector<unsigned int> *m_pGroupFaceIDs;
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//! Active group
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std::string m_strActiveGroup;
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//! Vector with generated texture coordinates
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std::vector<aiVector3D> m_TextureCoord;
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//! Maximum dimension of texture coordinates
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unsigned int m_TextureCoordDim;
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//! Current mesh instance
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Mesh *m_pCurrentMesh;
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//! Vector with stored meshes
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std::vector<Mesh*> m_Meshes;
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//! Material map
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std::map<std::string, Material*> m_MaterialMap;
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//! \brief The default class constructor
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Model() :
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m_ModelName(""),
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m_pCurrent(NULL),
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m_pCurrentMaterial(NULL),
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m_pDefaultMaterial(NULL),
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m_pGroupFaceIDs(NULL),
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m_strActiveGroup(""),
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m_TextureCoordDim(0),
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m_pCurrentMesh(NULL)
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{
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// empty
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}
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//! \brief The class destructor
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~Model() {
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// Clear all stored object instances
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for (std::vector<Object*>::iterator it = m_Objects.begin();
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it != m_Objects.end(); ++it) {
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delete *it;
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}
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m_Objects.clear();
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// Clear all stored mesh instances
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for (std::vector<Mesh*>::iterator it = m_Meshes.begin();
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it != m_Meshes.end(); ++it) {
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delete *it;
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}
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m_Meshes.clear();
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for(GroupMapIt it = m_Groups.begin(); it != m_Groups.end(); ++it) {
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delete it->second;
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}
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m_Groups.clear();
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for ( std::map<std::string, Material*>::iterator it = m_MaterialMap.begin(); it != m_MaterialMap.end(); ++it ) {
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delete it->second;
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}
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}
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};
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// ------------------------------------------------------------------------------------------------
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} // Namespace ObjFile
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} // Namespace Assimp
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#endif // OBJ_FILEDATA_H_INC
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