Torque3D/Engine/lib/assimp/code/Q3D/Q3DLoader.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Cleaned up a bunch of old, outdated code in the asset importer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

620 lines
22 KiB
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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
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following disclaimer.
* Redistributions in binary form must reproduce the above
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* 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
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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 Q3DLoader.cpp
* @brief Implementation of the Q3D importer class
*/
#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
// internal headers
#include "Q3DLoader.h"
#include <assimp/StreamReader.h>
#include <assimp/fast_atof.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
using namespace Assimp;
static const aiImporterDesc desc = {
"Quick3D Importer",
"",
"",
"http://www.quick3d.com/",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"q3o q3s"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
Q3DImporter::Q3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
Q3DImporter::~Q3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool Q3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string extension = GetExtension(pFile);
if (extension == "q3s" || extension == "q3o")
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler)
return true;
const char* tokens[] = {"quick3Do","quick3Ds"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* Q3DImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void Q3DImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
// The header is 22 bytes large
if (stream.GetRemainingSize() < 22)
throw DeadlyImportError("File is either empty or corrupt: " + pFile);
// Check the file's signature
if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
{
throw DeadlyImportError("Not a Quick3D file. Signature string is: " +
std::string((const char*)stream.GetPtr(),8));
}
// Print the file format version
ASSIMP_LOG_INFO_F("Quick3D File format version: ",
std::string(&((const char*)stream.GetPtr())[8],2));
// ... an store it
char major = ((const char*)stream.GetPtr())[8];
char minor = ((const char*)stream.GetPtr())[9];
stream.IncPtr(10);
unsigned int numMeshes = (unsigned int)stream.GetI4();
unsigned int numMats = (unsigned int)stream.GetI4();
unsigned int numTextures = (unsigned int)stream.GetI4();
std::vector<Material> materials;
materials.reserve(numMats);
std::vector<Mesh> meshes;
meshes.reserve(numMeshes);
// Allocate the scene root node
pScene->mRootNode = new aiNode();
aiColor3D fgColor (0.6f,0.6f,0.6f);
// Now read all file chunks
while (true)
{
if (stream.GetRemainingSize() < 1)break;
char c = stream.GetI1();
switch (c)
{
// Meshes chunk
case 'm':
{
for (unsigned int quak = 0; quak < numMeshes; ++quak)
{
meshes.push_back(Mesh());
Mesh& mesh = meshes.back();
// read all vertices
unsigned int numVerts = (unsigned int)stream.GetI4();
if (!numVerts)
throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
std::vector<aiVector3D>& verts = mesh.verts;
verts.resize(numVerts);
for (unsigned int i = 0; i < numVerts;++i)
{
verts[i].x = stream.GetF4();
verts[i].y = stream.GetF4();
verts[i].z = stream.GetF4();
}
// read all faces
numVerts = (unsigned int)stream.GetI4();
if (!numVerts)
throw DeadlyImportError("Quick3D: Found mesh with zero faces");
std::vector<Face >& faces = mesh.faces;
faces.reserve(numVerts);
// number of indices
for (unsigned int i = 0; i < numVerts;++i)
{
faces.push_back(Face(stream.GetI2()) );
if (faces.back().indices.empty())
throw DeadlyImportError("Quick3D: Found face with zero indices");
}
// indices
for (unsigned int i = 0; i < numVerts;++i)
{
Face& vec = faces[i];
for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
vec.indices[a] = stream.GetI4();
}
// material indices
for (unsigned int i = 0; i < numVerts;++i)
{
faces[i].mat = (unsigned int)stream.GetI4();
}
// read all normals
numVerts = (unsigned int)stream.GetI4();
std::vector<aiVector3D>& normals = mesh.normals;
normals.resize(numVerts);
for (unsigned int i = 0; i < numVerts;++i)
{
normals[i].x = stream.GetF4();
normals[i].y = stream.GetF4();
normals[i].z = stream.GetF4();
}
numVerts = (unsigned int)stream.GetI4();
if (numTextures && numVerts)
{
// read all texture coordinates
std::vector<aiVector3D>& uv = mesh.uv;
uv.resize(numVerts);
for (unsigned int i = 0; i < numVerts;++i)
{
uv[i].x = stream.GetF4();
uv[i].y = stream.GetF4();
}
// UV indices
for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
{
Face& vec = faces[i];
for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
{
vec.uvindices[a] = stream.GetI4();
if (!i && !a)
mesh.prevUVIdx = vec.uvindices[a];
else if (vec.uvindices[a] != mesh.prevUVIdx)
mesh.prevUVIdx = UINT_MAX;
}
}
}
// we don't need the rest, but we need to get to the next chunk
stream.IncPtr(36);
if (minor > '0' && major == '3')
stream.IncPtr(mesh.faces.size());
}
// stream.IncPtr(4); // unknown value here
}
break;
// materials chunk
case 'c':
for (unsigned int i = 0; i < numMats; ++i)
{
materials.push_back(Material());
Material& mat = materials.back();
// read the material name
while (( c = stream.GetI1()))
mat.name.data[mat.name.length++] = c;
// add the terminal character
mat.name.data[mat.name.length] = '\0';
// read the ambient color
mat.ambient.r = stream.GetF4();
mat.ambient.g = stream.GetF4();
mat.ambient.b = stream.GetF4();
// read the diffuse color
mat.diffuse.r = stream.GetF4();
mat.diffuse.g = stream.GetF4();
mat.diffuse.b = stream.GetF4();
// read the ambient color
mat.specular.r = stream.GetF4();
mat.specular.g = stream.GetF4();
mat.specular.b = stream.GetF4();
// read the transparency
mat.transparency = stream.GetF4();
// unknown value here
// stream.IncPtr(4);
// FIX: it could be the texture index ...
mat.texIdx = (unsigned int)stream.GetI4();
}
break;
// texture chunk
case 't':
pScene->mNumTextures = numTextures;
if (!numTextures) {
break;
}
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
// to make sure we won't crash if we leave through an exception
::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
aiTexture* tex = pScene->mTextures[i] = new aiTexture;
// skip the texture name
while (stream.GetI1());
// read texture width and height
tex->mWidth = (unsigned int)stream.GetI4();
tex->mHeight = (unsigned int)stream.GetI4();
if (!tex->mWidth || !tex->mHeight) {
throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
}
unsigned int mul = tex->mWidth * tex->mHeight;
aiTexel* begin = tex->pcData = new aiTexel[mul];
aiTexel* const end = & begin[mul-1] +1;
for (;begin != end; ++begin) {
begin->r = stream.GetI1();
begin->g = stream.GetI1();
begin->b = stream.GetI1();
begin->a = 0xff;
}
}
break;
// scene chunk
case 's':
{
// skip position and rotation
stream.IncPtr(12);
for (unsigned int i = 0; i < 4;++i)
for (unsigned int a = 0; a < 4;++a)
pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
stream.IncPtr(16);
// now setup a single camera
pScene->mNumCameras = 1;
pScene->mCameras = new aiCamera*[1];
aiCamera* cam = pScene->mCameras[0] = new aiCamera();
cam->mPosition.x = stream.GetF4();
cam->mPosition.y = stream.GetF4();
cam->mPosition.z = stream.GetF4();
cam->mName.Set("Q3DCamera");
// skip eye rotation for the moment
stream.IncPtr(12);
// read the default material color
fgColor .r = stream.GetF4();
fgColor .g = stream.GetF4();
fgColor .b = stream.GetF4();
// skip some unimportant properties
stream.IncPtr(29);
// setup a single point light with no attenuation
pScene->mNumLights = 1;
pScene->mLights = new aiLight*[1];
aiLight* light = pScene->mLights[0] = new aiLight();
light->mName.Set("Q3DLight");
light->mType = aiLightSource_POINT;
light->mAttenuationConstant = 1;
light->mAttenuationLinear = 0;
light->mAttenuationQuadratic = 0;
light->mColorDiffuse.r = stream.GetF4();
light->mColorDiffuse.g = stream.GetF4();
light->mColorDiffuse.b = stream.GetF4();
light->mColorSpecular = light->mColorDiffuse;
// We don't need the rest, but we need to know where this chunk ends.
unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
// skip the background file name
while (stream.GetI1());
// skip background texture data + the remaining fields
stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
// TODO
goto outer;
}
break;
default:
throw DeadlyImportError("Quick3D: Unknown chunk");
break;
};
}
outer:
// If we have no mesh loaded - break here
if (meshes.empty())
throw DeadlyImportError("Quick3D: No meshes loaded");
// If we have no materials loaded - generate a default mat
if (materials.empty())
{
ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
materials.push_back(Material());
materials.back().diffuse = fgColor ;
}
// find out which materials we'll need
typedef std::pair<unsigned int, unsigned int> FaceIdx;
typedef std::vector< FaceIdx > FaceIdxArray;
FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
unsigned int p = 0;
for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
it != end; ++it,++p)
{
unsigned int q = 0;
for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
fit != fend; ++fit,++q)
{
if ((*fit).mat >= materials.size())
{
ASSIMP_LOG_WARN("Quick3D: Material index overflow");
(*fit).mat = 0;
}
if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
fidx[(*fit).mat].push_back( FaceIdx(p,q) );
}
}
pScene->mNumMaterials = pScene->mNumMeshes;
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
{
if (fidx[i].empty())continue;
// Allocate a mesh and a material
aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
aiMaterial* mat = new aiMaterial();
pScene->mMaterials[real] = mat;
mesh->mMaterialIndex = real;
// Build the output material
Material& srcMat = materials[i];
mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
// NOTE: Ignore transparency for the moment - it seems
// unclear how to interpret the data
#if 0
if (!(minor > '0' && major == '3'))
srcMat.transparency = 1.0f - srcMat.transparency;
mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
#endif
// add shininess - Quick3D seems to use it ins its viewer
srcMat.transparency = 16.f;
mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
int m = (int)aiShadingMode_Phong;
mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
if (srcMat.name.length)
mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
// Add a texture
if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
{
srcMat.name.data[0] = '*';
srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
(srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
mesh->mNumFaces = (unsigned int)fidx[i].size();
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
// Now build the output mesh. First find out how many
// vertices we'll need
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
it != end; ++it)
{
mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
(*it).second].indices.size();
}
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
aiVector3D* uv;
if (real < pScene->mNumTextures)
{
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
mesh->mNumUVComponents[0] = 2;
}
else uv = NULL;
// Build the final array
unsigned int cnt = 0;
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
it != end; ++it, ++faces)
{
Mesh& m = meshes[(*it).first];
Face& face = m.faces[(*it).second];
faces->mNumIndices = (unsigned int)face.indices.size();
faces->mIndices = new unsigned int [faces->mNumIndices];
aiVector3D faceNormal;
bool fnOK = false;
for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
{
if (face.indices[n] >= m.verts.size())
{
ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
face.indices[n] = 0;
}
// copy vertices
*verts = m.verts[ face.indices[n] ];
if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
{
// we have no normal here - assign the face normal
if (!fnOK)
{
const aiVector3D& pV1 = m.verts[ face.indices[0] ];
const aiVector3D& pV2 = m.verts[ face.indices[1] ];
const aiVector3D& pV3 = m.verts[ face.indices.size() - 1 ];
faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
fnOK = true;
}
*norms = faceNormal;
}
else *norms = m.normals[ face.indices[n] ];
// copy texture coordinates
if (uv && m.uv.size())
{
if (m.prevUVIdx != 0xffffffff && m.uv.size() >= m.verts.size()) // workaround
{
*uv = m.uv[face.indices[n]];
}
else
{
if (face.uvindices[n] >= m.uv.size())
{
ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
face.uvindices[n] = 0;
}
*uv = m.uv[face.uvindices[n]];
}
uv->y = 1.f - uv->y;
++uv;
}
// setup the new vertex index
faces->mIndices[n] = cnt;
}
}
++real;
}
// Delete our nice helper array
delete[] fidx;
// Now we need to attach the meshes to the root node of the scene
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mRootNode->mMeshes[i] = i;
/*pScene->mRootNode->mTransformation *= aiMatrix4x4(
1.f, 0.f, 0.f, 0.f,
0.f, -1.f,0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f);*/
// Add cameras and light sources to the scene root node
pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
if (pScene->mRootNode->mNumChildren)
{
pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
// the light source
aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
nd->mParent = pScene->mRootNode;
nd->mName.Set("Q3DLight");
nd->mTransformation = pScene->mRootNode->mTransformation;
nd->mTransformation.Inverse();
// camera
nd = pScene->mRootNode->mChildren[1] = new aiNode();
nd->mParent = pScene->mRootNode;
nd->mName.Set("Q3DCamera");
nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
}
}
#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER