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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
332 lines
11 KiB
C++
332 lines
11 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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/** @file RawLoader.cpp
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* @brief Implementation of the RAW importer class
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*/
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#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
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// internal headers
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#include "RawLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <memory>
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#include <assimp/IOSystem.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Raw Importer",
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"",
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"",
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"",
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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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"raw"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RAWImporter::RAWImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RAWImporter::~RAWImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool RAWImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
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{
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return SimpleExtensionCheck(pFile,"raw");
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* RAWImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void RAWImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL) {
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throw DeadlyImportError( "Failed to open RAW file " + pFile + ".");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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// list of groups loaded from the file
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std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
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std::vector< GroupInformation >::iterator curGroup = outGroups.begin();
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// now read all lines
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char line[4096];
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while (GetNextLine(buffer,line))
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{
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// if the line starts with a non-numeric identifier, it marks
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// the beginning of a new group
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const char* sz = line;SkipSpaces(&sz);
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if (IsLineEnd(*sz))continue;
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if (!IsNumeric(*sz))
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{
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const char* sz2 = sz;
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while (!IsSpaceOrNewLine(*sz2))++sz2;
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const unsigned int length = (unsigned int)(sz2-sz);
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// find an existing group with this name
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for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
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it != end;++it)
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{
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if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
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{
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curGroup = it;sz2 = NULL;
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break;
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}
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}
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if (sz2)
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{
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outGroups.push_back(GroupInformation(std::string(sz,length)));
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curGroup = outGroups.end()-1;
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}
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}
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else
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{
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// there can be maximally 12 floats plus an extra texture file name
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float data[12];
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unsigned int num;
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for (num = 0; num < 12;++num)
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{
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if(!SkipSpaces(&sz) || !IsNumeric(*sz))break;
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sz = fast_atoreal_move<float>(sz,data[num]);
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}
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if (num != 12 && num != 9)
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{
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ASSIMP_LOG_ERROR("A line may have either 9 or 12 floats and an optional texture");
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continue;
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}
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MeshInformation* output = NULL;
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const char* sz2 = sz;
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unsigned int length;
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if (!IsLineEnd(*sz))
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{
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while (!IsSpaceOrNewLine(*sz2))++sz2;
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length = (unsigned int)(sz2-sz);
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}
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else if (9 == num)
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{
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sz = "%default%";
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length = 9;
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}
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else
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{
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sz = "";
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length = 0;
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}
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// search in the list of meshes whether we have one with this texture
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for (auto &mesh : (*curGroup).meshes)
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{
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if (length == mesh.name.length() && (length ? !::strcmp(sz, mesh.name.c_str()) : true))
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{
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output = &mesh;
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break;
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}
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}
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// if we don't have the mesh, create it
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if (!output)
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{
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(*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
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output = &((*curGroup).meshes.back());
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}
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if (12 == num)
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{
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aiColor4D v(data[0],data[1],data[2],1.0f);
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output->colors.push_back(v);
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output->colors.push_back(v);
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output->colors.push_back(v);
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output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
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output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
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output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
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}
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else
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{
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output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
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output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
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output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
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}
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}
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}
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<RawRoot>");
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// count the number of valid groups
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// (meshes can't be empty)
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for (auto & outGroup : outGroups)
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{
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if (!outGroup.meshes.empty())
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{
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++pScene->mRootNode->mNumChildren;
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pScene->mNumMeshes += (unsigned int) outGroup.meshes.size();
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}
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}
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if (!pScene->mNumMeshes)
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{
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throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
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}
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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aiNode** cc;
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if (1 == pScene->mRootNode->mNumChildren)
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{
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cc = &pScene->mRootNode;
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pScene->mRootNode->mNumChildren = 0;
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} else {
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cc = new aiNode*[pScene->mRootNode->mNumChildren];
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memset(cc, 0, sizeof(aiNode*) * pScene->mRootNode->mNumChildren);
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pScene->mRootNode->mChildren = cc;
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}
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pScene->mNumMaterials = pScene->mNumMeshes;
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aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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unsigned int meshIdx = 0;
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for (auto & outGroup : outGroups)
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{
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if (outGroup.meshes.empty())continue;
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aiNode* node;
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if (pScene->mRootNode->mNumChildren)
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{
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node = *cc = new aiNode();
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node->mParent = pScene->mRootNode;
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}
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else node = *cc;
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node->mName.Set(outGroup.name);
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// add all meshes
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node->mNumMeshes = (unsigned int) outGroup.meshes.size();
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unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
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for (std::vector< MeshInformation >::iterator it2 = outGroup.meshes.begin(),
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end2 = outGroup.meshes.end(); it2 != end2; ++it2)
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{
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ai_assert(!(*it2).vertices.empty());
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// allocate the mesh
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*pi++ = meshIdx;
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aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
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mesh->mMaterialIndex = meshIdx++;
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for the vertex components and copy them
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mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
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mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
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::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
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if ((*it2).colors.size())
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{
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ai_assert((*it2).colors.size() == mesh->mNumVertices);
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mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
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::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
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}
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// generate triangles
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ai_assert(0 == mesh->mNumVertices % 3);
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aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
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aiFace* const fcEnd = fc + mesh->mNumFaces;
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unsigned int n = 0;
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while (fc != fcEnd)
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{
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aiFace& f = *fc++;
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f.mIndices = new unsigned int[f.mNumIndices = 3];
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for (unsigned int m = 0; m < 3;++m)
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f.mIndices[m] = n++;
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}
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// generate a material for the mesh
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aiMaterial* mat = new aiMaterial();
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aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
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if ("%default%" == (*it2).name) // a gray default material
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{
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clr.r = clr.g = clr.b = 0.6f;
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}
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else if ((*it2).name.length() > 0) // a texture
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{
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aiString s;
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s.Set((*it2).name);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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*mats++ = mat;
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}
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}
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}
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#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER
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